Lemmings Forums

NeoLemmix => NeoLemmix Levels => Topic started by: MASTER-88 on January 04, 2026, 02:18:14 PM

Title: Oh Yeah More Lemmings by MASTER-88 (100 levels) D: Medium/Grand Master UP 6.1.26
Post by: MASTER-88 on January 04, 2026, 02:18:14 PM
EDIT 6.1.26. Post new zip which are fixed final level backroute
**************************************************************

PACK MAIN INFO**************************************************
This pack is already Constructed 12.12.5 version. Its also tested and completed final 12.14.0 Version. So no worry you can play & completed this older and final version neolemmings. What ever you feel use. Tested all talismans and level completed both versions.

I start build that february 2025. Its take me 11 months to make. Though i keep some break.

LEVELS***********************************

There is 100 levels and 20 per each difficult setting. There total 96 unique boards. Only 4 Step 1 levels will be remaked later difficult. Keep mind this pack is not beginner friendly. There is no real trick training (hope you are played some levels my lemmingsworld & custom+ series). This pack start goes hard quickly. Even end of step 1 is quite hard, but Step 2 started be some serious.

Steps & Difficulty************************************************

Step 1 Tame Tourist Trip (Easy/Medium levels) No much warm up levels. There is only 3-4 real warm up levels and then its goes harder. End of Step 1 is quite cunning.

Step 2 Crazy Crusade (Medium/Hard levels) Some levels later Step 2 is extremely cunning.

Step 3 Wild Wreck Way (Hard/very hard)

Step 4 Wicked Webroad (Very hard/extreme)

Step 5 Havoc Highway (Extreme/Grandmaster) Very hard puzzles. Hope you handled everysingle neolemmings tricks. There is also some nasty timings. There is big risk you got frustrated. Even i facilitate some harder timings way easier than my orginal board.


STYLES****************
Very Retro Styles. Every 100 boards are maded Normal or Oh No More Lemmings style. There is no much zombie, neutrals, buttons, pick up skills in levels. Only few theme levels contains those special things. So this is maybe my 2nd most retro style pack since custom +1.


MUSIC*********************
Special/custom music added every level expect Step 1 levels 1 & 4 only used orginal Lemmings themes. Though im not goes add all music zips in this list. If you are loaded my older music zip (custom+ series & lemmings world), Crane pack music zip & Pimolemming music zip you might have all music.

There will be few very unique themes. I´ll later post this music zip with those.

Final level theme music is Targcomp. Its already used Crane pack.

LEVEL LIST************
Used same list way as my all packs. You free fix it yourself if you want.

OTHERS***********
This is only pack which is also completed final neolemmings version. So just free to choose use older version or newest version (12.14.0) neolemmings. Slider & Fencer mechanism forced me play some replays over again 12.14.0 version. Otherwise both version work well.

How ever recommend just keep you older version neolemmings (custom +2 & 3 & Lemmings World is only tested 12.12.5 or older versions) So im not know how those Slider/Fencer things react new version, but i´ll guess its at least break replays.

SPECIAL THANKS***********************************
Armani did very hard job to test played my pack over and over. At least those hardest levels Step 3-5 required some test playing. Thanks jkapp76 with logo.



I´ll post few very unique music my lower post. Ask me if i ´forget something. You can find other music zips my other pack list and hope you are loaded Cranium music. Its contains some themes too.
Title: Re: Oh Yeah More Lemmings by MASTER-88 (100 levels) D: Medium/Grand Master UP 4.1.26
Post by: MASTER-88 on January 04, 2026, 02:34:47 PM
Music zip 1 (Kannon klaig, zero-openin theme, wall remix & Screw Loose Hall)

Those 4 themes is 100% unique. Never used other my packs.
Title: Re: Oh Yeah More Lemmings by MASTER-88 (100 levels) D: Medium/Grand Master UP 4.1.26
Post by: MASTER-88 on January 04, 2026, 02:45:02 PM
There is another themes. But you might have those themes expect merga theme which is unique. Lufia themes is first time used my lemmings world. Zulon Jungle too (but i maybe forget post zulon jungle last time.

ask me more if you still miss some special themes.

Title: Re: Oh Yeah More Lemmings by MASTER-88 (100 levels) D: Medium/Grand Master UP 4.1.26
Post by: MASTER-88 on January 06, 2026, 06:26:23 AM
Very quick fix

Fix last level huge "backroute"

Spoiler
Current solution actually let you save tons skills with 2nd part level, make 2nd half level pretty push over, so patched and fixed

Its better fix this at this point. Will post new zip link mainpage.  8-)  Only 10 dowloads at this point. Hope no one are reach last level yet.
Title: Re: Oh Yeah More Lemmings by MASTER-88 (100 levels) D: Medium/Grand Master UP 6.1.26
Post by: MASTER-88 on January 06, 2026, 10:59:00 PM
BTW Development topic is locked. I locked its myself. If you have free questions about my packs. Just ask here or private PM with me.

