[NL 12.7.0+] Lemmings Destination [Difficulty: Medium-Very Hard]

Started by Nessy, December 25, 2019, 04:17:58 AM

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Nessy

V1.1 is FINALLY out :thumbsup:

Changelog/Backroute Fixes

Helium 10: Tiny House Living - Added some steel to block some mining tricks on the far left and right of the centeral structure

Helium 17: Saving Tide - Added a steel roof on top of the middle traps in order to block solutions that go over them



Neon 5: The True Beauty Of... - Replaced the two builders with two more platformers. Not a huge fan of some of the solutions this level has been seeing and I would rather enforce the cleaner intended solution

Neon 10: Stack Of Packaged Sand - Moved a piece of terrain a little bit to the right in order to enforce the use of both climbers



Argon 2: Restricted Area - Removed some steel on the right side

Argon 3: Harbor No Hard Feelings - Also removed some steel on the right side

Argon 15: This One-Way Path - Added some steel on the bottom right side

Argon 19: Like A True Gentleman - Added a trap in the middle. Also added some more slight decorative terrain in the middle



Xenon 1: Hikers - Moved the large dirt wall before the exit on right a few pixels to the right to avoid taking advantage of it by falling onto a one-pixel ledge it has on its left

Xenon 2: Snow Patrol - Added some steel and one-ways mostly to the left and center "island"

Xenon 8: Life With Mystery - Added more steel under the right-most trap to avoid using a bomber to block off the crowd at that trap

Xenon 9: NessyTV Presents... - Removed some steel and terrain towards center to prevent unintended crowd control

Xenon 11: Instant Ninjas - Added a trap on top

Xenon 12: Lem Me Go Next - Added a trap on top of the center crystal to prevent Lemmings from going over the top

Xenon 13: Freeze Frame - Added some steel on some of the snowy platforms

Xenon 14: Tether Circus Level - Added some thin terrain below left entrance to prevent unintended crowd control

Xenon 16: I Am The Doorway - Added a blocker pick-up skill. Makes it fairly obvious where the blocker goes now but that's far from what the main puzzle is

Xenon 18: Night Surf - Added a trap next to the left entrance

Xenon 19: It Bee Like That Sometimes - Removed the left half of the bottom floor



Radon 1: Brave Explorers Wanted - Added a trap all the way to the left

Radon 5: Mystic Crossing Ahead - Raised RR to 75

Radon 8: Suspension Bridge - Added an overhang to the right wall near the left entrance to prevent climbers from escaping

Radon 12: Pit And Wit - Added a laser trap over the top of the steel wall at the bottom left

Radon 16: City Escape - Added a trap and some steel towards the top of the loop on the right

Radon 17: Dove In An Elevator - Raised RR to 75 to prevent unintended skill placement ONLY on the left side

Radon 18: Unbreakable - Moved the snow blower traps under the left hatch more to the right

Radon 19: Eulogy Of Surrealism - Added a trap to the left of the entrance

ericderkovits

hi I downloaded the Lemmings Destination pack and in
Level 10 of neon (Stack Of Packaged Sand) I still completed level with only using 1 climber. (replay)

Nessy

Thanks for playing ericderkovits!

Yeah it looks like my attempt at fixing a previous backroute in Neon 10 created a horrible new one :forehead: Thanks for bringing it to my attention I'll go ahead and produce a fixed version during the next update :)

IchoTolot

Here are my updated replays. :)

There are still quite a few backroutes in it as it seems. :evil:

Nessy

About 30,000 years ago my ancestors announced on a nearby cave wall an update to Lemmings Destination. It never came and it became a myth, but after all these years it's finally here!

Please see original post for the updated pack.

