PLEASE NOTE: The hint for any given level, may contain spoilers for levels prior to it. In no case will a hint directly spoil a
later level - though of course there's always the possibility of the "ah, that hint made me figure out this level, and oooooh, I can use that trick for this other level too" factor.
There's a route that takes longer to walk, but uses fewer turners.
Before you can permanently break the loop, you need to turn just a few lemmings around.
This is literally just a big turner maze, nothing special at all.
The solution is exactly what you think; you just need to be very quick with your turner assignments.
Observe what happens if you send a climber over the "castle" wall. Virtual lemming him, ideally.
The deflector block furthest from the exit is the one that never gets bashed.
Don't forget that you're playing *3D* Lemmings.
Make use of the path looping over itself to delay some lemmings more than others.
Take some time to figure out the overall layout. It's much easier once you've got that figured out.
Again, don't forget you're playing 3D Lemmings. This time, that is not due to the 3D aspect, but due to other L3D physics details.
The biggest key to this level is the timing of when exactly you *contain* the crowd.
No lemming that contributes to the solution will be saved.
Don't forget that bombers have two uses - removing terrain, or removing lemmings.
Think about when exactly a block will be passable, vs climbable, vs non-climable and non-passable. Use these specifics to your advantage.
You'll mostly create a path backwards from near the end.
Another case where the key is to remember that even if a level looks 2D, you're still playing *3D* Lemmings.
You can release him, you just have to be very careful with your basher positioning. If you're close, you'll know what this means.
There's a reason you've got enough climbers for exactly half the lemmings.
Very slightly delaying a lemming can make all the difference.
Yes, lemmings fall through a bridge if you turn on it. Do something to make this not a problem.
One entrance being in line with the exit is the key here.
The fact that the path loops back and goes past itself again is critical to the solution.
The workers and the crowd take completely different paths to the exit.
Count blocks. Remember that four blocks = splat height.
Figure out the shortest possible loop using two turners. Then find a way to break that loop with the remaining skills.
Another plain maze, except it's enclosed this time. Map it out if you can.
Save the falling-into-water lemmings first, though be aware that part of how you do this will affect saving the main crowd too.
If you're failing, it's more likely you need to assign skills quicker / more accurately than it is that you need to improve your approach.
Make useful a lemming that's going to die anyway. And the hint from Part 1 is relevant here too, for that matter.
Think back to how the climber behaved on Tricky 31 "Deep Dash".
Now, think back to how diggers behaved on Tricky 40 "Data Corruption".
You will not find a way to destroy the one-way arrows. Find a way to get past them instead.
The height difference between the two "fingers" of the claw is key to the solution.
There is a significant difference between the fall speed of a faller vs that of a floater.
Climber-deflector behaviour is again relevant here. (Although there is an alternate solution that does NOT make use of that, too.)
This is mostly about timing, with a small dose of "and again, don't forget this is 3D Lemmings".
The second bomber needs to be very precise, but you CAN do what you think you need to do - it just needs quite precise assignment.
Yes, you need to assign all three climbers before the final deflector block. And yes, you need at least one climber available after that block, too. There's a way to make both of these things happen in the same run.
What does a turner do *other than* deflecting other lemmings?
Pay close attention to how the "central" area of the level is set up.
The level often wraps around on itself; take advantage of these cases.
Ignore the teleporters. They're purely a decoy.
Of the 3 lemmings that aren't easily saved, the climber is the one that *can* be saved.
It's purely about digger positioning / timing, you don't need to mess with the timing of the floaters.
Don't assume the areas shown by the initial positions of cameras 2, 3 and 4 are all completely identical.
You need two climbers near the end, as well as one earlier. You know how to make this happen by now.
Both entrances' lemmings go into the exit they're initially facing.
As the hint implies, the path taken is NOT the obvious one.
Many skills used serve the purpose of both "get workers where they need to be" and "make a safe path for the crowd" at the same time.
Every floater is saved. Every climber dies.
The platform behind the entrance is very important to the solution. In particular, note its position in relation to the exit.
Think back to Tricky 40 "Data Corruption". That'll get you at least part way - assuming you think about the right part of it.
Almost all of the skills are decoys, but you'll need to rely on something that isn't a skill.
Around half the bridges built in this level are purely for use by worker lemmings.
There are heaps of different ways to solve this level, although most (if not all) of them once again involve manipulating the distinction between climbable vs unclimable deflector blocks.
Find somewhere you can set up an infinite loop to contain the crowd.
You cannot choose which exit to use; one of them is a decoy and while it's reachable for a few lemmings, you won't be solving the level overall via it.
Like with "Luck Shot", you need to rely heavily on something that isn't a skill - but a different "something that isn't a skill" this time.
The crowd is never contained, just delayed for a very long time.