Na zdorovje Lem. I deliberately tried to backroute this level by trapping the Lemmings on the "pillar" at the beginning and building up towards the wall straight away - which worked. Therefore some steel needed to be added in the upper regions to cut off this shortcut.
The Mummy. See earlier post: When I had only seen Nepster's replays, I was fine with a timing based solution, but when nin10adict did the same, I decided that was way too fast and easy

. Some canopic jars have been added at the bottom to shorten the distance the zombie can walk in case he is released to go down there. Also, the release rate has been locked, so that you can't compress the Lemmings to sneak by the zombie in a horde.
Down the drain. Saving requirement increased to make the solution a little more specific.
I want to believe. Thickened the one-way pillar so that it can't be bombed through.
We are the Lempions. The Lemmings from the left hatch are no longer pre-assigned climbers, but regular Lemmings.
You want it, you got it! Lowered the skill count and increased the saving requirement to make this more worthy of rank 4.
Fire in the hole. Swapped a piece of terrain for more steel to enforce a specific solution.
Lem in motion. Made the swimmer a pick-up skill as well and added a little structure on the left, to make it a little more relevant which skill is assigned when. Also, one of the exits was removed, so a little trick has to be done to save one of the cloned lemmings. Still a fairly easy level I guess, but now there are a few more pitfalls (pun intended

possible.
Walking in Lemphis. Increased the saving requirement to factor in the cloners, so that you can't let any lemmings die.
Going down the hard way. Made the stoner a pickup skill to enforce my intended solution. Now the level name is even more fitting, because you have to go down to get the "hard" stoner

.
You reap what you sow. Added steel to prevent going underneath the entire level.
Icing on the cake. This one has a completely different solution now, because a certain number of builders will always break this level. Once again, I actively tried to backroute this level myself after all these changes. And while I found out this way that there still is an alternative solution which avoids the slowfreeze completely, it requires almost all the skills, too, plus precise placement and some skills paying double-duty. So feel free to choose whichever one you prefer

. If you hate slowfreeze, view it as a trap and go around it. If you love it, view it as a tool and use it!
Man shields. Still not sure whether this thing is entirely backroute-proof now, but at least you can't dig down at the end anymore.
Builder buddies. This is one of the levels which would have benefitted from a deadly ceiling - so I made one

.
Copycats. Filled the gaps in the steel, where terrain had formerly been, with further steel blocks.
Three Lems, one stomper. Made this a 1 of everything level to make it a little more confusing what you have to do; also added some steel, to make the timing of assigning certain skills slightly more relevant. Again, still a very easy solution, but I hope I could hide it in plain sight now

. Probably won't work on the more seasoned ones among you, though.
Acrobatic endeavors. Added vertical firetraps to cut off a high route.
Lemmings of Troy. Added some steel in the castle. You're not supposed to be able to dig straight down

. Apart from that, nin10adict's solution was exactly as intended.
Another stunt maneuver. The second circus level which required vertical firetraps. Which simultaneously make this look even more like a circus artists' stunt performance!
Speedy Lembert. The fencer pickup skill was entirely redundant due to the Lemming being a climber at that moment already. So I just removed it.
White Wilderness. The builders aren't needed, yet they provided the option of creating a basher trap, holding back the crowd so you don't have to stall. Now all the builders are gone without any replacement!
