Ah yes, PimoreLems!

Started by Pieuw, November 03, 2025, 01:29:48 PM

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Guigui

I also cleared levels 1 to 10 with the Talismans. Looks like I'm not yet to the harder ones.

I think I did the same blocker-basher weird thing in The Strange Relics of Lemnos. Must say I have no idea how it works exactly, my method is : just flood the basher area, make a blocker above the ground before the basher, and hope for both of them to cancel.

Curious to know what the intended solution is for this talisman, I can see no other way to the exit with minimal builders than the whole revolution around the level, and I have no idea how to stop this basher w/o the weird blocker trick. Have you found something else JawaJuice ?

Save One level pack : do you have what it takes to save one Lemming ?
16 levels of medium-hard difficulty.
https://www.lemmingsforums.net/index.php?topic=7216.0

Bravo jolie Ln, tu as trouvé : l'armée de l'air c'est là où on peut te tenir par la main.

JawaJuice

#16
Quote from: Guigui on February 27, 2026, 01:07:14 AMI think I did the same blocker-basher weird thing in The Strange Relics of Lemnos. Must say I have no idea how it works exactly, my method is : just flood the basher area, make a blocker above the ground before the basher, and hope for both of them to cancel.

Curious to know what the intended solution is for this talisman, I can see no other way to the exit with minimal builders than the whole revolution around the level, and I have no idea how to stop this basher w/o the weird blocker trick. Have you found something else JawaJuice ?

Nope! I thought I'd wait for Pieuw's updated level but I agree with you - I don't see any other way to do this level with a single builder other than sending them around the houses and utilizing the basher-blocker trick to prevent the guy bashing all the way through without wasting a builder to stop him (because you need the builder later). Incidentally, the trick works by having a lemming that's about to have the ground bashed from under his feet assigned a blocker, which means that he then reverts to a standard walker as the bash cycle is completed, whilst simultaneously turning the basher around. You flood the area because it's very hard to get a lemming in just the right position to turn him into a blocker, so this maximizes the chance of hitting the right frame. I'm not really sure why it even works from a physics perspective, but it does - it's probably debatable whether it's a glitch rather than a trick. Most level creators seem to hate it, so as I say, I usually know it will be deemed a backroute if it's part of my solution. Sometimes though (like here), I can see no alternative!



Pieuw

Thank you Guigui! I will take a look at those as soon as possible, but I'll be busy this weekend.

Regarding the basher/blocker trick, doesn't it work similarly to the digger/blocker one? The blocker being canceled right away, making the worker turn around immediately.

You both have the right general idea about Lemnos but there's no need for any precision trick like this one. This is true for all the others talismans too :)

JawaJuice

Quote from: Pieuw on February 27, 2026, 01:47:11 PMRegarding the basher/blocker trick, doesn't it work similarly to the digger/blocker one? The blocker being canceled right away, making the worker turn around immediately.

Yeah, that's true. Unlike the basher, it's not visually obvious that the digger has changed directions, but you're right, he has. I suppose it does make sense then! It's odd then that no-one has an issue with the digger-blocker trick, but everyone dislikes basher-blocker.

IchoTolot

Quote from: JawaJuice on February 27, 2026, 02:59:28 PM
Quote from: Pieuw on February 27, 2026, 01:47:11 PMRegarding the basher/blocker trick, doesn't it work similarly to the digger/blocker one? The blocker being canceled right away, making the worker turn around immediately.

Yeah, that's true. Unlike the basher, it's not visually obvious that the digger has changed directions, but you're right, he has. I suppose it does make sense then! It's odd then that no-one has an issue with the digger-blocker trick, but everyone dislikes basher-blocker.


I would say the main gripe here is that the basher-blocker behavior is pixel precise and a real hassel to reproduce and it is not that logical that the basher removes terrain under the blocker while he should already be turned (or the blocker turns the basher when he should already be freed).

Digger-blocker on the other hand is mechanically consistent and not very precise. Blocker has been placed down -> digger is inside the blockers trigger and gets turned if he is looking in the other direction -> digger releases blocker. Only the visual confirmation is missing as you already mentioned. But otherwise it follows the rule that the blocker turns everything facing the other way in its designated area.
And 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!

Proxima

Quote from: JawaJuice on February 27, 2026, 02:59:28 PMYeah, that's true. Unlike the basher, it's not visually obvious that the digger has changed directions, but you're right, he has. I suppose it does make sense then! It's odd then that no-one has an issue with the digger-blocker trick, but everyone dislikes basher-blocker.