Backroute fixes and other small changes:
Spoiler

Helium 11: Ride The Nessy! - Turned talisman from silver to bronze and renamed it to "Without Safety Precautions"

Helium 8: Don't Steal Our Honey! - The letter terrain pieces now point to "flopsy_honeycomb_ex"



Neon 6: Moonstroke - Added a talisman ("Stroke-Proof") thanks to Armani's solution

Neon 10: Stack Of Packaged Sand - Altered more terrain a little bit in order to enforce the use of both climbers



Argon 2: Restricted Area - Hollowed out the large platform under the right hatch

Argon 3: Harbor No Hard Feelings - Added more steel over the exit

Argon 12: Jurassic Park - Added a talisman ("Life Finds A Way") thanks to Armani's solution

Argon 17: Periphery Influence - Added a digger pickup skill, removed one blocker, and altered some terrain towards the middle section

Argon 19: Like A True Gentleman - Added some steel on the starting platform



Xenon 2: Snow Patrol - Added a piece of steel on the left hand side

Xenon 3: Security Weak Spot - Shorten platform on the left hand side to prevent a lemming from bashing from it in order to fall on top of the one-way wall

Xenon 6: They Complain About Blockades - Changed the save requirement to 38

Xenon 8: Life With Mystery - Drastic changes to the terrain in the middle. Hopefully the intended solution is worth these fixes

Xenon 9: NessyTV Presents... - Added steel on the tiny light blue platform

Xenon 11: Instant Ninjas - Like a ninja, sliced a big chunk of the starting terrain

Xenon 12: Lem Me Go Next - Made a platform at the center thicker and added another trap in the center near the lizard trap

Xenon 13: Freeze Frame - Added more steel to the left of the exit :P (Armani's solution was spot on though!)

Xenon 14: Tether Circus Level - Add a vertical pole at the bottom to prevent building

Xenon 19: It Bee Like That Sometimes - Added one more tile of steel under the bottom of the entrance on the right



Radon 3: The Hanger - Removed some of the decorative terrain on the top right to prevent a climber from hitting their head and turning around at that exact spot

Radon 4: Nightcrawler - Increased the height of one of the center towers a little bit

Radon 6: A Mind Of My Own - Added steel all around the level

Radon 8: Suspension Bridge - Pool at the bottom is bigger

Radon 10: The Weirder Side Of Things - Added some water in the gaps that are in the large tower in the center

Radon 12: Pit And Wit - Sliced off one pixel from the bottom of the starting platform

Radon 15: In Case Of Emergency - Not sure how to fix this level so added a trap towards the bottom part of the level and we shall see what happens...

Radon 16: City Escape - Massive terrain change to the platform on the left and swapped a platformer with one more stacker

Radon 17: Dove In An Elevator - Thanks to Armani's solutions was able to raise the save requirement to 58 and remove a bomber which also fixes another backroute

Radon 18: Unbreakable - Raised the ice traps under the left entrance up and outwards and also added some icicles to prevent an unintended splatform at the bottom

Radon 20: Final Destination - QUICK NOTE: This level was not meant to be the hardest level in the pack, but was meant to be a final send-off, so any solution that solves it is perfect okay :)

kaywhyn

Quote from: Nessy on April 02, 2021, 01:54:29 PM
About 30,000 years ago my ancestors announced on a nearby cave wall an update to Lemmings Destination. It never came and it became a myth, but after all these years it's finally here!

Please see original post for the updated pack.

Thanks for this, Nessy! :thumbsup: I'll probably start the LP of this pack in about a week or so :)
https://www.youtube.com/channel/UCPMqwuqZ206rBWJrUC6wkrA - My YouTube channel and you can also find my playlists of Lemmings level packs that I have LPed
kaywhyn's blog: https://www.lemmingsforums.net/index.php?topic=5363.0

Armani

This is what I've been waiting for so long :thumbsup: Will try V1.2 this weekend :thumbsup: :thumbsup:
My newest NeoLemmix level pack : Lemmings Halloween 2023 8-)

My NeoLemmix level packs(in chronological order):
  Lemmings Uncharted [Medium~Extreme]
  Xmas Lemmings 2021 [Easy~Very Hard]
  Lemmings Halloween 2023 [Easy-Very Hard]

Armani

There were not that many broken replays from my side and here're my new replays.
The levels I had to resolved were
Spoiler
Neon 10
Argon 2,17,19
Xenon 2,8,9,11,12,14,19
Radon 4,6,8,10,15,16,18
My newest NeoLemmix level pack : Lemmings Halloween 2023 8-)

My NeoLemmix level packs(in chronological order):
  Lemmings Uncharted [Medium~Extreme]
  Xmas Lemmings 2021 [Easy~Very Hard]
  Lemmings Halloween 2023 [Easy-Very Hard]

WillLem

@Nessy.