Little warn. If you ask it in site please use spoiler tags.
Title: Re: Oh Yeah More Lemmings by MASTER-88 (100 levels) D: Medium/Grand Master UP 6.1.26
Post by: Plodderuk on February 13, 2026, 11:05:14 AM
I've tried the first rank of this pack, "Tame Tourist Trip."  This has a good variety of challenges with some nice puzzles – I particularly liked levels 6, 9, 13 and 16. All the levels have time limits – most of these are quite generous, but there are a few exceptions.  I managed to get some of the talismans, but not all.
Spoiler
Level 1 "Oh Yeah More Lemmings": an easy introduction. It was straightforward to get the silver talisman. I have not attempted the others.
Level 2 "Season Round":  a long but not too difficult level. Getting the bronze talisman needed some careful thought.
Level 3 "Adventure of Pharoahs": another straightforward level, with a very generous time allowance.
Level 4 "Exit towards End": more of a challenge, with some tricky sequences needed to get the talismans.
Level 5"Lemmings in firework factory": it took me a while to work out how to use Platformers in different places to keep the crowd safe.
Level 6 "Dockyard": a nice puzzle. It's possible to save 49, compared to the required 47.
Level 7 "A lot at once lemmings": I struggled more with this than any other level in this rank. Use the Bomber and the Basher in the obvious locations, or swap them around? If a Builder is needed to rescue fallers, how to get this facing towards the exit, so the Builder does not head off and drown? Could using the Bomber in a 3rd location solve this problem? Eventually I realised that making full and proper use of the Hang-Glider is the key – though the solution needs precise timing in the early part of the level. Once the correct strategy is found, getting the talisman is easy.
Level 8 "Bottom of the well": a surprisingly easy level, needing just over a quarter of the time allowance.    
Level 9 "Re Energize your lemmings": another entertaining puzzle, with one of the two lemmings helping to rescue the other. Time allowance not so overly generous here, but still ample.
Level 10 "Going Up Lemmings": completely different from most levels in this rank, in that the required strategy is obvious but execution has to be pixel-perfect and frame-perfect. I beat the time limit by a tiny 0.06 seconds.
Level 11 "Crystals Cliff": another breather level. Here I looked for a strategy not using Bombers, so all 50 lemmings could be saved.
Level 12 "Think Fast Disarmer": not too difficult but still an enjoyable puzzle. 
Level 13 "Winter Rush": one of the more difficult levels in this rank. Do you get 1 lemming to the end, reverse it and bash back all the way? Or try to get past all the obstacles with the small number of skills provided? Or go for a hybrid approach? I reckon only one of these 3 options is viable. 
Level 14 "Twins Parkour": another entertaining 2-lemming level. One lemming has to wait while the terrain is prepared, but the time limit is not massively tight.
Level 15 "Donuts Paradise": I suspect there several alternative solutions, though mine has only 1 Builder to spare.   
Level 16 "Create a Paths": this took me a while to solve, until I realised that using the first Cloner in the right place would remove the problem I was facing towards the end of the level.
Level 17 "Gem Cathedral": here the talisman solution was completely different from my first effort – and with so many Builders to spare, I used some to speed up the later lemmings. Using the Digger in the right place was vital.
Level 18 "Caution Walk Over Bridge": a quick but entertaining challenge. It took me a few minutes to see where to use the Shimmier, because originally I wrongly thought it would be needed elsewhere.
Level 19 "Clone Wisely": one of the easiest levels in this rank, if you pay attention to the title. 
Level 20 "Miners and some dynamites": lots of Miners and Builders needed here. There must be quicker solutions than mine, but again I wanted to minimise the use of Bombers.
Solutions to the first rank attached.
Now on to the next rank. I suspect this will take me quite some time. I may go back for the missing talismans from the first rank. My thanks to Master-88 for the entertaining puzzles.

OYMLrank1_plukz.zip

 
Title: Re: Oh Yeah More Lemmings by MASTER-88 (100 levels) D: Medium/Grand Master UP 6.1.26
Post by: MASTER-88 on February 18, 2026, 09:16:12 PM
Thanks Plodderuk to played may pack. Cool see your comment my level.

Hope you like my pack 1st difficult. Thats fun you say Level 19 Clone Wisely was easiest in this rank

QuoteMost peoples will say its hardest in this rank

Still plan make more talsimans in future updates, so yes very welcomed. I´ll look your zip.:) I´ll responds little bit later.
Title: Re: Oh Yeah More Lemmings by MASTER-88 (100 levels) D: Medium/Grand Master UP 6.1.26
Post by: MASTER-88 on February 18, 2026, 09:26:43 PM
LOL That was awesome back route. I liked it, But definitely will patch it later. ;P  Daman that was Cheap like hell. Armani actually never are test that level. I did bit later. Luck this is very easy to patch.

QuoteLevel 19 "Clone Wisely": one of the easiest levels in this rank, if you pay attention to the title.

BTW
Will Added Talisman 1:01 Version level 6 Dockyard. Nice job.

Liked your solution Final level Step 1. There is not real intention solutions about level. Its endurance level

Spoiler
My own solution was different, but i´ll might put this talsiman you got 3 more lemmings to goal than my intention. Yes this is talisman worth. Its pretty tough step 1 level.

Title: Re: Oh Yeah More Lemmings by MASTER-88 (100 levels) D: Medium/Grand Master UP 6.1.26
Post by: MASTER-88 on February 18, 2026, 10:00:51 PM
Thanks a lot Plodderuk play my pack and Step 1. Im not are very interested patch step 1 level expect this level 19 was extremely cheap, so this route will be patched next version my pack. Seriously this level is hardest Step 1. So that was so cheap way make it. Thanks to reveal it.

Other ones seems i really loved and will add talisman challenges those levels. Liked your solution Step 1 17. Gem Cathedral. Im not goes patch it. Its very nice alternate solution. I´ll plan another talisman.

Step 2 next.
Title: Re: Oh Yeah More Lemmings by MASTER-88 (100 levels) D: Medium/Grand Master UP 6.1.26
Post by: Plodderuk on February 22, 2026, 01:09:36 PM
Thanks, Master-88, for your comments on my "Tame Tourist Trip" solutions.
With the "Crazy Crusade" rank, I've done 18 levels so far.
I've run into a timing problem with the training level 1 'Day walk in pipe polis.'
Spoiler
Simple use of Builders would leave the top of the bridge 3 pixels too low. So I would like to use a Shimmier with each of the first 3 Builders, and one at the end to stop it reversing. But there are not enough Shimmiers to allow this. So the final Builder reverses and has to be turned around, which costs me 9 seconds; and I miss the time limit by 4 seconds. Ideally the final Builder would be left with enough horizontal room to finish without then reversing; but if I do that the bridge does not gain enough vertical height. Still trying to figure this out.
The other level causing me problems is Level 16 'Go Ahead.'

Spoiler - Go Ahead
Here I have no idea how to tackle this. With a locked rapid release rate, I don't see any way to stop several of the early lemmings from falling into the water. Perhaps there is some clever trick with Stoners that I do not know.