For starters, it's simply not true that no-one has an issue with digger-blocker turnaround; this mechanic has provoked discussion before, and some have felt it to be unfair.

But more importantly (in my view), there is a huge difference between the two mechanics. If a digger and a blocker overlap, there's no reason why the digger would not be able to remove the terrain under the blocker, freeing him. That part isn't in question; what is in question is whether the digger should turn -- and that he should turn is implied as a special case of "blockers can turn any lemming". With the basher-blocker trick, it's obvious that the basher should turn, and that isn't in question; what is in question is whether the basher should also be able to free the blocker at the same time. And that is not easily answerable as a special case of any general mechanic.

One reason why many of us (including me) dislike the mechanic and consider it more of a bug is that it is very precise, and that makes it hard for new players to discover, which means any level relying on it is potentially unfair.

In addition, this is a mechanic that was never in the original games, whereas digger-blocker turnaround is in most (maybe all?) versions of original Lemmings. It was never necessary for solving the original levels, but it was always possible, and was discovered during challenges (in particular, the first solution to maximum saved on Wild 15).

Guigui

The biggest difference I see between the digger-blocker and the basher-blocker interaction is that the digger does not get canceled, whereas the basher gets canceled by the blocker. This makes a huge difference.

Also the digger case always ends up with the same scenario of the digger turning direction, whereas the basher case may end up with all possible outcomes depending on when/where the blocker is set. This is certainly why most people tend to dislike it : the game is all about actions and their consequences, so when very similar looking actions result in very different consequences, players may get upset.

Oh well, sorry to derail Pieuw's thread, we were just searching for another way to solve The Strange Relics of Lemnos' talisman.

Save One level pack : do you have what it takes to save one Lemming ?
16 levels of medium-hard difficulty.
https://www.lemmingsforums.net/index.php?topic=7216.0

Bravo jolie Ln, tu as trouvé : l'armée de l'air c'est là où on peut te tenir par la main.

Guigui

#22
Hey there Pieuw (fun fact is that I'm from France too, Poitiers)

I could clear the Calm rank of PimoreLems with the talisman, with the exception of Ancient Crash Site (dont know how to do Talisman either) and Spring Break (can not go through the 2 OWW at the beginning, I am not that good at miners fests).

Lots of fun had here. I must say that the talismans make things way harder than regular levels. Usually I first played the levels without even looking at talisman requirement, then I cleared again trying the talisman. This is why you may find 2 or 3 replays for some levels ; the ones with later timestamp being the talismans.

If you release the pack as is, I suggest mentionning clearly that talismans are hard. Or else new players may be turned off if they think the first rank is easy !

I'm giving thoughts on the levels that struck me the most :

Spoiler
Emerald Cave This one was hard to spot for me : after the builders we realize that we have 2 builders left to contain the crowd somewhere. I could do it in a precise spot at the right of the level, intended I guess ?

Lemming Falls I love the water fall in this level, tricky design  :shrug:
I used the floating piece of grass to avoid the splat for the crowd, not sure if intended.

The Strange Relics of Lemnos Still dont know how to do it without cancelling the upper left basher in some mysterious way.

Minimal Design I guess I have the save 15 solution you mentionned earlier. Gotta make splatforms in an optimal way : one bridge to both avoid splat and go over the blocker previously set for turn around.
It did not take me long to figure it out because, luckily, I just played the Mobilems pack in which the level If a Lemming Falls uses a very similar technique. This level had me stuck for a week!

The Italian Job Execution was pain here : mine too early and lemmings may splat if they have not joined the crowd yet ; mine too late and you get a bunch of close lemmings some of which may fall from one pixel too high and splat.
There must be something I overlooked here to make the miner easier to set.

Standard Test Chamber Wow ! A tribute to Portal in a Lemmings level, great idea. The two best puzzle games ever in one, brilliant.

One remark though : two heart cubes ? There is only one of them in Portal 1 for sure, and tons of them in Portal 2. Breaking the unicity or the extreme multiplicity of those cubes here seems like a weird idea.
Also a suggestion : definitely put a tiny "The cake is a lie" or "The lem is a lie" text in some corner of the level !

Anyway, great level. For the resolution I came to the conclusion that one needs to first get to the middle part to push the button, then get to the upper part with the crowd to the exit. So in the meantime I had to fill the hole leading to the middle part. Was that the intended way ?
How does it compare to JawaJuice solution ?

