Leo 8 -
No Devil Lived On Yea, now that I'm certain that my solution is the intended one, I agree that it was the right decision to not swap "Detective Milla is On the Case" with this one. Like you said, that blocker trick right by the exit to stop anyone from jumping into the exit on either side is quite obscure. Also, the timing is super tight, as you need a lemming from both side of the exit to turn around on the blocker at about the same time so that the one on the left can dig him free.
Leo 15 -
The Art of Puzzle Solving Wow, this one is really good!
I honestly have no idea why I struggled so much with this level in my LP but I had a much easier time with it this time around when I resolved it. The biggest problem was figuring out how to platform on the right side while being able to get a climber up the left side at the top to bash through the ceiling. Then I realized, oh wait, I can use the jumper to make him temporarily climb the stack and then quickly assign another jumper to achieve that. It kind of helps that your "Insert Coin, Choose Lemming" uses the exact same trick, so when I remembered that that was the lightbulb moment for me
Leo 19 -
Mysterious Circle I had the exact same experience as Icho, where I also found this one to be quite hard. It took me a very long time to see that one must send out two lemmings, one who is the climber and jumps, while the other one glides to the bottom area. I kept thinking I needed to release the crowd with two bombers but then that would mean I wouldn't have a spare bomber to build a landing platform near the exit area. Also the big problem was sending a glider back to the starting area to release the crowd with a bomber. So for a long time, I couldn't wrap my head around the solution. Then I realized that I was going about the level incorrectly, especially with the way I was using the cloners. The way to get a climber/glider back to the starting area is to clone the builder later so that he doesn't use the builder staircase going to the left. The other hard part was figuring out how to get the right-most builder pickups. It was very hard to see to drop the climber down the right side and then make him a glider when he can land at the bottom and clone him when he's gliding to the right so that you get one to collect the pickup that's almost at the very edge.
In any case, the intended solution finally seems enforced here. It might had taken you so many fixes, but you've finally did it!
And yea, I can see how you got inspiration from Icho's "Lemmings Dying in Sanctuary Light" here.
Libra 5 -
Deep Inside the Beehive Another great one whose intended solution seems enforced now. I was a big dummy here for a very long time, especially with how to get multiple workers to do the route so you don't run out of time. I kept thinking to send the one that does the work on the right side back to the left side to platform the remaining gap, which wasn't what I wanted, as I wanted him to run into the bee trap before the worker on the left side so that it would be level solved. However, the left worker would always reach it first, so you would therefore lose too much time this way. Then once again after a long time I realized the stacker jumper trick again. However, I kept placing the stack at the extreme edge so that there's an overhang that prevents the climber from actually climbing it
In any case, this was a very satisfying solve with a great puzzle and being able to beat the timer here!
Libra 20 -
Red Queen Hypothesis This should be intended now as well. It seems that I found the same backroute as Icho in the previous version, as the place where you added a fire trap was the exact same place I released the left crowd with. It seems that the trickiest part here was to know when to send out a worker on the left side. In earlier attempts, I sometimes had one lemming falling out to the left when I used the slider to laser them free at the bottom. I was also a dummy here for a while in that I kept thinking to use a builder in the pit at the top left to ensure no one will fall out to the left after using the laser. I also kept thinking to use a laser to get the right crowd up when it's clear you need a miner to do get them up. The hardest part to see here was to build twice to turn the worker back to the right in order to shimmy to get to the top. It was also hard to see to interrupt the laser before the floor can be destroyed by having him build but it still leaves a nice staircase for the worker to step up and out. So, not the hardest of the rank despite being the final level, but it was still deceiving tough.