Will post my solutions and comments on the other levels once I've made more progress.
Title: Re: Oh Yeah More Lemmings by MASTER-88 (100 levels) D: Medium/Grand Master UP 6.1.26
Post by: Plodderuk on March 01, 2026, 12:50:09 PM
Comments on the 18 levels I've managed so far for the second rank "Crazy Crusade."
Levels 2 to 11
Level 2 "Gorge":  a very easy level.
Level 3 "Fiery Cavern": a straightforward level, with one advance lemming forging a path for both groups, while one group is held back, before they join up.
Level 4 "Path of Fire Twins": shows the advantages and disadvantages of Sliders. Needed a bit of tweaking to rescue all the Blockers, but not too difficult.
Level 5 "Frozen Pass": unless my solution is a backroute, some of the skills provided are red herrings. You need to know how to create an upwards path with Bashers, Miners and Builders.
Level 6 "Room of Shredder Traps": a step up in difficulty. 1 advance lemming needs to create a path for the others. That part is straightforward, but releasing a second advance one, some time after the first, is a challenge; the Slider plays a vital role. The solution needs perfect placement, both early on and near the end.
Level 7 "Swastika": Equally difficult. From the bottom trapdoors, the first lemming does the advance work; from the top trapdoor, the last does the key work. I had quite a few false starts with different ways of delaying the second lemming at the bottom left – most of which left problems elsewhere. One of my solutions uses the Stacker to delay; the other uses the Stacker in the obvious place, with a Miner doing the delaying.
Level 8 "SnowLem Land": a breather level. Needs the Blocker to turn a Builder, and careful attention to the topography to rescue the non-Climber from the right-hand group.   
Level 9 "Hard as Steel": an easier puzzle, but still needs a bit of figuring out to ensure that the 1 of 5 lemmings that cannot be made a Climber is delayed until a rescue platform is in place. In fact, only 1 Climber and 1 Miner are needed.
Level 10 "This Puzzle is Crystal Clear": I hate spider's webs, but even so it was not too difficult to save 99. However, care is needed to avoid the Hang Glider overshooting the exit. First I found a complicated solution, with the advance lemming bashing back to free the group, where I had to: time things so that the first lemming liberated by the advance one is the 100th spawner, which is only slightly ahead of the 1st (which follows close behind after looping round); increase the distance between 100th and 1st so that the 100th can be sufficiently advanced in its mining so that the early followers do not simply walk past the mineshaft; and save the Hang Glider, while still allowing the later lemmings to avoid the trap. Precise timing is the key to the first challenge. The spare Climber/Floater can help with the second. For the third challenge, a sneaky bit of pretend mining did the trick. But then I realised there is a simpler solution, which leaves 3 spare skills.
Level 11 "Center Point": Timing is very tight here. The first Stoner has to go in the middle. The second Climber is used only after the middle is reached.
Alert: the comments on level 12 reveal 90% of the solution.
Level 12 Happy Winter Break
With only 1 of 100 lemmings to be saved, and only 2 Bombers to get through 3 pit floors, a Nuke solution is clearly needed. So the final 2 lemmings have to reach the exit area before they explode, but they cannot access it until an earlier spawner has exploded. If I understand the game mechanics correctly, the time interval between the first and last explosions depends on how many lemmings there are between them, still alive at the point of Nuking. This creates a problem: if there are too many exploding lemmings, the ground at the bottom is blown away. So how to avoid this while still keeping most of the lemmings in play? I used a Builder and Blocker to corral the group to the right of the middle pit, while allowing the first spawner to escape. Timings and release rates have to be handled carefully. My final 2 lemmings were not tight together when approaching the pre-exit trap, but fortunately the trap is relatively generous.
Levels 13-15 & 17-20
Level 13 "Failed Hibernation": the traps are so rapid-fire that, for 1 of 5 Climbers to pass the 4 traps, the 5 need to be so tightly bunched that they appear on screen as a single lemming. Even this may not be enough, with the chameleon traps firing every 5 frames – far faster than a pair of Climbers can get through these traps. This made me think that bunching up the lemmings between a pit wall and a Stoner would not work. Eventually I realised that it's OK for each chameleon to gobble 2 lemmings; and that making the gap between a Stoner and a pit wall as narrow as possible is not a good idea. Needs perfect placement and timing, but a nice puzzle.
Level 14 "Salvage Operation": another challenging level. One key element for my solution is making sure that, when the group are freed, the first lemming to advance is a singleton, not one of the pairs.
Level 15 "Arrows": a breather level. Lemmings from the middle group free the left and right groups. I got the gold talisman on my second attempt.
Level 17 "Castle Conqueror": a good challenge, a large part of which is how to delay most lemmings while facilitating the necessary advance bridging. The 3 Shimmiers are used in 3 different ways, one of them a variant of a trick learnt in the first level.
Level 18 "Hall of Hope": not difficult to meet the save requirement and time limit, but my first attempt to do better ran into problems with running out of Platformers and using more Bombers than I wanted to. What was needed was an economical way of releasing at least 3 advance lemmings: the generous Climber allowance suggested a setup that allowed only Climbers to advance. Eventually I was able to save 74 lemmings (the requirement is 70) in a reasonable time.
Level 19 "Hydroelectric Powerplant": I learnt a new trick here, making a stack ascendable by using a Fencer, some distance away, to make a notch in the middle. Not too difficult if the skills are used frugally, and another generous time limit.
Level 20 "Watch Left And Right": an easy level to finish the rank, with lemmings from the right-hand trapdoor doing most of the work.
I expect progress on the next rank to be very slow - so far have only solved 4 of the first 8 levels.
Solutions for 18 levels in the second rank:
OYMLr2v1_plukz.zip
   
Title: Re: Oh Yeah More Lemmings by MASTER-88 (100 levels) D: Medium/Grand Master UP 6.1.26
Post by: MASTER-88 on March 06, 2026, 10:23:53 AM
Nice job. Okay Go Ahead is not easy level. Did i really make it Step 2 level. Its sure Step 3 level IMO and then its hard. This level is tough and compilcated. This solution here requires some lemmings skills. Though its very easy executed. No frame trick or ETC....
Title: Re: Oh Yeah More Lemmings by MASTER-88 (100 levels) D: Medium/Grand Master UP 6.1.26
Post by: MASTER-88 on March 06, 2026, 10:43:09 AM
For sure completed this pack will take your good amount times. Step 5 levels. Cannot even imagine. Those levels are just crazy hards. 6 last levels is ranked hardest lemmings levels in history. This make this pack just Extremes to Grand Master.
Title: Re: Oh Yeah More Lemmings by MASTER-88 (100 levels) D: Medium/Grand Master UP 6.1.26
Post by: MASTER-88 on March 07, 2026, 08:53:45 AM
Okay you told me Go Ahead. There is one trick which might be unknow for you. First time its showed custom+3. This is perfect level to train it. Yes you will need that trick in future levels. So just train it.
Title: Re: Oh Yeah More Lemmings by MASTER-88 (100 levels) D: Medium/Grand Master UP 6.1.26
Post by: Plodderuk on March 15, 2026, 12:37:17 PM
Thanks, MASTER-88, for the pointer to the Stoner trick. This was new to me.
On your YouTube channel I see solutions for rank 4 of Custom Plus 3. Have you posted any for rank 3, or for the harder ranks of Oh Yeah More Lemmings?
I'm still making slow progress with the Wild Wreck Way rank of OYML. Have done 14 of the first 16 levels. One of the uncompleted levels is just an execution problem, the strategy is clear. But I'm struggling with level 9 "Rampage In Fossil Canyon":
Spoiler
If a Blocker is used to get the lemmings to the top, how can it be saved? I have found a way to get the Blocker heading in the right direction when released – but I need 4 skills to release it, which is too many. Using just a Miner to try to reach the Blocker means the rescuer lands to the left of the Blocker; so I need Miner-Digger to land on the Blocker, then Digger-Basher to release it and save the rescuer. 
Title: Re: Oh Yeah More Lemmings by MASTER-88 (100 levels) D: Medium/Grand Master UP 6.1.26
Post by: MASTER-88 on March 23, 2026, 03:57:52 PM
Thanks. Hope you you liked this torture round. Okay Fossi Canyon. I´ll explain it little bit later quote. There is no special trick about it.