Voltaic Mosaics Not that hard even with a single miner. I must apologize that my solutions here are a complete mess as I was improvising most of the time.

What Happened in Sovogda Love the design and the red moon. Why not set the depart screen to this moon and starting area, as you did in The Italian Job starting zoomed on the helicopter ?

Clumps I also have a save all and no destructive solution. Walkers are that strong.

Iron Industry Very nice level. Regular clear does not need any pickups at all, and talisman needs all of them. As often with pickups, I cannot decide if they make things harder or easier actually. I mean looking at the level you can quickly see in which order to go and pick them, and this kind of gives away the solution. Though if you were to give the skills readily available, then the level would fall apart. So yes, pickups are double edged.

Save One level pack : do you have what it takes to save one Lemming ?
16 levels of medium-hard difficulty.
https://www.lemmingsforums.net/index.php?topic=7216.0

Bravo jolie Ln, tu as trouvé : l'armée de l'air c'est là où on peut te tenir par la main.

Pieuw

@Guigui Bien le bonjour,

QuoteIf you release the pack as is, I suggest mentionning clearly that talismans are hard. Or else new players may be turned off if they think the first rank is easy !
For sure! I wasn't kidding when I talked about "challenges". Some talismans are breathers though, and I will try to set the colors accordingly.

Putting everything else into a spoiler section because why not ;P

Spoiler
Correct solutions
:lemming: The Bad Beginning - Of course :laugh:
:lemming: We Are Lem-Bob-Omb!
:lemming: Lemstones - You used the intended side.
:lemming: Cloud-Covered Stalactites - Your solution is the same as JawaJuice's. Rewatching my replay, I noticed that I only use 5 bashers so I may tweak the talisman to require a more optimized (and elegant) route :evil:
:lemming: It's a Kind Lembourhood
:lemming: Minimal Design - Your second replay is correct! You can make it a bit easier by setting the three blockers right away at the beginning, as setting a blocker among packed lemmings is sometimes a nightmare :D
:lemming: The Italian Job - Well done! There are ways to ensure lemmings won't splat, execution doesn't have to rely on luck here. You can take a look a JawaJuice's replay for a good example of this :)
:lemming: Pagoda St.
:lemming: Voltaic Mocaics - Your 100% solution was fun to watch :crylaugh:
:lemming: What Happened in Sovogda? - Different from my solution but still valid.
:lemming: Iron Industry - Here I only wanted to make a fun puzzle, divided in several little steps. The pickups making the order obvious is not an issue to me :)

Backroutes
:lemming: Emerald Cave - Clever, but not intended. Won't be too hard to fix I guess :)
:lemming: Better Run for Shelter - Right side is correct, left side is not. Fixin JawaJuice's backroute should also fix this one.
:lemming: The Strange Relics of Lemnos - Your talisman solution uses the whole layout so it's kind of right but this basher/blocker trick makes it messier than the intended route. It even makes it harder as the intended solution doesn't require such timing or precision. I may remove blockers from this level as they're not even useful for the vanilla solution. Or I could just add a requirement to the talisman.
:lemming: Standard Test Chamber - Very nifty solution! Not intended, but I like it. Like JawaJuice's it required way more precision than the intended solution though.
:lemming: Clumps - Yes. I will need to rethink about this level for sure! Even if your solution it really solid, it's very far from what I had in mind for this level.

Alternative solutions
:lemming: Training Day - Interesting! I intended for all the lemmings to get to the left side exit. But you still used the basher correctly so I'd say your solution is valid too.

Glitched?
:lemming: Lemming Falls - Not sure what's happening here but your replay only saves the worker, the other lemmings all splat. I also tried the replay from your previous attachment with the same result. What floating piece of grass are you referring to?

