***** **** * **** * * **** **** *** ***** * * ***** * * * * ** ** * * * * * * ** * * * *** *** * * * * *** **** ***** * * * * * * * * * * * * * * * * * ** * ***** * **** * **** * * * **** * * * * ***** * * * *** **** * * ***** * * ***** * * **** ***** ** * * * * * * * ** * * * * * * * ** ***** * * * * **** * * * * * * **** ***** ** * * * * * * * * ** * * * * * * * * **** * ***** * * * *** * * ***** ** LEVELS BY INSANE STEVE "Generic" Style compiled by Steaver370 (http://lemcrazy370.tripod.com) This is a series of levels where just about every graphic was created in Microsoft Paint. Most levels in this set are not very difficult at all and are quite straightforward, although the two Ramico levels are tricky. P.S.: "Ramico" is an imaginary company from some story I wrote a while back. It specializes in making generic boxes (Like in the levels) and oversized appliances. (Like large blenders) Difficulty Ratings! Workability (W): How hard is it to find a solution? Execution (E): Once you know the answer, how hard is it to pull off? Tricks (T): How many neat (or cheap) tricks are needed to solve the level? Overall (O): Considering all factors, how hard is the level? Level 1: Create a Level in MS Paint! W: 5.0 E: 2.5 T: 3.0 O: 3.5 Level 2: Be Afraid... W: 5.5 E: 2.0 T: 5.5 O: 4.5 Level 3: The Yoshi Level W: 1.5 E: 6.0 T: 1.0 O: 5.0 Level 4: The Fawful Level W: 2.5 E: 3.5 T: 2.0 O: 3.0 Level 5: Lemmings Level?!? W: 3.0 E: 4.5 T: 1.0 O: 4.0 Level 6: Ramico Presents... W: 8.0 E: 6.5 T: 8.5 O: 7.5 (Nice, big jump here) Level 7: Mt. Rant W: 5.0 E: 5.5 T: 5.0 O: 5.0 Level 8: I Needed a Filler Level... W: 6.5 E: 7.0 T: 5.5 O: 6.5 Level 9: The Land of Lines W: 7.0 E: 5.5 T: 6.0 O: 6.5 Level 10: Ramico's Revenge! W: 9.0 E: 7.0 T: 9.0 O: 9.0 HINTS: Level 1: The top floor is too thin to turn on. However, there's a lot mroe terrain that just the top floor panel... Level 2: It is too far to build. Take note of that big wall on the left. Level 3: There isn't enough space to block, but can you create space? Level 4: Don't let the two groups of lemmings mix. They become harder to manage there. Level 5: Just don't get confused. The sprites that move are the real lemmings. Level 6: You don't need 47 climbers; not even close. Both lemmings that are lost are lost in the same way. The bomber is not used. Level 7: The reverse miner is not steep enough. Can you create a steeper reverse staircase? You have 75 of every non-builder skill for a reason. Level 8: This level uss a trick I first saw in a level from Steaver370's level "Use the Minimap!" from his "Lemmings Racers 2" set. That title is a nice hint here. As for the level, Think about it. 4 pillars, 4 detructive skills. You use one of them for each of the walls. As for that trap... You can lose four lemmings... Level 9: Do the right side first. Think about how you reach the exit there, then apply this same idea to save the lemmings on the left. Level 10: Don't worry if you don't get this one. This level requires every task assigned to you. The bomber is not the blocker, nor is it used as a climber bomb. You will make two athletes to solve this level. SOLUTIONS! Level 1: First lemming out the door is immediately made a bomber. Next lemming walks for a while after landing in the bomb hole, then mines into the lower floor. Build to stop the miner, then build to the ledge. Release Rate 99. Level 2: Block off the right side. Send one lemming up the wall, bombing it when it reaches a point above the exit. Next, send another climber, then mine, and bomb it to stop mining. Send another climber, making a zig-zag miner path down to the holding area. Build up this path to reach the exit. Ignore all that other stuff; that is there to freak you out. Level 3: Build immediately when the first lemming lands. After about 2 or 3 steps, block. The rest is building up to the exit, although you'll need at least two more blockers for turning bridges around, and you really don't have much room for error here. It is easy to describe this solution, but a bit harder to actually do. Level 4: Note the normal gravity lemmings exit to the left. Start the same way as level 3. The normal lemmings build to the normal exit. Use blockers to turn the lemmings and stop