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Messages - Swerdis

#1
General Discussion / Re: General Comings and Goings
June 12, 2026, 04:15:21 PM
I'm off for a two-week-holiday with my wife and my children at Lake Balaton in Hungary. Will be back on June, 28th.
#2
Strange that I didn't come up with this by myself. But now that you say it, I see it as well :)
#3
Having played through several shorter (but nonetheless good!) packs in the recent days, I decided to dare something and dive into Lemmings United. This is gonna be a long-time project. I'm conscious about the difficulty of this pack, which is widely considered the peak of level-making within the community, but for me, I believe, the time is ripe for this. I expect to get stuck very often. In this case, I leave the door open to start and play other and most likely easier level-packs parallel. I did this only once before - while playing SEB Lebs. But it's reasonable, cause everyone needs a feeling of success at times.


Spoiler
Pacifism

1 - Biolab Bootup

There are two things I generally like about Icho's levels. They often tend to be long. And they make use of a large variety of tilesets. You never know what's next if you play it blind (I never preview forthcoming levels, even when I'm stuck). This level-pack begins with the Biolab-tileset which is one of my favourites. It's a one-of-everything level - no real puzzle, but more of a tutorial. It's easy to see where every skill has to go.

2 - Innocent Flowers

This one introduces some of the Neolemmix-skills, but is also a tutorial for collecting pickups. The player starts with almost nothing, but every pick-up leads to the next - so it plays a bit like on rails. I really like the winding paths the Lemmings often have to go in Icho's levels. And I like the music here as well.

3 - End Of An Empire

A ten-of-everything-level that is easier than it actually looks. It also proves how strong - and maybe a bit overpowered - walkers are. Some people don't like this kind of levels, but I'm not among them. For me, they are a nice change from time to time. I like the little "devil-heads" in this level.

4 - Water Maze 2

Huge one that fills out all of the available terrain. First builderless level of the pack. It's fun to curve around all the obstacles. The only danger-potential is naturally linked with the digger and its deep holes - but this is more of a theoretical problem.

5 - Fencing High Into The Sky

This level illustrates the small challenges of fencing upwards when the direction must be changed. Fortunately, enough platformers are provided.

6 - Island Of Dreams

Yeah, Surfin' USA. A typical old-school pioneer-level - one Lemmings does all the work, the crowd is held back by a blocker. Pretty easy and straightforward.

7 - Routine Keeps Me Alive

It doesn't help, the far side has to be travelled. Very long ten-of-almost-everything-level which is a bit trickier than those before. The building-skills can run out here, if the players acts stupid. The climber is good for isolating the pioneer.

8 - 10000 B.C.

This one is a bit trickier as the glider has to build to the right instead to the left after he has landed - hence the second walker. I did it wrong in the beginning and was surprised that I wasn't able to gain enough height to provide a safe landing-platform for the crowd.

9 - Two Lem's Worth of Reckoning

Nice construction-only-level with two Lems. Both Lemmings have to be coordinated well as there is no way to delay one of them with means other than building. Still not too hard, though.

10 - Source of Self Destruction

Not a hard, but an interesting level. Onle bombers and stoners are provided - so it's no wonder that most Lemmings will die. In fact, they all die, expect for one. It's quite a long and twisted route to the exit.

11 - Bright Colors And Funky Tunes

In fact, it's not a funky tune, but one from Lemmings Reunion - the one, I couldn't stand at all. For a circus-level, like here, it's more appropriate, though. Nice level again, with a pioneer saving the crowd from beneath. 

12 - Beside Still Waters

The times of 10-of-everything are over, I'm afraid. The only slight problem here was the end, when I thought I wasted too many builders before. But I could save the day with a blocker/bomber trick.

13 - Village Of Winds

First level with updrafts. A small puzzle with three Lemmings that have to work on the solution together.

14 - Vertical Voyage

When I had read the title, I thought it will be the opposite direction - from the bottom to the top. It's easier this way, I think. 

15 - Under Construction

First level with a locked exit. Looks pretty intimidating with all the buttons, but isn't actually that bad. The trickiest part is the start with the trap as no single Lemmings is allowed to die.

16 - Labyrinth Of Opportunities

As the title suggests, an open-ended level. My solution is a bit awkward. The trickiest hatch is the one just above the exit since there are no miners and diggers available.

17 - More Resistance!

Beautiful little level with an unique solution. First appearance of teleporters though they serve more like a trapdoor here.

18 - Exist To Exit

With only one fencer and miner, this one is not as easy as it looks. The miner must start at one of the upper hatches - this is key. First repeat of a tileset, I think.

19 - Silenced by Shining Lights

At first I thought, the left exit is a Red Herring as it's unreachable for the crowd, but it's not. The crowd is still moving while the two pioneers pave the way - this is a concept I definitely have an affinity for. Not overly complicated, but very good level.   

20 - Silent Partner

Here, I had to pause a little moment because I totally overlooked the grids at the left and the right side. The Lemmings can walk up there and they have to before they build the final two bridges. Another really neat level.

21 - Little Wilma

Cloners and disarmers arrive. And my daughter was frightened by the bogeyman-traps ;) The level itself wasn't that hard after I realized that the right exit is for one of the gliders only.

22 - We Need Another Timmy!

It's not the whale, hopefully. Took me surprisingly long because I wanted to build the upper platform from the wrong side which did not work because of the steel.