Not solved
:lemming: Ancient Crash Site - I won't say much because I don't want to give unwanted spoilers, but a good part of your solution is correct. :)
:lemming: Spring Break - Well done nevertheless. This ascending basher stairway is a work of art :D


And to answer a few of your remarks:

Lemming Falls

QuoteI love the water fall in this level, tricky design  :shrug:
I was worried about the vertical water looking weird but it kind of works so it's nice


Standard Test Chamber

QuoteOne remark though : two heart cubes ? There is only one of them in Portal 1 for sure, and tons of them in Portal 2. Breaking the unicity or the extreme multiplicity of those cubes here seems like a weird idea.
Also a suggestion : definitely put a tiny "The cake is a lie" or "The lem is a lie" text in some corner of the level !
Ah, as usual I got carried away with decorating this level and put another cube to the right side. Me and my symmetry obsession :crylaugh: Removing the second cube would make sense. I thought about adding other Portal references but 1/ it's haaaaard and 2/ I didn't want to make the level too on the nose. Buuuuut anything may still change of course :)

QuoteHow does it compare to JawaJuice solution ?
I'd say it's similar in the general idea and trick used, but yours is cleaner, if I can say it that way. Not to dispraise their solution, of course!


What Happened in Sovogda?

QuoteWhy not set the depart screen to this moon and starting area, as you did in The Italian Job starting zoomed on the helicopter ?
I tried to set the start view as high as possible, keeping the floor visible. Making only the moon visible would be annoying as the played would have to scroll to reach the trapdoor. Speaking of this, I'm not sure what I did is optimal for all screen sizes. I only tested this on my laptop so it may vary for other users ??? About vertical levels, I set their width so it would exactly fit on my screen without having to scroll to the sides but here again it may not work for all screen sizes.
Also, it's not a moon and the whole level is just a big reference.

I will make edits when I got some time and attach another archive at some point. To make the topic less of a mess, I think I will attach it to the very first post and add a version update section to it.

JawaJuice

All in spoilers, just in case ;)

Spoiler
Quote from: Pieuw on March 01, 2026, 12:01:21 PM:lemming: Ancient Crash Site - I won't say much because I don't want to give unwanted spoilers, but a good part of your solution is correct. :)

Took a look at Guigui's replay for this level and it's effectively the same as mine (see last replay), in that he ends up with the infinitely looping climber. He took a more circuitous route but the end result is the same! I will say that it's easily the hardest talisman of the rank as it's the only one yet to be solved. Even if a couple of my other solutions are backroutes, I'm confident I'll be able to get the talismans for the fixed levels ;) Well, Lemnos is a bit of head-scratcher actually, if the basher/blocker trick is prevented; this one though, no idea at present how to get around that climber problem. ;P

IchoTolot

Here are my solutions.

All talismans cleared and in a few cases a little bit extra like 20/20 on "20 _Spring_Break".  8-)

I really like the new takes!  :thumbsup:

"19_Iron_Industry" looked a bit intimidating at first but once you structure the level in your head it becomes much easier.

The biggest challange was "12_Ancient_Crash_Site" alongside setting up the 1 miner solution to "16_Voltaic Mosaics" and "11_Minimal_Design".

My favorite level is "09_The_Strange_Relics_of_Lemnos"!  :thumbsup:

I attached my solutions!  :)

Guigui

Once again Icho ruled us all out, congrats!

Spoiler
The Strange Relics Of Lemnos had to be done the other way around, always hard to see but it solves both problems of where to put the bridge, and not having to cancel that basher.

Your Ancient Crash Site solution is a marvel. Save a bridge by making bridges in an unnatural way at the beginning. This level is on par with Armani's best tricky designs, reminds me a lot of Underroot in the last contest.

Also 100% on Spring Break looks easy when you watch Ico do it. For some reason, I'm just not that good at seeing how to use multiple miners.

Save One level pack : do you have what it takes to save one Lemming ?
16 levels of medium-hard difficulty.
https://www.lemmingsforums.net/index.php?topic=7216.0

Bravo jolie Ln, tu as trouvé : l'armée de l'air c'est là où on peut te tenir par la main.

kaywhyn

Hello @Pieuw,

I too have played all these Calm remakes, as well as obtained all the talismans and have attached my solutions :thumbsup: I normally don't go for the talismans, but I made an exception here! :laugh: 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 can only reiterate what the others who played these levels before me, and that is I really enjoyed these PimoLems Calm rank level remakes! :thumbsup: In addition, I found myself agreeing with all of Icho's remarks on the levels he gave feedback on, as Calm 9 - The Strange Relics of Lemnos is my favorite level too and that The Ancient Crash Site's talisman was also the hardest for me. I would also add Spring Break's talisman to my list of favorites! :thumbsup:

Detailed Feedback on some of the Levels
Calm 2 - Training Day Nice one! :thumbsup:

Calm 3 - We Are Lem-Bob-Omb! Personally I'm not a fan of excessive bombing levels, but the challenge talisman is still quite interesting nevertheless!

