Tension 17 -
And Another Head Hangs Ok, this level managed to stump me for a little over a month, but it turns out that it's not a very hard level at all, just a level with a really well-hidden solution due to the steel. For some reason, I thought a second miner wouldn't work after a somewhat precise first miner assignment and kept thinking that I need to bomb before using a second miner to get them the crowd out. This turns out to be impossible, as it's not possible to turn two climbers back to accomplish this. Also, I kept bombing the first miner to make a hole for another lemming to mine the crowd, but this isn't feasible either, as there's no way to send one of the remaining two climbers back to do so. Then finally in one attempt where I was trying things I got a climber to turn around to try a second miner assignment. Turns out that the second miner has extreme precision assignment and that it is indeed possible to assign a second miner in the first miner tunnel despite the first one being stopped due to the steel but still made possible because of how the first miner was able to remove some terrain on the other side of the steel. Armed with this idea, the solution for the level was there, and I already knew how to turn a climber around by getting one of them stuck by two stacks and freeing the stuck climber with a basher requires good timing and precision. The rest was smooth sailing from there.
Tension 18 -
Spacestation GE 00 Nice level! I really loved the idea of delaying the lemmings here! It still took several tries to try some ideas and get the timing right, but this level took me nowhere near as long as the previous one, probably about 20-25 mins max.
Tension 19 -
Vertigo Another nice level! It didn't take me too long to see that a builder must be used to get a part of it past a thin wall for the floater to bridge the gaps. The first basher placement is really precise though, and I guess the digger and miner as well.
Tension 20 -
Totally Stoned This was a really good level that managed to stump me for a while with the false water gaps path. In particular, the stoner's use in the level isn't obvious at all, but once I figured out that it can serve the double purpose of breaking the fall of the second climber both above and below after digging through it, the rest of the level was easy. I did try the wrong idea of first stoning, then digging, then building. The climber will survive the fall for a while, though, where the problem is there's no path for the crowd this way.
Tension 21 -
Dragon Slayer Great level here! The stacker is very precise, as there's only one location that works to break the crowd's fall AND so the climber doesn't get stuck.
Tension 22 -
Mindshell Indeed, this managed to stump me good until I saw that the basher needs to be canceled midstroke and build to plug up the tunnel so that the crowd is trapped, so this is pretty much a variation of the builder trick in Vertigo. Like that level, the basher placement is a bit precise to accomplish this, and the timing is also a bit tricky, as there's another lemming not too far away from the interrupted basher.
Tension 23 -
Dare to Share Really easy level compared to the others around this, as it's really obvious where the skills need to go.
Tension 24 -
Construct Additional Pylons Nice Starcraft reference! The protoss is also my favorite race to play. At first glance, this level seems to be very open-ended with the abundance of platformers and builders, but don't be fooled, as they all need to be used very carefully, and so you can't waste any of them. Quite honestly, though, I wasn't too big of a fan of this level due to a lot of building and how it's difficult to tell whether you're wasting any platformers or builders unnecessarily.
Tension 28 -
Backyard Garden What? I didn't even know it was possible for a bomber to still exit. Truth be told, I don't like this trick, as it's kind of not expected behavior of a bomber in the ohno animation. No wonder I was really stumped on this level, as it should had been very clear from the start that the bombers are red herrings. Even if you just gave one bomber, I still would had been stumped for a while, but then again the solution might be way more obvious this way, especially if one already knows it's possible for a bomber in the ohno animation that lands in front of the exit can still exit. Surprising, I know, considering that this is possibly the shortest level in the pack due to the 55 second time limit and how there aren't even that many possibilities to try. The timer's definitely justified, as then the other solution of digging with the preplaced lemming and letting him finish completely would work.
Tension 29 -
Tomb of Ichot'olot Really nice puzzle! I really loved seeing the solution in action. I do have a stacker leftover, though. I'm not a fan of levels that give a lot of stackers, as it's always very difficult to know whether they need to be used to hold back lemmings or to ascend the level in short bursts. Here, it's not too bad, as it's really obvious where the stackers need to be assigned and you only need to do it once at most at each location.
Tension 30 -
Just Do It Up! I wasn't a fan of this level either due to crucial bomber placements. I do have diggers leftover, but I'm guessing that it's fine.
Tension 31 -
Locked In Really nice puzzle too!
Tension 32 -
Awakening of Aggressions Yet another great level that almost uses the standard two blockers to hold back the crowd! However, here you need to send two worker lemmings ahead. Looks like we got that bomber releasing two blockers trick from Neutrality 38 here again. The miner and builder to get up the tunnel are a bit precise, though.
Tension 33 -
Eyes in the Dark Third awesome puzzle in a row!
The stoner miner trick is new to me here, but it didn't take too long to see that it needs to be used in this level, as the builders are obvious where they need to go.