23 - Keep It Classy

Very...uh...classical level. Two of everything of the old skills except bombers. Was easier than I thought, without any sophisticated tricks. Kaywhyn told me it's the first level from the Lemmings 2 Classic tribe - which had 20 of each skill. I don't remember although I played this game back then.

24 - Cold Amends

Trickier than I thought. It's about how to not use the stacker in the beginning to hold the crowd back - as it's needed in the end to reach the platform with the exit on it. The building-part with the digger to delay the following Lemmings was quite obvious.

25 - A Scenario As Old As Time

One Lemmings has to save the crowd via the other side and by building over the exit. This is a pretty standard solution, stacking up to reach the wall being the hardest part.

26 - The Circular Lemming Reactor

Looks very complicated and maybe a bit intimidating, but isn't at all. The teleporters make the Lemmings walk in circles - and when one circle is "overloaded" they march on to the next. One Lemming has to platform underneath to interrupt the circles. The walkers prevent the pioneer from walking the entire way back and forth.

27 - Dr. Do-Ping's Hideout

This solution here turned out to be totally different from what I expected. Before, I tried several different things that all didn't work. The crowd must be held together as much as possible - otherwise the platform won't be finished in time. Pretty ingenious level. Also a nice title. 

28 - Lamentations of the Lemmings

Had some problems here in the beginning since I didn't know how to trap the crowd. But when I realized that I would have a walker left, I knew what I had to do. The method to bring the Lemmings up, is not easy to see as well in this level.

29 - Bring in the Siege Engineer!

Very clever puzzle here. When I looked at this level I had a feeling that a digger is supposed to go down between the steel plates - and I was on the right track. The bigger question was how to get there. In the end, everything fell into its place.

30 - Efficient Like A Machine

I love this one! It's great to see the glider and the floater work simultaneously while the tasks are clearly divided. So it's the floater who does the second half of the level because the glider can't land at the teleporter. When I thought I had solved it, I wasn't able to release the blocker anymore since I had already used the walker - but I found a more efficient way at the start - efficient, like in the level's name.

31 - Slipstream

The updrafts keep the gliders on their surface which is sometimes a blessing and a curse at the same time. This could potentially trap a glider here as the number of bashers is limited and there are no down-digging skills available. But fortunately, the path the crowd has to go is pretty foreseeable - I found this level a bit easier than the previous one.

32 - McLemming's Climber Course

Surprisingly easy level if they climb the right wall - the one which has to be made climbable at first.

33 - Sunny Side Down

Took me longer than I thought. I was playing around with miner-cancel-miner-tricks here which led to nothing. The solution is much more straightforard. I guess I simply overcomplicated this one.

34 - The Order Of U-Turns

A merely trick-based level. Normally, when a digger continues as a basher, he will bash into the direction he was aligned before. But there are means to make him bash into the opposite direction. For me, the part with the blocker was much easier to accomplish than the other one I decided to do first.

35 - I Ce You!

N-ICE pun in the title. I like the twist that one of the non-gliders from the left side is involved in the solution, too. So there are actually three pioneers that prepare the path. I left the biggest possible gap between the gliders to give the first one enough time to go for the pick-ups.

36 - Bloom And Doom!

One of my favourites so far. Fairly easy, but with a great and somewhat unexpected solution. When I thought I had solved it, I realized that I forgot the entrance in the upper left corner. Fortunately I had enough skills left - including the stacker - to save them as well. Nice tune, too!

37 - Sanctum Of Nippius

Dolly-Dimple-trick (which I never used in the old days) incoming. The obvious solution does not work due to a shortage of builders and terrain-removing skills. But at a second glance, the level wasn't that difficult anymore.

38 - At The Breaking Point

Large level that demonstrates the real power of walkers. I had some problems with the final part here as there is only one bridge left and it's clear where it has to go. So I had to pass the exit without using a bridge while leaving the exit still reachable for the crowd. At first I thought this would not be possible, but it is - due to the walkers.

39 - Symphony of the Night

This is a fun level. There is constant action everywhere. Maybe it's even a bit open-ended - I used up all the builders and bashers, but spared three miners and almost all blockers (the one I used could be avoided I think). The pause-button was my best friend here.

40 - Fall Like An Egyptian

Another great one. At first, I tried to trap the crowd with one miner and the Dolly-Dimple-trick. This even worked, but used up too many builders. All the Lemmings are supposed to roam freely with the two gliders preparing the path to the exit simultaneously.

All my solutions can be found here: https://www.youtube.com/@Swerdis
#4
In Development / Re: Random level sharing topic!
June 02, 2026, 02:36:08 PM
Hello Tigerfront,

this is a nice level. Here is my solution. I did not check the intended solution, though - but I don't think it will differ a lot.
#5
Despite being certainly a step up in terms of difficulty, the Tense-rank was not a hard as I thought - with one notable exception. My favourite levels ware Tense 1, Tense 8 and Tense 9.

Spoiler
Panic

1 - Help is on the way!

Repeat of Tense 7 and much easier than that. I think both levels should be swapped. This here is what came immediately in my mind when I first saw this level.

2 - Lemming-lime soda

I thought about the bottom route pretty early, but didn't think I could make it past the bucket without using a terrain-removing skill. So I was a bit surprised that the Lemming easily walked over the handle. Which solved the level.

