I actually thought this one is easier then Pieuw's because in Iron Industry you don't have any clues in the graphics to help you.
So, you don't see the clues in Iron Industry?
Well, there
are clues to point out the route, otherwise it would be a dull trial-and-error level. Given that you haven't seen the clues they aren't too easy to become aware of then I'd guess!
By the way, totally agreed with the Academy of Eight, why to remove the 8th lemming?
Otherwise a great, classic level, might even have given influence to some other authors and custom levels after it.
Coward 26 - Let Him Go Alone . . .Lemmings: 50
Save: 100% (50)
Release Rate: 30
Time: 3 minutes
Skills: 4 builders, 2 bashers, 5 diggers
Good: An absolutely spectacular, mind-blowing solution. No obscure or unintuitive details there, but the real magic of this level arises from
the ingenious combination of really familiar skills, which creates an effective, tremendous crowd control method. At one point two years ago I even considered this level to be one of the best Lemmings custom levels ever,
if not the very best one. That can't be the case though, see the Bad section below. A unique, beautiful landscape with many delightful details, like the tree leaves surrounding the steel block and the cluster of vine traps at the right edge of the level. Has a hidden exit, but fortunately its location is rather clear, giving even more mystification to this fascinating world.
Bad: Unfortunately has an easy and uninteresting backroute compared to the intended solution. Has also a third solution that's pixel precise and hard to execute, but obviously not that interesting either. (This level is accidentally well-placed in terms of difficulty, without the backroutes this should be in Maso rating.) If the French Lemmings giant will get rid of the backroutes, then this level would undoubtedly be a really shining gem.