Christmas is just over two weeks away, and it is freezing cold outside where I live, so I figure now is as good a time as any to look at the Polar tribe.
Polar 4: This is an easy level, so it is only appropriate that the result is an easy
none.Polar 5: Given the large variety of explosives and other ground removing skills, those can all be eliminated fairly easily. Fillers are easily avoided, as is the jumper. That leaves just ropers, and so I came up with a relatively routine result of
2 ropers.Polar 6: The three-skill solution uses a thrower, a stomper, and an attractor. The thrower can be avoided using a club basher and then stopping him with a filler or jumper. The attractor is also avoidable because you can make a holding cell for the crowd. This leaves just
1 stomper.Polar 7: The four-skill solution uses a jumper, two platformers, and a bomber. The bomber is easily avoided, and you can fling someone over the first gap to avoid the jumper. I've also eliminated the platformers by using the other skills to bridge the gaps (see hint), so the final result is
none.Use a stacker and two throwers to deal with the first gap, and use two archers for the second gap. Some precision is needed in the placement of these skills to ensure that the gaps are completely bridged.