Thanks, MASTER-88, for the pointer to the Stoner trick. This was new to me.
On your YouTube channel I see solutions for rank 4 of Custom Plus 3. Have you posted any for rank 3, or for the harder ranks of Oh Yeah More Lemmings?
I'm still making slow progress with the Wild Wreck Way rank of OYML. Have done 14 of the first 16 levels. One of the uncompleted levels is just an execution problem, the strategy is clear. But I'm struggling with level 9 "Rampage In Fossil Canyon":
Fossil Canyon

Spoiler
Did you see this mark left side to screen, its will help you completed this solution, there is no special tricks about it

Nice job again. Yes if you find some levels too hard just skip and moved next. This Stoner Trick i already show will be very important. There will be also several different variatin about this. Few thanks Armani who figured those.

Title: Re: Oh Yeah More Lemmings by MASTER-88 (100 levels) D: Medium/Grand Master UP 6.1.26
Post by: MASTER-88 on March 23, 2026, 04:03:46 PM
Sorry my mistake quote tagsn first and spoiler tags later. I think its only reveal few minutes. Yes fixed and my fault. Sure its not help too much.
Title: Re: Oh Yeah More Lemmings by MASTER-88 (100 levels) D: Medium/Grand Master UP 6.1.26
Post by: MASTER-88 on March 23, 2026, 04:58:32 PM
Okay finally find it. Its again Change place. New uptates. This trick you will need Step 4 & 5. Learn it

Title: Re: Oh Yeah More Lemmings by MASTER-88 (100 levels) D: Medium/Grand Master UP 6.1.26
Post by: MASTER-88 on March 23, 2026, 05:20:18 PM
2nd is here. This tricks is extrmely unique. Its first time founded me when attempt Crane pack.Later figured used it my pack.

Yes its will usefull later levels. Just very useful when attempt my Step 4 & 5 levels. Those ones are some called advance tricks.

GL Steo 4 & 5. :thumbsup:  Hope you know all trick now.

Title: Re: Oh Yeah More Lemmings by MASTER-88 (100 levels) D: Medium/Grand Master UP 6.1.26
Post by: Plodderuk on March 27, 2026, 03:13:02 PM
I've completed 18 of the Wild Wreck Way levels, but am still struggling with Fossil Canyon.
Thanks for the further pointers re tricks. I have not figured out the Quick Zig Zone trick yet. Re the 'Perform miner cloner boost' when I open the .nxlv file I get 'Level 07 (Clones 2) Bomb Miner Boost.' Is this the one you intended, and is it a training level from one of your packs?

I'll post my Wild Wreck Way solutions separately.
Title: Re: Oh Yeah More Lemmings by MASTER-88 (100 levels) D: Medium/Grand Master UP 6.1.26
Post by: Plodderuk on April 01, 2026, 10:05:58 AM
Have now completed the 3rd rank 'Wild Wreck Way.'
Spoiler
Level 1 "Room of Levitation": this caused me a lot of trouble. Platform from the bottom, climb and shimmy at the far right, then dig and somehow find a way to get the group up to the exit? Or platform from the top and get over the traps? And how to hold back the masses without using too many skills? My solution to the second issue uses 2 Shimmiers and 2 Stoners; and leaves 3 skills spare, so maybe it's a backroute.
Level 2 "Deep Dark Mineshaft": with so few skills and options available, it should be easy to find the solution by a process of elimination. But the second advance lemming has to be timed just right to reverse the first and get in the right place for a faller from the stone to Bomb the trap without removing too much of the bridge.
Level 3 "Windy Well": A way down is needed for those lemmings from the top trapdoor. But with only 1 Miner, and no Blockers, most of the work has to come from below. There are 2 challenges here. One lemming from the bottom trapdoor has to be really economical in its use of Fencers and Stackers. And at the top, the bridging needed for all but the first 5 spawners prevents the early ones from reaching the shaft, which calls for an alternative way of getting them home.
Level 4 "Diamond Mine": the challenge here is to get 2 Climbers close together – but not too close – so one can be made a Stoner which becomes a platform for the other. The set-up makes this tricky to achieve within the time limit. I ended up with 8 seconds to spare.
Level 5 "Diabolical Run": a breather level. Trial and error identified which lemming had to be made the Digger so that the first could advance well ahead of the others.
Level 6 "Under The earth": this was tough. I thought I'd found a clever Builder-Stoner-Shimmier-Slider trick with the advance lemming, but then realised that being a Slider took that lemming to its doom. So it had to be repurposed and the trick replaced by something simpler.
Level 7 "Sacfrife": it took me a while to ensure that, of the lemmings rescued from the left pit, not a single one goes off to its doom on the left. In the end the solution was easier than I expected. BTW, not sure what the title means – Sacrifice?
Level 8 "Triple Trouble": skills to spare here. Initially I over-complicated things looking for a clever way of rescuing the bottom lemming that can't be made a Swimmer, when actually there is a simple way.
Level 9 "Rampage In Fossil Canyon": a level I struggled with. It's easy to save all but the Blocker, and set up the Blocker to head in the right direction once released. But saving the Blocker needs 4 of the 8 terrain-removing skills, and a Basher is also needed at the top. That leaves only 3 terrain-removing skills to get the crowd up to the bridge; frame-perfect precision and a bit of lateral thinking are needed for this.
Level 10 "ACT FAST!": relatively simple. I managed to save 1 more than the requirement, with a massive 0.24 seconds to spare.
Level 11 "Capital City Web Ville": I usually struggle with webs. This time, I had to decide whether to use one of the Shimmiers to halt a Miner, or use it to follow the first advance lemming – which turned out to be the right option. The Sliders come into play by allowing the advance pair to Bomb in exactly the right places. Then Miners or Diggers are used on the left side of the web to allow a handful to reach the right side where they can help free the group. Once this is worked out, it is straightforward to save 76 and get the talisman. And with a different approach to containing the crowd at the start, 77 can be saved.
Level 12 "Mole Miles": another breather level, and easy to get the talisman.
Level 13 "Extra Steps is Accetable": options are limited here, so it does not take too long to rule out some options and find the one that works.
Level 14 "Meeting Point": by far the most annoying level of the rank, for me. The strategy is clear, but the execution very difficult, with one Digger having to be cancelled by another, timed so the pit is deep enough that the 4th lemming cannot go to the right but not so deep that the crowd falls into the water. It took me ages to find the right combination of release rates, Digger selection and location, and Platformer timing. Though at least there was scope for some calculations to find the combination. Later on, a Basher-Platformer from the right and Basher from the left have to be synchronised perfectly, and this is purely hit and miss – the Platformer's final tile kept on being removed by the Basher from the left, even after that Basher had finished and become a Walker; why is a mystery.
Level 15 "Lagoon of Erruption": it took me a while to decide what route was best for the lemmings on the right. For those on the left, the issue was how to release 3 advance lemmings, suitably timed.
Level 16 "Boiling Climb": I enjoyed this level. Stoners have to be used in 4 different ways: to contain; to reverse, with a Slider; to redirect a Shimmier; and to bridge a gap.
Level 17 "Lemmings Dream Wonderland": another example of the required strategy being clear – because no alternative could be viable – but the execution difficult. It took me ages to achieve the pixel-perfect precision needed for this.
Level 18 "Rules of Freefall": as with quite a few of Master-88's levels, it pays to look very closely at the terrain. The Builder does more than just bridge the gap. I did not find a use for the Climber.
Level 19 "Hot As Loaf": another tough one, as you'd expect from the rank position. The first challenge was how to use the Slider and Shimmiers economically, via the Cloners, to forge an advance path. The second was to ensure the crowd all head left on exiting the shaft – easy enough to arrange with a Builder over the shaft so they can only enter the shaft from the right, but not so easy when that Builder is needed elsewhere.
Level 20 "Frigit Crusade": an enjoyable challenge to finish the rank. Also a very honest puzzle in the sense that the skills provided, plus careful consideration of the opportunity provided by the terrain, lead you to the solution, enabled by precise timing of Shimmiers exiting the pit.
Solutions attached.
I'll probably take a break from OYML before attempting the next rank.