Aquarius 1 -
Game of the Century Definitely a roadblock, but again I was a big dummy. I kept thinking to send everyone over the top, but no matter what you do you won't have enough skills for the end. The hardest part was with the G and S near the exit. After a while, I gave up, but then a key realization came to me while I was brushing my teeth: Shimmying under the entire level! I quickly loaded up the level in NL to check, and yup, that was the key! The rest of the solution came easily to me from there, although it still took a while to solve because the most frustrating part was getting the correct spacing so that no one falls and splats before the builder gets over each gap, as well as no one turns back on the N before you get a chance to get one bomber off. This took a very long time to get correct, involving a lot of RR tweaking. Maybe that's what the blocker is for? So, I'm actually curious as to the intended solution here and how to make it less frustrating. Also, that bomber on the L is super precise. Unless there's an easier way there that I somehow missed
Aquarius 4 -
Rhythmical Another great level. That was neat to block near the trap so that you can bomb the disarmer free with a lemming from above. I definitely had an easier time with this level this time around.
Aquarius 5 -
Abandoned Library Ugh, this one was so frustrating. So much rewinding in order to get all the timing correct. If this is intended, I'm very curious as to the intended solution and whether there is once again a much easier way that I completely missed. My solution is very timing heavy in order to get a climber to climb the miner tunnel in order to hit the button on the right side. I'm certain that's what the blocker is for so that you can avoid any timing needed, but then I kept running into problems with the gap at the top where lemmings can fall in and can't get back out later. I tried to make do without the blocker at the top, but I couldn't get the right number of lemmings past the miner and also sealing off the gap. The top left was also frustrating to get right, as many times I kept coming up a pixel short so that the lemmings couldn't get past the wall at the top. So yea, I'm very curious about your solution here, because I'm very certain I made it far harder than I needed to.
Aquarius 6 -
RefleXion Sorry, must be another backroute, as I have some skills leftover. Also, 1 second remaining
This was one of the last levels I resolved, as I knew this was going to take a while, because it certainly seems to be one of the hardest of the pack.
Aquarius 7 -
Double-Edged Sword Deceivingly difficult, but another great one. Nice trick with bashing and then a lemming gets ahead to build and the basher also cuts off the terrain/bridge so that no one else can use it. I like how the builder needs to punch a hole in the top wall with a basher, as well as bomb him when he's falling to make a hole in the bottom wall for a climber to get into each of them. I also kept running into the problem of a lemming catching up to the builder at the bottom before he makes it across, but that's because I had the misconception of when to give the worker a walker. Instead, the answer is to immediately give the first lemming that reaches the bottom the walker skill to turn instead of the floor immediately above, as the spacing is bigger at the bottom so that he has enough of a lead to bridge the gap in time. However, there is another very frustrating part here in that there is very little leeway in how to place the miner so that he frees the blocker on the builder staircase and also hits the steel to turn around. I would definitely ease the precision here, as lot of the time even when I kept framestepping the miner wouldn't do what I wanted him to. Easy fix by moving the wall closer to where the builder finishes.
Aquarius 8 -
Purity and Industry Yup, that was one overcomplicated backroute last time I used. One of my favorites now that the intended solution is enforced here
Again, I was a dummy here and didn't realize to block on the platformer bridge so that the glider bounces off him to reach the bottom. I kept thinking to come from the right side instead, like what is used on Libra 18. Other than this, the only other hard part is timing the workers so that the basher uses the builder staircase to keep going but it also allows the builder to keep going to the left to bridge up the remaining gaps. Very nice level here!
Aquarius 9 -
Iron Juggernaut 2 Ah, now I see where the unintended part was. It was a great level before the patch, but it's even better now!
Aquarius 10 -
Triple Lulz Another very hard one that took a while. In the end, I think this is a slight backroute. The very hard part was getting someone to get over the top to dig down the wall, but I couldn't find a solution there. So, I resorted to using the neat trick of using a blocker on the other side of the builder staircase so that no one can follow the 3 lemmings, one to stone and the other two to get on top and dig the wall away. It's a slight backroute due to how I don't even use the blocker pickup
Aquarius 11 -
Lost in an Ice Cave Definitely a better level now. Maybe a slight backroute? Or maybe acceptable despite the leftover skills? I have a feeling that the basher I used at the end is not intended, but at the same time that was the only way for me to save the climber from going to his doom.
Aquarius 12 -
Butterfly Effect Wow, I'm just blown away by the solution here!