the flow. The upside down lemmings dig through the sprite when facing towards the exit, then mines. Block to stop the flow, then build to the exit, being careful to allow a safe land point for the other lemmings. The thing to remember is to not allow the two groups to mix. Level 5: Climb, build, bash. Don't lose your focus and you're fine. Level 6: Start by making the SECOND lemming on the bottom a climber. Th first lemming builds once over the left hand pit. The second lemming then builds IMMEDIATELY after reaching the ledge. If you did it right... The wall will be perfectly straight, and the stair fills in the gap, but the climber is unfortunately stuck. Make another climber do this with the other gap. Send a third climber, then begin building over the gap to the left (do NOT cover it, though). Make another lemming a climber. This one needs to be timed right. Now, make the first climber mine as early as possible, but it still can't hit the arrowed wall. The second climber should hit the miner's wall before it completely breaches, then after it turns, time the miner so it mines to those stairs you built over the gap, making a ramp that allows the other lemmings on the bottom go to the exit. Send ANOTHER climber up the thin wall on the right. Release rate 99. This climber bashes through the one way wall on top to free the top lemmings. Done. Level 7: Send up a climber, then dig, build to turn ear the exit. Dig about 5 or 6 pixels (NO MORE than 6), then bash. Dig 5 or 6, bash. Keep on doing this, then at a point, you can mine down the wall. Really not much to this one, but it is fun to read the wall. Level 8: First lemming is made a blocker as far to the right as possible, while still allowing the lemmings to be trapped between the blocker and the wall. Make a lemming an athlete. Climb the first wall, build into the second. Lemming will turn; when it comes back, mine this second wall (It is a bit hard to find the wall; if the climber climbs, restart). Climb the third wall, but dig when the lemming reaches the top. When the lemming is almost at the floor (but not quite) set a bomb on it. It will begin climbing the fourth wall when it explodes. Release rate 99, and when all lemmings are out, bash the first wall. (Hold right to insure that a lemming bashes to the right) Only two lemmings should die in the trap, and you'll save exactly your quota. Level 9: On right, first two lemmings are made floaters. When they face left, make them climbers and bomb the first one about halfwy up the wall. Build to prevent splats, then dig through the blue pole under the platform and build to the exit. Build again when the lemming hits its head and the right is done. On the left, climb a lemming up the left wall. Then, build to the top of the level to turn the climber. Build over the gap, dig through the thin line, then build to the wall. Dig through the blue pole on the left facing left, then build to under the holding area, build up to the gap, then build to the exit. Dig the stairs, dig again, and dig through the right side to release the group. Level 10: Fun, fun, fun! RR about 40 to start. First lemming is made a bomber about when it is just before the "R" in the word "RAMICO" on the right stack of one way blocks. Second and fourth lemmings are made athletes. RR back to 1 after the 4th lemming comes out. 3rd lemming begins building to the wall on top. The 4th lemming should pass, while the fifth lemming does not fall in the gap, turning at the wall. Whatever lemming is in front going left on top blocks when it lands on the red boxes on the left. Let these lemmings climb all the way to the wall before the exit, and the first athlete bashes through the wall before the exit. Second athlete turns, and now the most annoying part. From the edge, you must build twice to the wall, and WITHOUT TURNING, mine through the wall when the lemming reaches it. Let the lemming fall, then mine on the area immediately between the two right-most small boxes. Let the lemming turn in the bomb hole, then build to the miner ramp on the one way wall (Lemming MUST turn). Last step is to bash the wall, although the bomber hole you made has to be fairly well timed to free the group. Release rate 99.