OYMLr3_plukz.zip
Title: Re: Oh Yeah More Lemmings by MASTER-88 (100 levels) D: Medium/Grand Master UP 6.1.26
Post by: MASTER-88 on April 17, 2026, 07:02:28 PM
Nice Job. Levels Hot & Loaf there is two very different solution to go it. My and Armani solution. But both was challenge, so im not patch anything about it.

Level Meeting point was actually Armani idea. I did it orginal easier but Armani make its better. So i wanted use Armani strategy here. Thanks Armani with this. Its great trick.

BTW Capital City WEB Ville will includes 3 news talisman 1.01 version. There will be under 1 minute talisman when i update my pack. Also Bronze talisman 76% is changed 78%. Yes i break this level myself later when i public my pack.
Title: Re: Oh Yeah More Lemmings by MASTER-88 (100 levels) D: Medium/Grand Master UP 6.1.26
Post by: MASTER-88 on May 22, 2026, 05:36:04 PM
Im not are check out this channel in few weeks. Is Step 4 goes too hard? ???

If you need some help about tricks or etc.. I´ll answer. Step 4 & 5 contains some unique stuffs all around.

Step 4 is still much easier overall. Step 5 is just Pure hell. :devil:  Its contains maybe most hardest lemmings levels you can ever imagine.  :evil:

Wish luck if anyone could beat this pack. Im not are make 1.01 version yet. I´ll work it. Its will at least patch few backroutes steps 1-3 and add some new talismans.

Title: Re: Oh Yeah More Lemmings by MASTER-88 (100 levels) D: Medium/Grand Master UP 6.1.26
Post by: Plodderuk on May 23, 2026, 01:56:45 PM
I've returned to OYML after a diversion to Lemmings Cranium and Lemmings Unchartered to see if I could learn some new tricks - some amazing choreography there.
First, some tidying up. There were 2 levels in the second rank that I failed to complete originally. In level 1, I was just missing an obvious trick. In level 16, as well as the Stoner trick there was another common trick I overlooked. So here is a full set of replays.
OYMLr2full_plukz.zip
Now to the 4th rank 'Wicked Webroad.' I have looked at the first 10 levels. My score so far is 7 solved, 3 unsolved - levels 6, 8 & 9. Detailed comments on all 10:
Spoiler, Levels 1-10.
Level 1 "Rush Hours": a very difficult level to start off with. Needs knowledge of several tricks, some familiar to most NeoLemmix players, others less well known. I wasted some time with complicated manoeuvres at the bottom left before realising there was a simpler approach, and realising the importance of the web. I did not even think of trying for the talisman – managed to save the required 63 but needed 1 more minute and 3 more Miners than the limits set for the talisman.
Level 2 "Go Around Inferno": a much easier level. It's obvious where the Cloner has to be used. The challenge is to get through the obstacles using only 2 Bombers – this needed experimentation with the release rate and careful use of Climber.
Level 3 "Don't Let Walls Stop You": this needed a lot of thought and to work out how to save a Bomber, as it looks like you really need 3 or 4 but have only 2. In the end I turned to Master88's Miner-Cloner-Bomber trick – see https://www.lemmingsforums.net/index.php?topic=6303.75 post #77.
Level 4 "Climbers Escape shaft": another relatively easy level, even to unlock the talisman. The main challenge is to ensure that the brick to seal a gap is laid after the entire crowd have climbed past it but before they fall back down.
Level 5 "Offer a Helping Hand": it did not take too long to figure out the main elements of the required strategy. But it's the difficulty of execution that puts the level in this rank. The only way to access the exit is by using Builder plus Blocker, which obviously needs good synchronisation; but the two lemmings involved also have to be well synchronised for an earlier trick, and this leaves little opportunity for slightly advancing or delaying one of them between the two synchronisations. The clever design of this level means you have to think carefully about: how to route the 1st lemming so the 2nd can loop until its partner is ready to join it; how to set up the 2nd & 3rd lemmings so you can fine-tune their release to within 1 or 2 frames; and how to get some flexibility in the timing and location of the first synchronisation so you can adjust the timing of the Blocker's arrival relative to that of the Builder.
Level 6 "Agoraphobia": not yet solved. As far as I can see, both Platformers – as well as both Builders and a Stacker – are needed to rescue the crowd from splatting. This means that no Platformer is available to get over the traps, so the advance lemmings need an alternative route – which I have not yet found.
Level 7 "Strained Atmoshphere": an attractive puzzle. Some elements of the solution are clear immediately, but it took me a while to see where to deploy the Cloner and Shimmiers. In the end I was able to save 1 more than the requirement.   
Level 8 "Lemmings Are Grounded": not yet solved. I have not spent a lot of time on this, but at first sight it looks like more of each skill are needed. I am assuming that the solution involves an advance lemming going along the top, mining to the right and then being turned by a Blocker.
Level 9 "All Stepping Stones Don't Help": not yet solved. The title says it all. Besides the usual challenges, there are 2 problems I can't see a solution to. First, the top right 'stepping stone' has to be removed so lemmings can slide down the wall, but the Digger cannot slide, it just splats, even if I dig after reversing. Second, how to avoid the 3 non-climbers getting trapped in the trough to the left of the exit – the only solution I can see involves sacrificing 1 lemming, but all have to be saved.
Level 10 "Sky Bridge": I particularly enjoyed this puzzle. The biggest challenge is to combine compressing the group with reversing an advance lemming so it can build a bridge for fallers. After initially falling 1 short, I managed to save 1 more than the requirement.
So I'd appreciate a hint on level 9, and a steer on whether I'm making a false assumption for levels 6 & 8.
My solutions on the other 7 levels are attached.

