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
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