Super clever with the "Fence and Forget" United level trick of using a fencer tunnel to keep a basher going. Here's how the solution came to me: I thought to myself ok, it would had been nice if I had had two bashers, but I only have one. Then I remembered how a basher can use a fencer tunnel to keep going, so that was the lightbulb moment for me. Not only that, he uses a platformer to keep going too in order to release the blocker! I would probably say this is the best level of the pack. Well done here!
Aquarius 13 -
System Malfunction Probably a minor backroute here as well, but then again it might be acceptable despite the leftover jumpers.
Aquarius 15 -
Simulation: FARO I know you already spoiled that this uses the nuke on Discord, but I unfortunately backrouted the level again, as I was able to solve it without the nuke. As a suggestion, when in doubt, just spoiler tag it
Along with that, you quoted my spoiler in the previous post incorrectly again. When doing so, leave the spoiler tags in brackets that you see at the beginning and end alone so that the quoted stuff will simply appear in a spoiler rather than be revealed. I'm just one of those people that gets upset whenever any part of the solution gets spoiled, but that's just me personally
At the same time, I wasn't sure if you were trying to ignore me on Discord after I got upset, and I wasn't sure if the incorrect 15 hour difference between our time zones was out of spite when I corrected you there that we're actually 16 hours apart
Aquarius 16 -
Facade of Indifference This one took a while to resolve, but that's because I was a very big dummy on the right side. I kept thinking to use a jumper to turn the worker around to build over the water gap, when in fact a builder is used to turn him around instead. It also took a while to figure out how to use the blocker on the left side in order to build the crowd at the bottom out later. Even for a heavy builder level, this was deceiving difficult. Once again, it was very frustrating figuring out the correct timing to release the right crowd in order to sync up with the glider so only two go on ahead and the non-glider gets killed by the trap, while the third one blocks before it. So much rewinding here. Still, nice level though!
Aquarius 17 -
Forgive Us Another very hard level that took a while. At one point, I had a solution that nearly worked but the glider wouldn't reach the bottom platform and instead would glide to the bottomless pit. This was the hardest part to figure out, how to get a worker to shimmy through the bottom. Eventually, I came up with the idea to use the RR tweaking to my advantage to get two lemmings close enough to stone so that the other one falls inside the stoner terrain and turns to glide onto the stoner below the steel ledge. That's how I got the shimmier for the left side of the middle area. The rest was easy from there. Maybe a slight backroute, but then again maybe acceptable despite the leftover jumper?
Aquarius 18 -
One Lemming To Rule Them All Wow, I will have to agree with you here with this being your favorite, as I also like this level! Almost the same as before, except a much better way to do the digging part. After that, I still had the problem of stopping everyone from walking and drowning in the water where the trap is. Then I realized, wait, that disarmer/blocker trick from The Wine Cellar level in the Libra rank. Super clever with the rope trap busy killing a lemming and then you use the disarmer to block on top of the trigger area, giving enough time for everyone to turn around before he "unblocks" and disarms the trap. The other problem was figuring out how to get the lemmings compressed enough, and after a while I realized in the digger pit and using a blocker so they're stuck facing in one direction only. Even after all that, the timing in my solution was super tight, as the crowd almost turns around before the final basher gets through the last wall. Nice job here!
Aquarius 19 -
Immoral Society This was another difficult one that took a while, but this one is quite a fine level. The only thing I think I did unintended was use a shimmier as a stall so that he exits rather than get past it like the first one to platform the water gap. Otherwise, this seems to be intended. I'm not sure that RR tweaking to make holes on either side of the stacker is intended, but I think that's quite clever to turn the neutral to hit the top button. Also nice trick with using a backwards basher to make the stack climber friendly for the neutral to go on ahead to disarm the traps on the left side.
Aquarius 20 -
Lovebirds Duet Sorry to say it, but I backrouted your girlfriend's level again
Somehow something tells me that the intention is to use a builder/miner combo, as well as the far right side to get up the level. If it is, then I'm not sure how to effectively get into the lattice to do so. Maybe that's where the bombers come in.