OYMLr4_123457&10_plukz.zip
Title: Re: Oh Yeah More Lemmings by MASTER-88 (100 levels) D: Medium/Grand Master UP 6.1.26
Post by: MASTER-88 on May 23, 2026, 03:12:17 PM
Hey nice job. Yes Lemmings in grounded contains one special thing to beat and its quite unique trick and few others less unique ones.

About level 9 Step 4.


QuoteSo I'd appreciate a hint on level 9, and a steer on whether I'm making a false assumption for levels 6 & 8.
My solutions on the other 7 levels are attached.

Under Spoiler tags.

Level 9
Spoiler
yes there is not any real tricks beat this level, there is actually at least 2 different variation beat this. My and Armani route, if you want i might linked it completion solution, but recommend don´t watch it before you solved it yourself. Level 6 Agoraphobia. There is one trick which are aleready used Crane pack Chaos difficult, when you figured out it its not too hard, linked my completion solution Pm with you, but recommend don´t watch it before solved it yourself.
Title: Re: Oh Yeah More Lemmings by MASTER-88 (100 levels) D: Medium/Grand Master UP 6.1.26
Post by: MASTER-88 on May 23, 2026, 04:16:22 PM
BTW If you are interested try toughest Lemmings level ever and yes im not lie. This level is INSANE HARD. Even Armani give it up and ask me change to other test player. Later he say it was genius but little bit too sharp.

But this level is super genius and super hard. Hardest level you will ever play

Step 5 Level 19 Decimation. Hardest lemmings level ever. If anyone can beat this level he/she is just PRO.
Title: Re: Oh Yeah More Lemmings by MASTER-88 (100 levels) D: Medium/Grand Master UP 6.1.26
Post by: Guigui on May 25, 2026, 03:57:51 PM
I tried a little to solve Step 5 Decimation, teased by the challenge sent by MASTER-88.

It looks like I am not PRO yet, of course, as I cannot solve it. Of course the time limit is the main issue. But the two exits makes me wonder too, do one need to use both exits ?
Title: Re: Oh Yeah More Lemmings by MASTER-88 (100 levels) D: Medium/Grand Master UP 6.1.26
Post by: Plodderuk on May 31, 2026, 06:25:12 PM
Re the 4th rank 'Wicked Webroad:' I've now managed to solve 1 of the 3 levels originally unsolved, from the first 10. Having moved on to levels 11-20, have solutions for levels 11-13 and 17-20 but not 14-16.

OYMLr4v3_plukz.zip 

Detailed comments on the levels 8 & 9:
Spoiler
Level 8 "Lemmings Are Grounded": not yet solved. I am assuming that the solution involves an advance lemming going along the top, mining to the right and then being turned by a Blocker which climbs up the wall, then a Basher to free the Blocker & get the group to the exit.
Level 9 "All Stepping Stones Don't Help": I had problems with this because of a false assumption on my part. I thought that Sliders would splat if they descended from a platform, where the distance from the underside of the platform to the landing ground is 3 pixels more than the distance from the bottom of the splat ruler to the pink mark. But they don't - even when the Slider's lower foot (in the final frame before it transitions to a faller) is 1 pixel higher than the pink mark, with the splat ruler anchored on the ground. Once I realised this – thanks to a sneak preview of part of Master88's solution – it just needed some experimentation to find a solution. As Master88 says, there is more than one possible solution.
And on levels 11-20
Levels 11-20
Level 11 "Turbo Tunnel": this level is all about meeting the time limit. A trial run shows that it is not possible for the last lemmings to reach the lower exit within the time limit. From this it follows that they must aim for the other exit; and this dictates how 3 of the skills must be assigned. The remaining challenge is to ensure that those lemmings that are reversed while obstacles are being removed are themselves halted and re-reversed in good time. Timing is very tight – I had less than a second to spare – but there is ample scope for tweaking the timing and positioning of the manoeuvre that delivers the re-reversing in good time. 
Level 12 "Season Of Miners": I found it relatively straightforward to save all but 1 lemmings. The problem arises at the end, where advance lemmings - that mine back away from the exit - have to be halted and reversed. It took me some time to find a workable option for removing the Blocker – requiring careful attention to detail to economise on miners. Timing not so tight here.
Level 13 "Walking On Hot Coals": an amazingly easy level, solved with quite a few skills to spare. Presumably a backroute.
Level 14 "Methods Of Masters": not yet solved. It is easy to see where the Cloner should be used to help create a route for a Basher to get through both central blocks – but very difficult to implement.
Level 15 "Final Trick": another level where you can easily fall 1 short of the save requirement. Looks like it needs a clever trick with the 2 Platformers, but I don't know a trick that helps here.
Level 16 "There is No Time To Waste": looks impossible within the time limit. The Digger above the exit has to stop at a particular point: any sooner, the crowd will splat; any later, the Digger will exceed the time limit. This restricts options elsewhere. If this Digger is advanced by making it a HangGlider, it will miss the exit. Otherwise, the crowd have to be compressed and then released so they reach the above-exit Digger just as it is halted, to avoid the crowd either splatting or exceeding the time limit. The best I can do so far is to rescue 37 out of 40 using 5 skills, or (sacrificing the Digger/Glider) 38 using 7 skills.
Level 17 "Edge Of Steep Cliff": it took me a while to spot the obvious (or should-have-been-obvious) solution to the problem of how to hold back the crowd while advance lemming(s) prepare a landing ground. And then I could not get the 'reverse a Builder by building just beyond another' trick to work so had to find another approach. Ended up comfortably within the time limit and with plenty of Builders to spare.
Level 18 "Puzzle Of Pharoahs": getting the group on the right to the exit is fairly simple, but it's more complicated for the left group. There are Miners and Blockers to spare, but careful thought is needed for where to use the Builders. The time limit is not an issue here.
Level 19 "Polar Night": At my first attempt I ran out of Miners and Platformers way too soon – partly because there was one obstacle that seemed to need quite a few of these. But there is a way round that. One advance lemming has to do all the work. And with one of the two groups you have to sacrifice some skills to allow its release only after a delay.
Level 20 "Hour Glass": a Zombie level with only 2 active lemmings, but the key challenge is to reach all 11 buttons – 1 guarded by the Zombie – before the Neutrals arrive at the exit. This is really tough. On the left, 6 buttons make for 720 possible sequences; on the right, 5 buttons and the Zombie guard on one make for 360. Many of these can be ruled out immediately, but that still leaves quite a few potentially viable options. Timing is fairly tight, as is the supply of Builders, so every effort is needed to economise on both; and the zombie climber/floater needs to be removed from the scene. A nice challenge to finish the rank with, though I reckon level 16 is harder.



