The Bad Beginning
We Are Lem-Bob-Omb!
Lemming Falls - You used the digger correctly, the rest is open-ended.
Lemstones - Well done, using the right side requires more precision.
Cloud-Covered Stalactites - It was like watching my own replay!
The Strange Relics of Lemnos - Finally, the intended way to solve this talisman!
Well done!
It's a Kind Lembourhood
Minimal Design - Identical to my solution in every way.
The Italian Job
Pagoda St.
Standard Test Chamber - Digging the middle block to make a path for the climbers is what I intended! Glad to see a replay solving it this way
Voltaic Mocaics - Nice sneaky miner on the right side in your 100% solution
You used so many builders!
What Happened in Sovogda?
Iron Industry - Great solution, virtually saving one extra lemming!
Spring Break - Coll 100% solution! May become the new standard for this level 
Ancient Crash Site - Perfect solution! Yay
Emerald Cave - This is a bit embarrassing
I mean it's not far from the intended solution but I didn't see it was possible to solve it in this more simple way.
Better Run for Shelter - Similar to JawaJuice's backroute, the same fix should prevent both.
Clumps - Nice builders wall! But yes, putting walkers was obviously a bad idea.
Training Day - Your solution it similar to Guigui's. Not what I intended but it feels legit.
The Bad Beginning
Training Day - Your solution is what I intended
We Are Lem-Bob-Omb!
Lemming Falls - Spot on! You used the basher to delay the other worker the same way I do.
Lemstones - Nice use of the blocker to save a builder, making the bottom part easier.
Cloud-Covered Stalactites - Very similar to my own replay, only you used an extra basher
The Strange Relics of Lemnos - As for Icho: well done! This is the intended way.
It's a Kind Lembourhood
Minimal Design - Seems like unnecessary sacrifices, but your overall solution is good!
The Italian Job - No need for the miner canceling trick, but it's ok to use it.
Pagoda St.
Voltaic Mocaics - I tried to make the setting of the builders and miner easier but it may be too hidden to notice: you can use the horizontal notches on the pipe as landmarks. From the second bottom noch, set a bomber and build to the right. From the fourth top notch, set a bomber and mine.
What Happened in Sovogda? - This level is mostly open-ended, the falling bomber at the beginning is what I intended so it's nice to see it here!
Iron Industry
Spring Break
Ancient Crash Site - As for Icho's: perfect solution! Well done
Emerald Cave - Same as Icho's solution! I will fix this.
Better Run for Shelter - You used the backroute I found a few days ago, and I don't really know how to prevent this. Will think about it!
Standard Test Chamber - You solved it exactly as JawaJuice and similarly to Guigui. Demands more precision than the intended solution but takes a shorter route, too.
Clumps - Walkers, walkers, walkers
QuoteWould people be up for this in NeoLemmix as well? If so, we could either add it to the 'default' style, have it replace the default pickup, or add it to the 'special' style. If not, a red version of the above pickup is always available from 'willlem_lemminas', and I could add the blue one to 'willlem_lemminas_special' (in fact, I'll go ahead and do that anyway).
QuoteI've tried it and the digger does indeed turn around even if you don't see the Lemming become a blocker. All that matters is you block in the right spot. Maybe you're referring to the original engines, eg, Dos? At least, no matter how much I try, the basher/blocker obscure trick doesn't work on CustLemmix, so maybe that's what you meant by how diggers don't turn either when blocking with a Lemming inside the pit and he immediately gets released on an engine like CustLemmix?
I'm glad I decided to rise to the challenge here, as some of these are far harder than the ordinary way of solving them, most of which are any-way-you-like if you don't bother youself with the talismans. Like @Guigui, I normally don't open up the talisman to see what the requirement is on my first pass, but if I didn't obtain it when solving the level, I simply went back and opened them up and attempted the optional challenge talisman!
I thought the first Lemming to build across the first gap would be able to do a lot of the work before the others arrive, but nah, turns out it's not possible without going over the total skill limit.
Looking back, I definitely could had easily used just 4 builders here, though I think the talisman isn't possible without that digging immediately upon laying down a builder brick so that he can build to turn around trick.
As a matter of fact I pretty much went for save all's as much as possible on my first pass of these levels and sometimes I was lucky that it's also the talisman requirement. Think I even tried it on the PimoLems version but didn't succeed? It's probably not possible to save all on that version of the level anyway, but I might be misremembering.
Not only that, it's far more interesting with just blockers and bashers.
This one's quite an easy talisman to figure out and much easier to execute than the diggers only solution I tried even though canceling a miner with another one is itself timing heavy. Nice level!
Took me some time here to figure out the talisman, but once I realize bombing a faller which frees up a bomber that you otherwise would use to get into the first open window at the start, it wasn't too bad. First zombie level of the pack from what it appears.
I do believe the PimoLems version was a builders only one?
However, I think I can see how it's possible and that it simply requires me to mine at a different spot at the top on the left side of the level.
I'm happy to hear my Lemmings level solving skills have been inspirational for you, and I'm still quite honored and touched when you told me that I remind you of Akseli due to our level solving skills being quite similar Quote from: IchoTolot on February 27, 2026, 03:24:19 PMAnd here the basher-blocker confusion is actually resolved! If you place the blocker right when the digger digs further the blocker gets instantly released and does not turn the digger in the same frame as I recall!
Quote from: Guigui on March 01, 2026, 10:33:57 PMSimple suggestion : display the skill type and its number in the panel when mousing over the pickup icon ?

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