3 - Tension

Another repat and a very good level. It's a bit of a playground with multiple solutions possible I assume. I had lots of skills left here.

4 - Freezer Burn

From hot to cold. The steam blower kills all the Lemmings from the upper entrance instantly, so one from the other hatch has to save them by building a bridge. This is not so easy as it requires some devious tricks such as interrupting a basher midstroke to gain height. Interesting however, that the pioneer is able to walk just beneath the steam blower without getting hit.

5 - The Serpent

This one is all about squeezing the crowd together as much as possible. I assigned three climbers to bring one through the trap. The rest is pretty standard.

6 - Lemming Replacement Therapy

Hard and pretty annoying level. Key was when I found out that three Miners at the bottom were enough (not four what I had thought before). This allowed me to make one more Lemming a miner at the start and delayed this particular Lemming - which was crucial.

7 - Be the girl you wann be

Easy one. Starting inside a bomber's hole, a basher can bash all the way right to the exit. In the end, some mid-stroke interruptions will do.

8 - Cave-divers

Builderless level. The only possible path is not hard to see. It's still not an easy level and this is because of the rock-crusher-trap. When the crowd arrives there, one Lemmings should have a small lead to make a digger hole and then bash. Increasing the Release rate to the max might help here.

9 - A Death-Defying Stunt

Like the first version, a hard level for me. I was too much focused on a specific solution which finally did not work - I thought I would need a second pioneer that turns around in the basher-tunnel. In the end, the solution was more straightforward than I had expected. Good level, nonetheless.

10 - The Four Horseman and the Apocalypse

This is a great level. When I thought I had it, I realized that I was one basher short, but then I spared one at the left side. I didn't use any of the four blockers - so it's maybe a slight backroute.

All my solutions can be found here: https://www.youtube.com/@Swerdis
#6
The Calm-rank is done, now on to the next.

Spoiler
Tense

1 - Behind Schedule

Great level, my favourite so far. The solution is pretty well-hidden. I knew the use of the climber would be key, but it took me quite a bit to see how it's done.

2 - Lucky Brick

At a first glance, I thought this would be a hard level. But I was wrong. Just a floater that builds a long bridge to save the crowd from above. Very atmospheric music here.

3 - Going down

The easiest way to do this is by increasing the Release-Rate to the maximum immediately. In this case, the digger is far enough down to make everyone land safely when the crowd arrives.

4 - Operation Hatchling

Second iteration of the egg-level,  this time with a different skillset. Only floaters, builders and bombers are available. This level is not particularly hard, but still some precision is necessary. Also, no Lemming from the splat-hatch is allowed to die.

5 - Polar Vortex

A typical example of a traditionel Worker-level. Since 100 percent have to be saved, the blocker has to be freed in the end, but thats the only minor challenge here. Nice tune!

6 - Pause and Ponder

The Lemmings from both hatches must be saved through the same exit otherwise the bridges run out. Apart from this, an easy level. Terrain-removing skills are more than enough available.

7 - Meet in the Middle

What a splatfest! The main part in the middle can be a little bit tricky to execute. Both Lemmings have to walk to the right in the end. This means, the left builder has to start his bridge a little bit earlier than the Lemming at the right side. Nevertheless, a good level!

8 - Risky Business

By far the hardest level for me so far. There are many ways that almost work here, but turn out to be dead ends. I was either a bomber, a builder, a basher or a Lemming short in the end. I was clinging too long on things I was convinced they were right - such as bombing to deter the crowd from walking into the shredder trap or using one shimmier in the end to build the final bridge from the left side. Wrong, wrong, wrong. That much entropy makes a level a good one, I guess.

9 - Wait for me!

Repeat of Calm 8 and a favourite of mine. Since only one Lemming has to be saved I thought initially about getting rid of the other one by drowning - until I realized that the second Lemming is definitely needed. That's because there's no way to build over the trap, so compression is the only way to rescue at least one.

10 - The Scenic Route

Builderfest. Still not a bad level as the bridges have to be used wisely. The basic solution is pretty predictable, though.

All my solutions can be found here: https://www.youtube.com/@Swerdis
#7
Breezed through ScottyLems, I decided to play another short pack  which I don't expect to be a quick solve. Here we go.

Spoiler
Calm

1 - Beware of the Pipeline

Easy level to start off. I chose the top route here. 

2 - The Stumbling Block

Minimal skillset which doesn't leave many possibilities open. Some will die unfortunately.

3 - The Needs of the Few

Since platformers don't gain height, the bottom route is surely not the way to go. So I built a long platform from the brink of the crystal.

4 - A Slight Detour

Actually, not a detour, but a more direct approach. This level is certainly a step up in terms of difficulty.

5 - Status quo

Very straightforward and easy level in unfamiliar surroundings.

6 - Your Egg is Cracking!

Despite being pretty straightforward again, this level is not THAT easy. At the start, the Lemmings are in immediate danger. Also, the bridges run out quickly - so the final bridge can't be build from the tree, approaching the exit through the crack of the egg. The Lemming must build from the steel plate at the bottom.

7 - The Lemming Hair Dryer 

Long, but pretty easy level. I took the upper route which I think is the easiest.

8 - Follow me! 

While the concept isn't entirely new, I always like to play a level like this. I found this one surprisingly tricky for its position and with two Lemmings only. I think the key was to create a "stopper" which prevents both Lemmings to walk back to the left completely. Construction skills were just barely enough here.