Calm 4 - Emerald Cave Another great talisman! :thumbsup: Interestingly enough, this one took me some time to figure out, though apparently I was already on the right track with turning the second Lemming around earlier by building into terrain but simply didn't realize it at the time :forehead: 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.

Calm 5 - Better Run For Shelter Wow, I really love those bombs pointing down indicating they're falling from the sky that you put in the level :laugh: :thumbsup: Reminds me of that one meteor level from Apjjm's Lemmings Quartet pack. The first level in which I got the talisman on my first pass even though I didn't open it up to see the requirement :P 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.

Calm 6 - Lemming Falls I went down the corridor before the gap, but looking back at the level I can definitely see the first approach I tried also being viable, as I could had simply make the splatform for the others with just one climber by having him build once he dug out all the terrain in order to turn.

Also, as an extra challenge, I now see there's even a no digger solution and hence the talisman could possibly even be changed to that in a future update! :P

Calm 7 - Lemstones The second level which I got the talisman for on my first pass, but that's because I'm one of those Lemmings players who loves going for save all solutions or if that's not possible then to save as much as possible ;) 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.

Calm 8 - Cloud-Covered Stalactites Aha, I thought the talisman was no blockers, only I ended up using one on my first pass because the timing didn't work out the first time for me. Really good one here! :thumbsup: This one's even better than the PimoLems version especially as it's a builderless one and that tends to be my favorite level type in the game! :laugh: Not only that, it's far more interesting with just blockers and bashers.

Calm 9 - The Strange Relics of Lemnos As already mentioned, this was my favorite level! :thumbsup: This reminds me of one of your first rank Fiat Lem! levels that had lot of bashers. Well done here, definitely a far better level than the PimoLems one! :thumbsup:

Calm 10 - It's a Kind Lembourhood Aha, no diggers here in contrast to the PimoLems version which was an X-of-everything in all classic 8 skills. Definitely an easy talisman, though still have to be careful as skills run out quicker than they appear despite having a huge amount of miners and builders.

Calm 11 - Minimal Design Once I realized that you can lose up to half, the talisman wasn't so bad, though it's definitely still a challenging one to figure out. Nice one nonetheless!

Calm 12 - Ancient Crash Site Hardest talisman by far, though I kind of figured the bashers needed to go in the middle sections fairly quickly and hence the hardest part for me was figuring out how to get the crowd over there by going to the right at the top. Indeed, I kept thinking to mine through the emerald that connects to the ceiling through to just the two short ones immediately to its left while building the crowd to get over the first two. However, this then leaves the problem of the climber being stuck in an infinite loop and hence you save all but one, which is no good for the talisman. Took me some time to see that it is indeed possible for the miner to go all the way to the first two emeralds as well while allowing you to save a builder to turn the climber so too can go to the exit along with the others. It's probably a little too heavy on the precision with the miner, though the builder/miner combo always is.

Calm 13 - The Italian Job The funny thing was that my first pass had me go for a diggers only solution while going for the save all. I totally laughed upon seeing the talisman requirement because it was the complete opposite of what I attempted! :laugh: 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!

Calm 14 - Pagoda St Another one whose talisman isn't too difficult to figure out, though just like Calm 10 skills do run out much faster than expected. However, using the diggers wisely will help even out the miner and builder usages. There's that fire in the rings just like in the PimoLems version of the level! :laugh:

Calm 15 - Standard Test Chamber Nice level whose talisman can be somewhat challenging to figure out but it wasn't too bad for me. Kind of helps that I've already seen this trick before in a few other levels. I did try going through the bottom, but I quickly abandoned that approach upon seeing that someone needs to go over the top to dig them out the far left side, which would mean more builders and more losses than you afford for the talisman.

Calm 16 - Voltaic Mosaics The third and final level which I got one of the talismans on my first pass, but again that's due to me going for save all's as much as possible when playing Lemmings. The one miner talisman is far more challenging but it's still not too difficult thanks to the very lenient save requirement. Also a remake that uses a NeoLemmix skill.

Calm 17 - What happened in Sovogda? Not familiar with what the reference in the level title is. That's a really nice sun at the top of the level, if that's what it is :laugh: 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.

Calm 18 - Clumps I can up you on the talisman here, as I was able to save all but one ;) I do believe the PimoLems version was a builders only one?