So overall that leaves 5 levels still to solve: 6,8,14,l5 & 16. 
Title: Re: Oh Yeah More Lemmings by MASTER-88 (100 levels) D: Medium/Grand Master UP 6.1.26
Post by: MASTER-88 on June 05, 2026, 09:01:59 AM
Nice job Plodderuk and Guigui. Yes Step 5 Level 19 is not easy level. Its so PAIN ASS. :devil:  Sure possible to compleleted. Its BRUTAL.

QuoteOf course the time limit is the main issue. But the two exits makes me wonder too, do one need to use both exits ?

Yes this is all hard about this level.  :evil:

Sooner or later you will figured out this. :thumbsup:
Title: Re: Oh Yeah More Lemmings by MASTER-88 (100 levels) D: Medium/Grand Master UP 6.1.26
Post by: MASTER-88 on June 05, 2026, 09:15:42 AM
Plodderuk There is some special answers under spoiler Step 4.

Step 4 Leve 15 Fina Trick
There is very special trick which never are learn before, Aramni figured out it itself, yes its trick called blocker bash cancel. I´ll show this replay you PM if you want. I actually find this accident when i make this level

Step 4 Level 16 No time To haste

Step 4 level 16
There is trick might could be familar Crane pack and my lemmings worlds. Yes its quite complicated. There Chaos mode Crane level where i techinically learn it, Yes its take me first time 2 months to solved this trick on Crane level.

Step 4 level 11 Turbo Tunne. Yes this level could be trouble. Dont read under spoiler if you want solved it yourself

Step 4 Level 11 Turbo tunnel
There is actually same trick used as i used quick zig trick but when Trap door open, Armani figured out it first and yes i also named Talisman with him. Step 4 level 1 is Armani named. This Turbo tunnel forced you use that trick




Title: Re: Oh Yeah More Lemmings by MASTER-88 (100 levels) D: Medium/Grand Master UP 6.1.26
Post by: MASTER-88 on June 05, 2026, 04:01:54 PM
Quote from: Guigui on May 25, 2026, 03:57:51 PMI tried a little to solve Step 5 Decimation, teased by the challenge sent by MASTER-88.

It looks like I am not PRO yet, of course, as I cannot solve it. Of course the time limit is the main issue. But the two exits makes me wonder too, do one need to use both exits ?

I´ll feel your imagine your feeling when try solved this. I did little video where i´ll show which everythings you will try will goes wrong. Armani already told me if i haved few little seconds i can cheat this level. But we not have. Yes you can save 97/100 under 1 minutes and its not even frame perfect My best 59:82.

Yes make video all common mistakes about this level. Im not goes show my completion solution. Only I have it and Armani have it. I´ll hope see this completion in youtube when someone will figured out this.

Here is my Common mistake video. Keep fun
https://www.youtube.com/watch?v=ku0EXeYgSGo
Title: Re: Oh Yeah More Lemmings by MASTER-88 (100 levels) D: Medium/Grand Master UP 6.1.26
Post by: Plodderuk on June 06, 2026, 11:01:57 AM
MASTER-88,

Thanks for this.
Re your comments on 'Level 11 Turbo Tunnel' are we talking about the same level? My solution to Turbo Tunnel does not use any tricks.
Am I right in thinking my solution to level 13 'Walking On Hot Coals' is a backroute?
Step 4 level 15 Final Trick
Thanks for the tip. I had heard of the Blocker Basher cancel trick, but not seen it in action. That left me having to choose between using the Shimmier in the right place or using it to cancel the Basher.
I'll PM you re levels 14 & 16.
Title: Re: Oh Yeah More Lemmings by MASTER-88 (100 levels) D: Medium/Grand Master UP 6.1.26
Post by: MASTER-88 on June 06, 2026, 01:35:27 PM
Yes Walking is hot coal is not intention solution. But i´ll allow it. I have my own and Armani his own too. There is not single solutions with this level. Your solution was genius one. Its might talisman worth in future.

Turbo tunnel. Heck nice solution. That was way harder looking than my and Armani solutions which both was identical. Im not goes patch it, but i´ll show my own ones. If interesterd
Title: Re: Oh Yeah More Lemmings by MASTER-88 (100 levels) D: Medium/Grand Master UP 6.1.26
Post by: Plodderuk on June 21, 2026, 04:45:55 PM
On to the final rank, Havoc Highway. With 4 levels in the previous rank still not solved, I've been expecting to struggle with the final rank. So far I've managed 11 of the first 14 levels - my favourite being level 5.
Detailed comments under spoiler tag:
Spoiler
Level 1 "Jungle Speedway": the chameleon trap by the exit means the crowd have to be compressed very tightly. I have several skills unused, but that does not necessarily indicate a backroute..
Level 2 "Sfift Action Freeway": I tried 2 routes, coming up 1 skill short with both. A 3rd route I'd been considering from the start looked impossible to execute, but then I realised that using one of MASTER-88's favourite tricks would make it easy to achieve the necessary synchronisation between the advance lemming and another. There are several viable variants to my solution – for example, in two variants I don't clone the Disarmer, and in one of these I save 100 rather than the required 99.
Level 3 "Lethal Sidewalk": a relatively straightforward level, with very generous time limit.
Level 4 "You Have To Take Little Detour": I had 1 false start with this. You need to know one Stoner trick and be very precise with positioning and timing.
Level 5 "Minute Mile": mind-boggling. The key challenge here, besides the super-tight time limit, is how to get past 2 obstacles while sacrificing only 1 lemming, since 1 has to be sacrificed by the trapdoor. There is no way past the 1-way pole without using a Stoner or a Bomber. This means the Flipper has to be passed without losing a lemming. I looked at various Blocker-Flipper interactions, but none of them quite worked, within the time limit – leaving me with several ways of rescuing 77 lemmings, but not the required 78. Eventually I realised it was possible to free up a skill and use it in a weird way that indirectly allowed the Blocker-Flipper interaction to deliver as required. If this is the intended solution, the level design is so ingenious.
Level 6 "Demolition in Coalmines": this is a large and long level, with a 15 minute time allowance. It is very difficult to free the crowd without using too many skills. I considered freeing them from below, using the sole Basher to go underneath the trapdoor chamber; but this route faces major problems with the chains and firebreaks. My solution, by using spare skills to reduce delays, takes well under 10 minutes.
Level 7 "Lemmings in Slaughter House": at first glance this does not appear extremely difficult. There are 2 Shimmiers to help get the advance lemming to where it needs to be to forge a path for the crowd. But then you realise there's a major problem with the group on the right: 2 traps to disarm, plus a high release rate, spell trouble. Solving this headache needs lateral thinking and experimentation. Another challenging puzzle.
Level 8 "Bullet Train Lemmings": another great challenge. I looked for a way to shift the first lemming from the front of the crowd, where it has to be to disarm the first trap, to the back - to give it ample time to disarm 2 traps and mine to the exit. I think this is essential to any solution. There are some spare skills that, as far as I can see, cannot be used.
Level 11 "Lemmings On Thin Ice": a much needed breather level, where it is not too difficult to beat the save requirement and save all 80. The time limit is very generous.
Level 13 "Very Tricky Position": this needs precise positioning of the Builders, which took me several attempts; and some very difficult work at the end, using the same trick as in level 15 of the 4th rank.  I don't see why the time limit is twice what it needs to be – maybe an element of misdirection?
Level 14 "High Place Expresslane": the key to this level is finding a mining route that is economical on Builders; and the key to that is where the Bashers are deployed. Working this out is challenging, but once that has been achieved it's not too difficult to meet – and exceed – the requirements for the 2 Talismans.
Solutions for levels 1-8, 11, 13 & 14 attached.
OYMLr5v1_plukz.zip
Title: Re: Oh Yeah More Lemmings by MASTER-88 (100 levels) D: Medium/Grand Master UP 6.1.26
Post by: MASTER-88 on June 26, 2026, 10:26:54 AM
Nice job Plodderuk. Here is my respond your solutions. That Bullet Train Lemmings was sure my personal favorite one. Its very genius and very different than my intention solution, i´ll really liked this. Lethal Sidewalk was backroute and quite cheap. Let see did i can fix it my update version. Congrats about Level 14. Its will new gold talisman. I´ll plan make it. That was quite masterpiece IMO. I just add 2 silvers. But this your solution could gold one.