9 - Sneaking Out

One-Lemming-level with a time-limit and the first level in the Shadow-tileset I played in a long time. Things are getting a bit harder here. I tried to bash through the final set of obstacles all at once, but this was not the way to go - it wasted too much time.

10 - Break the Cycle

Yeah, I broke the cycle! This is a nice trick, which is not too well-known in my opinion. Fortunately, I played several levels that made use of it, so this one was not that hard to solve. 

All my solutions can be found here: https://www.youtube.com/@Swerdis
#8
Having completed Lemmings Plus III recently, I will give this pack a try - recommended by Kaywhyn :-) It's a short pack with 30 levels and only one rank. Here we go.

Spoiler
ScottyLems

1 - Crying Over Spilt Lemmings

Nice level to start with. The Lemmings from the upper platform have to be caught with a bridge.

2 - Entanglement

This one is all about finding the correct way around the steel blocks. Since there is only one miner and digger each, this is not trivial - but no big problem as well.

3 - Square One

One-of-everything-level. A climber has to be isolated who paves the way for the crowd. Still an easy one.

4 - Fight Fire with Fire

Only one of the three hatches requires attention in the beginning. The solution is pretty straightforward, so this level is a bit time-consuming, but, again, fairly simple.

5 - Give the Lemming His Due

Another case of catching the crowd with a bridge. The time-limit is pretty tight here.

6 - Groundhog Day

The name says it all. It's again about isolating a climber who prepares the way for the rest. Still, not a bad level, albeit a very easy one.

7 - Lem Overboard!

A little step up in terms of difficulty. It's clear that those from the left side have to be saved from those from the right side. So the first Lemming from the right hatch has to hurry up a bit. The rest of the level was no problem although I had to watch out that the bridges don't run out.

8 - Swing for the Fences

Back to easy. Again, a climber must be brought into action who - in this case - constructs a long bridge the crowd can finally land on.

9 - The Acid Test

Actually no problem as well. However, I think the time-limit can be a critical factor here. Also, the bridges should not be wasted, there are not excessive amounts available.

10 - Sacrificial Lems

Nice puzzle. Two of the three climbers can not be saved, so the title makes sense. The time-limit is unnecessary here. But I like the crocodile on the left side.

11 - The Boardwalk

The best level so far and definitely a challenge. The obvious way is not possible since too many lose their lives in the traps.

12 - Down The Upside

I overcomplicated things here. Thought I had to block on the upper floor instead at the bottom. But this way, I only managed to save seven. Good level!

13 - Cream of the Crop

Very messy solution that does not look intended at all. Did not use any of the five bashers, so this must be a backroute.

14 - The Dugout

While not being overly difficult, I really like the concept of this level. Nice to see how the final Lems save those at the bottom of the pits.

15 - Stuck in a Rut

Not much of a problem here again. Trapping the levels at the bottom gives the pioneer enough time to complete the bridge.

16 - Lemmings on the High Ground

Not quite as easy as it looks, due to the absence of blockers and especially climbers.

17 - Trifecta

Very easy level. The only challenge might be bringing the climber over to the left side.

18 - Kessel Mineshaft

A lot of work to do here. I needed all the builders and miners here, so I think, this is how it's supposed to be.

19 - Out on a Lem

Good level. Took me a while to see that I had to use the basher's tunnel to turn around the other two climbers. I definitely overcomplicated this level before.

20 - Deus Ex Lemina

Looks harder than it is. Those between the steel blocks can and must all be made climbers. I saved the builder here.

21 - High Rise Lemmings

Nice turn here to save the final basher - the one that releases the blocker - through the other exit. Took me a bit to see this. 

22 - Rapid Descent

Another good one. My solution is probably not quite the intended though - as I spared a miner.

23 - Separation Anxiety

I can remember a level with the same concept in another level pack - so I could grasp the key idea right from the beginning. From this point, it wasn't a hard one. While mining through the block underneath the entrance, the Lemmings have to be counted, though. Only 15 are allowed to fall down left of the trap. 14 will become climbers then, one has to block. The 15th climber is needed for the right side.

24 - Keep Your Lems Close...

This is a very appropriate named level. The time-limit ist extremely justified here as it's the core of the puzzle. I placed a blocker beneath the second hatch (from left) and built a bridge over it from the right side - so that the Lemmings from the left two entrances wouldn't walk further to the right. It was still tight in the end.

25 - Down to the Wire

Looks a bit harder than it actually is. I made the mistake to assign all five climbers in the beginning, but this way I got short on floaters. Three climbers are enough, the remaining two come into play when the others have their jobs done.

26 - Vertigo

One-of-everything-level. I saved one over the requirement here as I spared the blocker. The time the crowd is caught in the digger's hole is enough for the pioneer to prepare the path. Nice one.

27 - Open Season

I would not say this is a particularly hard level, but for this pack it surely is one of the more challenging. In the beginning, a pioneer has to be nominated, and the question is: Which entrance must he belong to? I decided for the rightmost for I thought it was the only crowd which later can't be freed with one miner only (which is not true). The rest of the level was pretty straightforward, including how to deal with the bear trap. 

28 - Re-Use Miners & Climbers

Probably the easiest level in the pack. I actually don't know why there are ten of each miners and climbers - maybe the indended solution is more than a bit different.

