Soft1 - I wanna know what Lemmings isFor a first level of a pack, this was at least a demanding one. As there is only one builder (like every other skill) it was quite clear where he has to go. I overlooked the blocker for some time - he was the starting point from which everything fell into its place then.
2 - Dreams are my realityOnly NeoLemmix-skills here and a one-of-everything with ten skills. This is a hard level which makes use of the stacker/stoner-trick to release the crowd. Could well be an early roadblock für novice players.
3 - Keep holding onCan be tricky as well. A lot of things don't seem to work here with no construction and very sparse terrain-removing skills.
4 - This timeMuch easier than the three levels before and therefore the first real breather.
5 - Diamonds are a Lem's best friendThis one took me a while. But that was only because I interpreted the arrows wrong. Which is my main point of criticism here. Due to the thin platforms, the direction of the arrows remains somewhat unclear. So I was sure I could not fence out the upper Lemmings. When I finally tried it and it worked, the rest of the level was easy.
6 - Fire escapeNice one! Hardest part was to turn the Lemming around. I bashed into the steel first which worked - but then I was one basher short in the end. So the shimmier is needed there, the odd-shaped terrain gives another hint.
7 - Across the bridge of hopeWith some basic knowledge about bridges and what can be done with them, this is quite an easy level. One-attempt-solve.
8 - A thousand milesHorrible level. The solution is not too hard to figure out, but the execution is unnecessarily hard. There seems to be exactly one spot the bridges have to be placed. Took me forever, but not because the puzzle was so genius.
9 - Against all oddsNot an easy one. My solution feels a bit hackish and I didnt' think it could be working until the very end. Seems like this level is at least a little bit open-ended.
10 - Walk the lineFor me a very hard one which caught me by surprise that early in the pack. That's mainly because it uses several pretty uncommon techniques such as the way the second stoner und the second shimmier are brought into play. The glider is more irritating than useful, though. Good level!
11 - Call me maybeNice one. A bit easier than the level before, but still demanding. I initially thought the disarmer had to shimmy the entire way, over the top of the crowd to the left and then float down. But it turned out to be impossible due to the narrowness of the fencer tunnel.
12 - Mr Sandlem, give me a dreamAnother pretty good one. It's clear where the bridge and the platform have to go, so a way has to be found to do the rest of the level without these skills. Again, a shimmier has to be used creatively.
13 - Lemming in chainsTricky level, though the basic idea is relatively easy to grasp. Biggest problem was bashing through the bricks above the entrance in such a way that the basher later can climb up the wall left by sealing the gap with one stacker only.
14 - Always look on the bright side of lifeHard one, but that was mainly because I tried desparately to make my way up at the wrong spot (beneath the exit). It was a typical case of being one skill short - instead of reconsidering the entire strategy I thought I could compensate it somehow - but I couldn't.
15 - Both sides nowVery unorthodox solution here as this was certainly not intended. I watched Kaywhyn assigning the shimmiers to their actual purpose while mine doing nothing like that.
16 - I need a dollarWay easier than the levels before in my opinion though it was still a bit tricky to isolate a pioneer. By thy way, I don't really see the purpose of the blocker and the pick-up-walker. The level would not be worse without these.
17 - Don't give upFeels a bit hackish, but I think this is kind of an open-ended level that offers a variety of solutions. Kaywhyn proved that there is a more elegant way.
18 - Great balls of fireEasy one and another backroute. I saved all here and spared the fencer and the digger.
19 - Hunting high and lowNice, but not overly complicated level. Hardest thing was to release the crowd. Finally it dawned on me that the final platform doesn't have to cross the gap completely - sorry for the pioneer.
20 - My life would suck without youThis one was not so hard to figure out. The entire pack is very focused on the shimmier-skill so far and this level is no exception. At this point I'm used to its versatility, so this level was a much quicker solve as it would have been earlier on.
21 - ParadiseAh the good old building into terrain to turn a Lemming around celebrates its resurrection. The start of the level is a bit tricky as only four bridges are allowed to isolate a pioneer and trap the crowd. The other problem was to turn the glider around, but that was only since I didn't see for a while that the skill must be assigned before the shimmier lands on the ground.
22 - No rootsHarder than I thought. Didn't see for quite some time that I could stop the digger with the blocker. That was the final piece of the mosaic to get the level solved.
23 - Don't worry, be happyEasier than the one before in my opinion, but not trivial. This is a really good level since it offers many approaches from the beginning. Can be backrouted as kaywhyn proved.
24 - Still haven't found what I'm looking forNice use of the Dolly-Dimple-trick here, and using the shimmier just do delay a Lemming wasn't easy to see as well.
25 - This is a Lem's worldOne of my favourites so far. It's really creative how the climbers must be trapped here. The rest isn't that hard - and I suppose the additional stacker is a Red Herring.
26 - Raindrops keep fallin' on my headI thought this level would be a hard one due to the amount of skills, but it wasn't at all. Found it pretty straightforward, but attention has to be payed on the fencers as two are needed in the end.
27 - Lems in low places A wild back and forth with the pioneer, but it's a level I really like. I wonder why the first shimmier doesn't shimmy to death by the way, but drops down instead.
28 - Ring of Fire This one took a while as it required some precission. I finally managed to spare a bridge between the central pillar and the actual Ring of fire. Not one of my favourites, though.
29 - Money makes the world go round Interesting level. I couldn't quite make it work with the pioneer only as he didn't hit the buttons while bashing the right crowd out. So I decided to free the left crowd first to have more Lemmings available that could help with the buttons. It worked - and I even spared two skills.
30 - Let's get loud! Tricky level, but with several possible solutions. I used the Dolly Dimple trick here to isolate one Lemming while another worker goes the other way round.
All my solutions can be found here:
https://www.youtube.com/@Swerdis