Spoiler

Level 1 different than intention, but not really called backroute
Level 2 Nice. there is always different variations about this level. Its impossible make it goes one single way. Nice job
Level 3 That was back route and quite cheap. My intention solution is much more complicated. So i think this level was bit broken
Level 4 More intention than my own one. Its look quite similar as Armani solution with few expect. My intention solution is pretty weird
Level 5 Minute Mile and not need even minute. Super Nice. Talisman worth 1.01 version
Level 6 There is no intention solution or backroutes. All you make here is allowed and not goes patched. This is very long level and very tedious
Level 7 Nice alternate solution. Some intention elements but quite bit close intention nice job
Level 8 Bullet Train Lemmings. That was my personal favorite one. Really genius. I´ll show my own way later
Level 11 Okay back route, but not really bad and its might talisman worth, because all saves. Tough i have one cool trick here, so this misses it
Level 13 Tricky Position. Okay Its goes right. This time limit was added intented. This is IMO hardest level executed entire pack. Demo version time limit was 5 minutes, but i´ll want add it 8 minutes, because RR manipulation help it and no stress with time here. This level is IMO hardest executed entire my pack. So Nice Job.
Level 14 Yes New Gold Talisman 5 minutes and max saves.


Title: Re: Oh Yeah More Lemmings by MASTER-88 (100 levels) D: Medium/Grand Master UP 6.1.26
Post by: Plodderuk on June 27, 2026, 02:59:23 PM
Thanks for your comments, MASTER-88.
I'm making slow progress with the remaining levels. Probably won't bother with level 10, where sequencing 30+ Diggers would try my patience too far. Have solutions for levels 17, 18 & 20.
Levels 17, 18, 20
Level 17 "Tunnel Scenario": 4 trapdoors with 2 lemmings each. The required strategy quickly becomes apparent, but there's a problem: the mineshaft going down to rescue the bottom left group leaves too high a step, so a kink is needed to lower its bottom part. From the skills provided I thought that the 'Basher-Blocker cancel' trick may be the intended solution, but I could not get this to work so tried a 'Miner-Blocker-Miner cancel' trick instead. This did work, but then I realised the Blocker was not needed. So my solution has skills to spare.
Level 18 "Stairway To Heaven": another breather level, prior to tackling 'Decimation.' I looked at various ways of separating out 1 or 2 advance lemmings before deciding the simplest way was the best – insert and then remove a Blocker. The provision of 2 Climbers led me astray until I worked out that I was better off using just 1. But overall not too difficult.
Level 20 "Havoc Highway": a level of 2 halves. In the first half the challenge is to advance the pioneer lemming while evading the zombies, and preventing them from following the pioneer's path, without using too many skills. In the second half the challenge is to reach all 9 buttons needed to unlock the exit. I kept on running out of Miners because I was being inefficient in evading one obstacle. My solution uses every Miner but has Builders and Shimmiers – and plenty of time - to spare.

I've had an enjoyable time so far with this pack, which stretches my puzzle-solving skills to their limit and beyond. So thanks for that, MASTER-88.

Attached zip file now contains my solutions for the 14 levels in the final rank that I've completed.

OYMLr5v2_plukz.zip
Title: Re: Oh Yeah More Lemmings by MASTER-88 (100 levels) D: Medium/Grand Master UP 6.1.26
Post by: MASTER-88 on June 28, 2026, 01:36:30 AM
Hey Nice Job. I´ll list some intention solutions PM with your includes Level 10. Most peoples hate this level. That was ranked Armani most hated level my pack. Though its not super hard, but will take some patience.

You still have few levels remain. Step 5
Level 9 Fiery Cells
Level 10 I am MT (Yes you not care play that and yes its okay) See my completion solution Your PM
Level 12 Offering could save others
Level 15 Scorching terminal (Yes you are rightway here) Just keep trying
Level 16 Gloomy Night
Level 19 Decimation (THIS LEVEL IS BRUTAL AND SUPER GENIUS) ITS MIGHT MOST COMPLICATED LEMMINGS LEVEL EVER. (There is only one single way beat this) Make this level take me 2 years planning Yes i could say this level is my masterpiece. I am extremely glad with this level. Used all 135 IQ make this level. Heck yeah that was very hard level to make.
Title: Re: Oh Yeah More Lemmings by MASTER-88 (100 levels) D: Medium/Grand Master UP 6.1.26
Post by: IchoTolot on July 01, 2026, 06:40:39 PM
@MASTER-88
I've pm'ed you my solution to "Level 19 Decimation".
It seems intended to me, but I first wanted your confirmation that it's not a backroute before posting it.

It took me an hour, but let's say a lot of people trained me for this particular type of solution and I got a nose for when to suspect it.

I wouldn't call it too precise as well! There are a few tight timings, but all in all it's still ok due to the level not being too long.
Great level!  :thumbsup:
I my case it was very hard, but I've seen a lot worse as well. Difficulty is a bit of a perspective thing anyway.
Title: Re: Oh Yeah More Lemmings by MASTER-88 (100 levels) D: Medium/Grand Master UP 6.1.26
Post by: Guigui on July 01, 2026, 11:43:01 PM
Curious to know if Ichotolot got intended solution on DECIMATION ?

At least curious to know if the left exit is used at any point during the level ?