29 - Aftershock

Small, but very good level - one of my favourites in the pack. I have an affinity for levels that have multiple pioneers preparing the way for the rest simulteneously. Maybe some skills can be swapped here and there, but generally the solution is very well-crafted.

30 - Upsidedown World II

Most likely designed as the hardest level in the pack. It's indeed a bit of a pain to work through the nets end especially the spider web with the provided skills. So no wonder my solution is pretty messy, but again, I assume this is an open-ended level anyway.

All my solutions can be found here: https://www.youtube.com/@Swerdis
#9
NeoLemmix Levels / Re: Lemmings Plus Series
March 04, 2026, 10:09:35 PM
The Rough-rank has been fallen. To be honest, there was no real roadblock here, but a whole bunch of great levels. "Hardwired!" was probably my favourite from this rank. But the real challenge will start now. I expect the "Fierce"-rank to be the hardest rank I ever played by Namida. This will become a lengthy affair, I'm afraid. We'll see. 

Spoiler
Fierce

1 - Dead Is The New Black

Very very nice start into the rank. This one took me a while to solve as I couldn't find the final piece of the puzzle. The use of the bomber is just great. The digger can't finish alone as the final Lemmings would die in this case.

2 - Excavation Expedition IV

Final iteration of this level with only two of each skill. Stupid as I was I let everyone fall into the pit in my first attempts which made the level impossible to beat. Later, I used a blocker to prevent this - and from this point onwards the level wasn't too bad anymore. I even spared some skills.

3 - The Soft Scale

Hard level. Rather than strategy, this level requires the use of some sophisticated Lemmings-tricks. Can well be a roadblock for some I guess.

4 - Lost In Translation

Good level which took some time to solve. For a long time, I was short of one blocker in the end. This made me think about using only one on the starting platform as I could afford to lose some Lemmings. This approach worked out well although I later had to lose some more to get the distance between the two pioneers right - one of them had to pass the teleporter. I've could have saved one more, though, if I had waited a bit to nuke the blockers.

5 - Unpredictable Reaction

There's always something new to explore. This level, despite being quite overseeable, cost me a lot of time. That's because it made use of a trick I was completely unaware of. Making a wall insurmountable by laying down a brick - this is the part I had several times before. But removing this brick with a digger to make the wall surmountable again - this was new to me. As this entire thing could not be bypassed, it took me forever until I stumbled over it by accident.

6 - Double-Crosser

A very appropriate level for this rank. First, I had no approach at all since I had no clue how to bring the Lemmings down from the starting platform. But when I had figured that one out, the rest wasn't that difficult anymore. Don't know what the bashers are good for, though - maybe Red Herrings.

7 - Another X-Of-Everything Puzzle 

Tough one. For me, the major challenge here was not so much finding a way to bring the Lemmings up. I figured this out relatively quickly. But I had a very hard time putting the puzzle together and getting the machine run. There's almost no leeway for anything, and finally I ran into the problem of having to calm down the surplus Climbers as they all had to survive.

8 - No Time To Die Even Now

I like these "No Time To Die"-levels. - levels which are generally small and not overly complicated, but must be solved by several Lemmings working on different parts of the solution simultaneously due to harsh time-limits. This particular one was more on the easier side among those I've already played, though.

9 - Curiosity Killed The Lemming

Not an easy level by any means, but not that hard either. I used some kind of compression to avoid losses. The solution is very well-timed here and actually pretty elegant.

10 - The Troll Level

Much easier than it looks. I'm normally not good at levels with lots of preplaced Lemmings, but here it wasn't too bad. The builders are the most critical aspect as they run out quickly and have to be used wisely.

11 - Lem At Your Own Risk...

Fantastic puzzle, one of my favourite levels of the pack. When I thought I had it, I realized that I lost two instead of one, so I had to alter my solution a bit.

12 - The "Lemming" Experience

Another nice and not too complicated one. The trickiest part was the timing of the three climbers above. The second one has to stop the basher with a bomber and then mine in such a way that the third climber turns around in the tunnel. the rest was easy.

13 - We Lem In Peace

For me, a hard one. I had a general plan in my mind, but it didn't work out well as I distributed the miners and the bombers wrong. Things turned to the good when I realized that I would just need one bomber and one miner to make it through the obstacle at the bottom.

14 - Crossover Arena

The level title gives a small hint what to do here - the basher must be kept going along the bridge. This is really a pain to execute - and frustrating as you're working on something you don't know if it can work at all. A very hard level, indeed - but not among my favourites.

15 - You Knew It Was Coming...

Yeah, a builderless level, just like in the other parts of the series. This one is a bit shorter and thus a bit easier, but definitely no cakewalk. The end is the hardest part - took me some time to free the blocker on the slope while maintaining the wall climbable.

16 - The Final Stand

A worthy ending of a really good pack. This is a very demanding level with the hardest part making it through the one-way-block. There is lot of what is called "Entropy" here. Many skills could possibly go to different places at first glance. My key moment was when I found out that the basher doesn't have to start from a higher point. So since I didn't have to bomb there, this saved the climber which is needed in the end.

All my solutions can be found here: https://www.youtube.com/@Swerdis
#10
NeoLemmix Levels / Re: Lemmings Plus Series
January 17, 2026, 04:56:17 PM
Being through the second rank now, I must admit that the difficulty curve is a bit smoother tha I had thought before. Despite that, there were some hard nuts to crack in the Bumpy-rank. The first and the last level come into mind - especially that Duck-level. But everything was doable - I expect things to become much harder now.