Calm 19 - Iron Industry Wow, this looks really amazing design-wise! :thumbsup: Another level with NeoLemmix skills. It was hard for me to tell what the pickups here were. So, looks like it's not just you and Guigui. The talisman is a bit imposing, but it definitely makes it clear that getting the pickups are required and so isn't as hard as it appears. The challenge then is to figure out how to get them.

Calm 20 - Spring Break Really love the talisman here! :thumbsup: Definitely reminiscent of some Pickaxe levels from PimoLems that made very good use of the miner skill. I originally got a save 98 solution and hence beat the requirement by 1, but I quickly went back and improved it to 99. Looks like Icho got me beat here by getting a save all. Darn it! :forehead: 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. 

Once again, well done on these Calm rank remakes Pieuw and I look forward to seeing the rest of the pack in the future. I'm definitely really hyped about it now! :thumbsup: Also I got to mention that I've gotten some inspiration from your PimoLems levels for some levels in my Lemmings Memories pack :laugh: 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 :thumbsup:

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!

I'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?

IchoTolot

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?

Hm, I have memories of trying to do the trick, but failing because the blocker got immediatly released. Maybe my memory was indeed wrong or there is something else that's important here like the Lem-ID.

Anyway, no need to derail the topic.

Glad to hear that we have the same favorites in the calm rank.  :thumbsup:

Pieuw

@IchoTolot
Correct solutions
:lemming: The Bad Beginning :lemcat:
:lemming: We Are Lem-Bob-Omb!
:lemming: Lemming Falls - You used the digger correctly, the rest is open-ended.
:lemming: Lemstones - Well done, using the right side requires more precision.
:lemming: Cloud-Covered Stalactites - It was like watching my own replay! :thumbsup: This is the solution I'd like to enforce.
:lemming: The Strange Relics of Lemnos - Finally, the intended way to solve this talisman! :D Well done!
:lemming: It's a Kind Lembourhood
:lemming: Minimal Design - Identical to my solution in every way.
:lemming: The Italian Job
:lemming: Pagoda St.
:lemming: 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 :)
:lemming: Voltaic Mocaics - Nice sneaky miner on the right side in your 100% solution ;P You used so many builders!
:lemming: What Happened in Sovogda?
:lemming: Iron Industry - Great solution, virtually saving one extra lemming!
:lemming: Spring Break - Coll 100% solution! May become the new standard for this level :laugh:
:lemming: Ancient Crash Site - Perfect solution! Yay :thumbsup:

Backroutes
:lemming: Emerald Cave - This is a bit embarrassing :forehead: 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.
:lemming: Better Run for Shelter - Similar to JawaJuice's backroute, the same fix should prevent both.
:lemming: Clumps - Nice builders wall! But yes, putting walkers was obviously a bad idea.

Alternative solutions
:lemming: Training Day - Your solution it similar to Guigui's. Not what I intended but it feels legit.

@kaywhyn
Correct solutions
:lemming: The Bad Beginning :lemcat:
:lemming: Training Day - Your solution is what I intended
:lemming: We Are Lem-Bob-Omb!
:lemming: Lemming Falls - Spot on! You used the basher to delay the other worker the same way I do.
:lemming: Lemstones - Nice use of the blocker to save a builder, making the bottom part easier.
:lemming: Cloud-Covered Stalactites - Very similar to my own replay, only you used an extra basher :)
:lemming: The Strange Relics of Lemnos - As for Icho: well done! This is the intended way. :thumbsup:
:lemming: It's a Kind Lembourhood
:lemming: Minimal Design - Seems like unnecessary sacrifices, but your overall solution is good!
:lemming: The Italian Job - No need for the miner canceling trick, but it's ok to use it.
:lemming: Pagoda St.
:lemming: 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.
:lemming: 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!
:lemming: Iron Industry :thumbsup:
:lemming: Spring Break
:lemming: Ancient Crash Site - As for Icho's: perfect solution! Well done :thumbsup: 

Backroutes
:lemming: Emerald Cave - Same as Icho's solution! I will fix this.
:lemming: 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!
:lemming: 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.
:lemming: Clumps - Walkers, walkers, walkers :forehead:

Overall not many backroutes, which is great! Thanks to you both and well done solving these levels. Now I will try to fix backroutes and clean a few things (talismans colors for instance) then update the topic :D

Sorry if I didn't respond to other comments, it already took me a while to process replays and write all this. Will definitely get back later!