Spoiler
Rough

1 - Viva Las Lemmine

Nice demonstration of blocker-versatility and a really good level to start the rank off. The time-limit doesn't add much to it though.

2 - The Perfect Storm

Another challenging one. All builders are needed. The trickiest part was the beginning on the left side - avoiding any losses and saving bridges at the same time.

3 - System Shock

Had some problems with this one - until I saw that it's possible to bring down a good share of the right crowd as well, not just one or two climbers. From this point onwards, I knew what I had to do.

4 - I'm Going To Try Science!

Maybe a bit easy for its position, but a very sweet little puzzle. I like this level a lot!

5 - Dense Packing

Interesting level which forces the player to keep the Lemmings as tight as possible. The bashings sections tend to drive the Lemmings apart - so it's trickier than it looks, even though only one of the five Lems has to reach the exit. Attention has to be paid to the number of skills as well as they run out quickly.

6 - The Lemmings Redemption

Nice level which is appropriately placed despite the minimal skillset. The entire secret is to increase the Release Rate after the first Lemming to a certain point and lowering it again before the last Lemmings appears - so that one can reach the floater pick-up and guarantee that last Lemming a safe landing. This is all a bit of trial and error, but nothing too bad.

7 - Hardwired!

Maybe not the hardest level, but a great puzzle and a favourite of mine. I especially like how the final miner has to be used here. With a conventional placement, the pioneer would be lost in a loop although he is needed to help the crowd reaching the exit.

8 - They Say A Hero Will Save Us 

One-of-everything-level. For obvious reasons, the bomber can't be used. I also saved the blocker which is most likely intended. Not an easy level as there are several ways that seem to be possible, but are dead-ends indeed.

9 - The Sacred State 

Tricky level due to the presence of only one builder. My solution includes some miner-cancels-miner-technique which I'm not so fond of. But I didn't find another way.

10 - Collection Pit

Relatively easy level. It's all about freeing blockers and turning them around afterwards without the use of any builders.

11 - The Nyancat Level

Very easy one, especially compared to the "Duck Level" in the rank before. As the bridges are sufficient, the hardest part was to release and turn around the left blocker - it works the same way as in "Colleciton Pit".

12 - Excavation Expedition III

The third iteration of this level and for sure, a huge increase of difficulty with only three of each skill. I don't know if there's something like an intended solution as it all seems to be a big mess. I used one climber and therefore one pioneer only.

13 - Livin' It Up

Very nice level of appropriate difficulty for this rank I think. I ran into problems here until I saw the left side of the level - then it dawned on me how to get along with only two builders. Building the bridge to the exit on time was the final obstacle. In the end, I spared one miner here.

14 - Shmooth Shailing

Fairly easy one. I immediately thought about blasting away the ledges of the wall to make it climbable. That was already half the battle, considering the amount of available climbers.

15 - Lem Particle 

Pretty easy level although I was a little bit lucky to do the right things right away from the beginning. Surprisingly, I did not struggle with the time-limit as well.

16 - Plan 10 From Outer Space 

Not an easy one. My experience from playing a lot of packs over the years helped me a lot here - that's where I learned the tricks necessary. I could have saved the blocker next to the trap as well, though.

All my solutions can be found here: https://www.youtube.com/@Swerdis
#11
NeoLemmix Levels / Re: Lemmings Plus Series
December 31, 2025, 10:15:09 PM
Having completed the first rank of Lemmings Plus III, I must say that this rank was way easier than I had expected. Let's see what the next will bring.

Spoiler
Dodgy

1 - Boost Jumper

Maybe that's where the pack will pick up speed. Tricky level which took me a while to solve. It's not clear from the beginning how the seven bridges have to be used. The climber which runs the risk of climbing to death was a problem, too.

2 - If The River Runs Red...

With no bombers usable, the skillset doesn't give many options anymore. The use of the climber in the end is really nice.

3 - Flea Market

The players starts with no skills - they are all scattered in pick-ups. Nice concept which I have already seen elsewhere. Fortunately, this level is not overly difficult. I missed the miner, though.

4 - Excavation Expedition II

The second iteration of this level with a reduced skillset  - each skill by one. I took the far side, this time.

5 - A Lemming For Your Thoughts

Two-of-everything level of the easy kind. Just building up and bashing above the trap.

6 - Seven-Way Security

Tricky level. For reaching all the buttons and not runing out of bridges, both teleporters have to be used here.

7 - Experimental Materials

First level with a time-limit. Solution is pretty obvious here - it was a bit harder than I thought since both blockers had to be saved as well.

8 - Flying On Broken Wings

Next one with a time-limit which is much tighter this time. Nice level that makes one think of having to use the teleporter, which it's just a facade instead. Also, the pioneer must turn around before the basher has finished his work.

9 - Synergistic Effect

Fairly easy one. One Lemming each has to reach the middle and the ground floor - they must build bridges to catch the others from above.

10 - The Duck Level

Bit of a roadblock for me. The lack of terrain-removing skills here made the whole thing hard - took me a while to see that the bottom-route is the way to go. Bridges have to be used wisely as well, there's not an excessive number of them. Pretty annoying music here.

11 - Dreamy Drift

Easy level despite the time-limit. Don't know what the climbers are good for, I solved it without them.

12 - Extra Skill Required

Not quite as easy as the previous one, but not a big problem as well. Tried the talisman, but couldn't make it work.

13 - Speak of the Lemming...

I surprisingly struggled with this one. I couldn't decide to assign a climber at first or to refrain from that. With the climber, I would need an additional builder to prevent him from climbing to the exit. Without the climber, I couldn't imagine how to reach the pick-up later. It turned out the latter was the right way - I just did the miner-part wrong. Good level, though.

14 - Flag Games

This is a great, but a little mean level. The key part is the small gap between the second and the third obstacle. It must not be sealed with a bridge. Instead a basher has to be used to create a small hole in the pillar at the opposite side. This Lemmings now falls down, climbs up and will be able to move on as a miner. A neat, but rarely used trick.

15 - Party In The Skies

Nice level with two preplaced Lemmings. Easier than the previous two levels though certainly no cakewalk. I like the way the blocker is used here.

16 - Critical Point

Very challenging level. The basher-digger-staircase was a pretty obvious thing, but where to use it - not so much. Also, the climber has to survive which is not so easy to achieve - especially if the level is attempted from the wrong side by accident. 

All my solutions can be found here: https://www.youtube.com/@Swerdis
#12
NeoLemmix Levels / Re: Lemmings Plus Series
December 29, 2025, 12:18:25 PM
My journey through the world of NeoLemmix brings me back to the Lemmings Plus series from time to time. I already finished LP1, LP2, LP 4, LP 6 and LP Omega. So the next pack in terms of ascending difficulty is supposedly LP 3 - so this is the pack I will start right now and hopefully bring to an end.

Spoiler
Timid

1 - Here We Go Again!

Easy, but not trivial start. I did it counterclockwise. Clockwise would also be possible, I think.

2 - Welcome To LemLab

I read that the levels will become tricky very early in this pack. So this one is not a typical 2nd level - still not a big problem with mining down to help the crowd out. Nice tune!

3 - Strike It Down!

If bashers don't work, diggers and miners will do. Easy level. I won't go for the talismans in this pack.

4 - Roundabout Run

First level with teleporters. Another easy one, except there is a danger that too many Lemmings pass the teleporter entrance at the same time. Plus one Lem has to prepare a safe landing.

5 - The Rickroll Level

We know these type of levels from different LP-Parts. Very easy one, despite being void of blockers.

6 - The Rebound 

First level with pick-ups. Two float down, one becomes a blocker. The other one turns around and builds a landing platform for the crowd. Still pretty easy.

7 - Oh No! More Oddstacks!

The title is a reminisicence to this hard and initially pretty misplaced level in LP I. Which is a great one. This one here is much easier, though, as there are more than enough skills to bring the crowd up to the exit.

8 - Heads In The Sky

First level with a trap, but this one can be bypassed easily. Most likely the easiest level in the pack so far.

9 - Scatterlem

First level with preplaced Lemmings. I saved all ten here by mining underneath the steel-block. Easier than it looks.

10 - The Acid Vat

It's easy to see that building over the acid is impossible, so underneath is the way to go. Down, Along, Up. In that order.

11 - What Does This Button Do?

First level with a locked exit and thus an introduction-level for the unlock-buttons. Very easy.

12 - Symmetrical Warfare

Working simultaneously on both sides is not required, but advisable. Quick solve.

13 - No Floaters, Guaranteed 

Definitively a step up in terms of difficulty due to the absence of floaters, the trap and the 99-Release-rate. Nice tune from Super Mario II.

14 - Excavation Expedition

Hidden exit, but a bigger challenge is the limited amount of bridges here which run out quickly. Still, not a hard level.

15 - Some Say It Was A Lemming

The beginning is the trickiest part in this level. The Lemmings die instantly and must be caught with a bridge, but due to the high Release-Rate, not everyone can be saved. Also, the concept of Updrafts is introduced here.

16 - Locked Out!

Nice level to finish off the rank. Nothing too challenging here as well. As everyone has to saved, the blocker must be released in the end.
#13
NeoLemmix Levels / Re: New Level Pack - Lemmings Faithful
December 28, 2025, 11:28:00 PM
Progress was slow during the past weeks due to familiary obligations, but I still somehow managed to solve "Lemmings Faithful" just before the end of the year.
It was a good decision to leave my well-worn paths for this pack and tried to attack the talismans. I still think the talisman-solutions should be the "real" solutions as only they show the beauty of most of the levels.

My favourite rank is clearly the final one, "Treacherous". It's also the most difficult one and contains the best levels in my opinion. I especially liked Treacherous 4,8,9 and 10. Another candidate for the best level is Simple 8, I also really like Safe 5 and Tricky 1. While I enjoyed the latter one, I think that Tricky is the weakest rank.

Finally I have to praise the tilesets again. They are all great, my favourites are probably "Lush" and "Hoard".

All my solutions can be found here: https://www.youtube.com/@Swerdis
#14
NeoLemmix Levels / Re: New Level Pack - Lemmings Faithful
November 26, 2025, 10:50:54 PM
The third rank of this pack caught me a bit by surprise. Almost all of the talismans were very easy to obtain, despite being in gold and silver. There was one noteable exception - and in this particular level I could not make out any strategy, so I skipped the talisman in the end. Generally spoken, this rank is weaker than the previous two in my opinion. The first and the last level were the ones I enjoyed most.

Spoiler
Treacherous

1 - Rift walkers

Okay level to start off the final rank. The hardest thing was to bring the pioneer back where he came from. Without bashers, I had to dig and interrupt - I think that's intended here.

2 - Long Shot

Hard level. Making a chain of bombers is not obvious at the beginning, but seems to be the only way to do it without using builders and hence getting the talisman. Even then, it's tricky to make it work as there is not much leeway to place the bashers right.

3 - Pumping Station

Bone-hard talisman for me, the by far hardest except for the one I missed. My solution is a pure mess. Building upwards while simultaneously guaranteeing a free fall-line for those coming out of the upper hatch was a huge challenge. This talisman would even be hard with unlimited time, but with the additional time-limit it was an absolute nightmare. The final Lemmings squeezed through the exit by a split second.

4 - Sacred Cloisters 

Another demanding one, the talisman is underrated with bronze in my opinion. Compression is the method of choice here, five Lemmings are enough to bring one through all the traps. The hardest things for me was the final part and coping with five laserers only. I found a solution that made use of six which I had to reduce by one - so I needed a different approach which dragged the whole thing out.

5 - Bamboo Grove

Much easier than the previous levels. Still took me a bit to see that one Lemming is supposed to go the upper way, landing long before the basher has finished his work. It's still pretty close in the end with no jumpers left.

6 - Pushing Up Daisies

For me, a hard level. I must admit I had some difficulties finding out what to do here at first. That's way I overcomplicated things unnecessarily. As an example, I tried to platform from the higher tendril since I had no idea how to bring the Lemmings up otherwise. Another problem was reaching the levers for the exit and to ensure the right timing there. All in all, very finicky and not my cup of tea, but at least the plant-traps are nice.

7 - Dragon's Nest

Much easier than the previous one. Since no laserers are allowed, it's clear that those from the upper hatch have to save those from the bottom by mining. The rest is pretty much standard-solving, platformers and builders are abundant here. 

8 - Subjugation

Interesting level. Took me a while to figure this one out, even without the talisman. Asked myself what the single swimmer is good for as well as I overlooked
the neutral disarmer. For the talisman, I later had to minimize the use of cloners in the water. Finally, I managed to save two - which I used in the very end to fulfill the medal-requirement. With so many things happening simultaneously in different parts of the level, I found this one hard to record as well.

9 - Heard it through the grapevine 

Outstanding level, very thoughtfully created. I love the winding paths the second pioneer has to go before landing spot on to create the final bridge. In my first attempts, I always failed by one bridge. That was because I made use of the Dolly-Dimple-trick too far at the left to catch a Lemming from the hatch instead of a glider - which cost me five builders in total instead of four.

10 - Ring of Fire 

The final level of this pack was actually not THAT difficult - once I saw that the crowd could easily slide down at the right side, being safe at the bottom. Which took me a while to see. Then, one single Lemmings could do all the rest and open the exit. That's probably the first level I ever played with something like a "skill-remover". Thought it was a trap at first. Really good level to finish off the pack.
 

All my solutions can be found here: https://www.youtube.com/@Swerdis
#15
NeoLemmix Levels / Re: New Level Pack - Lemmings Faithful
November 04, 2025, 05:03:54 PM
Half through the pack now. Really good level in the Safe-rank, especially Safe 5 and 9. The hardest for me was Safe 6. Let's see what's next.

Spoiler
Tricky

1 - Shantytown

Since all Lemmings here are climbers from the beginning, this one was harder than it looked. Took me a while to trap the crowd and finally save everyone. Nice level to start the rank off.

2 - A Duet

Pretty easy one. Finding the correct position for the laserers can be a bit of a challenge. But the general way to go is predetermined by the available skills, though.

3 - Which Way, Mr. Scarecrow?

The first level of the pack in which I failed to achieve the talisman. For me, there's no strategy recognizable here, it's just trial and error. Not my cup of tea, I'm too impatient for stuff like that. Sorry folks, but I'm glad that the talismans are optional, so I can move on.

4 - Pipe Dream

Talisman of moderate difficulty. I was one terrain-removing-skill short for some time, before I found a way to avoid one basher/fencer. Later I tried to solve the level with two pioneers, but came back to one in the very end.

5 - Beware The Serpent!

The only way I found without using floaters implied bridge-stretching to the extreme. That's not very elegant and I'm therefore not sure if this is intended. Could have spared some bridges as well.

6 - Quad Core

Easy level. As I spared some skills, my talisman-solution is most likely not intended.

7 - Vive La Revolution! 

Abundance of skills here, so this level was not a problem as well. Reaching the pick-ups was a bit tricky, though. In the end, I trapped the zombies in a pit.

8 - The Triad 

Builderfest. Did not run in any problems here as the requirement for the talisman is pretty generous. The third very easy level in a row.

9 - Fear Knot

Looks difficult, but isn't at all. I ignored the center of the knot and solved the level through the right side. A bomber, a fencer, a digger, a miner and a laserer prepared the path - didn't even use the basher.

10 - Zen Rock Garden

Challenging talisman. This one took me longer than it had to as I thought the stone-blocks were undestroyable for quite some time. With three miners only, a big tunnel had to be created. Probably the best level of this rank.

All my solutions can be found here: https://www.youtube.com/@Swerdis