Although the advertised difficulty of this pack is "Easy-Very Hard", I would suggest a rating of "Medium-Advanced", based on this Difficulty Scale.

Having played through the first two ranks, I definitely would not say that the pack is "Easy" at this level by any means; it starts off at a fairly challenging Medium difficulty and escalates from there. Since Destination is often cited as a pack which misjudges its own difficulty, it's perhaps worth moving the bar slightly.

IchoTolot

I've resolved the levels + talismans.

I have a feeling that the ammount of backroutes was reduced drastically this time. :)


Nessy

Thank you guys so much for the quick replays :thumbsup: I will try to check them all out over the weekend and try to get an update out a year later from now lamo next week :P

Quote from: WillLem
Although the advertised difficulty of this pack is "Easy-Very Hard", I would suggest a rating of "Medium-Advanced", based on this Difficulty Scale.

IchoTolot also suggested this change but I forgot he did and this reminded me of that so I'll go ahead and change it :)



kaywhyn

Hi Nessy,

I assure you that I will look at your sequel pack soon, as soon as I can finish up the new LemRunner pack. Though, seeing how I've been stumped very badly by Dexter's and tan's pack, not sure how long that will take. Perhaps I should consider just moving along and coming back to the level I'm stumped on later just so I'm not holding up the LP, but I'm not in a rush to plow through it. I could just ask them for a hint or even view Armani's replay, but that's just not me when it comes to solving Lemmings levels.

I guess it's a good thing I'm not yet LPing Destination, since it sounds another update is due to drop soon. I'm sure I'll like it as much as I did Lemmings Migration. That reminds me. Did you still have plans to comment on my solutions to your Migration levels on my videos? You mentioned it back in November, so I just want to know if you still planned on following through with it. If so, I look forward to them ;)
https://www.youtube.com/channel/UCPMqwuqZ206rBWJrUC6wkrA - My YouTube channel and you can also find my playlists of Lemmings level packs that I have LPed
kaywhyn's blog: https://www.lemmingsforums.net/index.php?topic=5363.0

kaywhyn

Hello Nessy,

First two ranks completely solved. Here are my replays, as well as some feedback. Also, here's the link to my LP: https://www.youtube.com/playlist?list=PLbp2m4KlFpJs4ikfZAB08_H7Xc1HcDnJO. Enjoy! :P

General Feedback

Just as I thought, I'm enjoying this pack like I did with your Migration pack, but I'm really enjoying Destination a lot. Lots of great levels both visually and puzzle-wise with what I've seen so far. I find it very amusing that I'm smashing through Destination much faster than Migration, which I struggled a lot with. I don't know if it's because I'm used to your style of small levels with very minimal skillsets resulting in deceptively difficult levels by now, or if it's something else. It's probably not the former, since it's almost been a year since I completed Migration. However, there have been plenty of these types of levels in the pack so far, and it's bound to be true for the rest of the pack.

So far, the hardest level for me was Neon 17, but I think that's because I kept overthinking on that one.

Helium Rank Feedback

This was overall a really good first rank. I enjoyed a lot of these levels.

Spoiler

Helium 1 - Adventure Is Out There! Ah, a fan of the Pixar movie Up, I see! :thumbsup: I love that movie, as I do all Pixar/Disney movies. Great 2-of-everything level to start off the rank, as well as the pack.

Helium 2 - Attic Storage Available Another great level. The bubble tileset is one of my favorite tilesets of ONML to work with. My very first Lemmings level I ever made was in this tileset, which you saw in LDC #22 with "Bubble Trouble." I'm not sure if you ever got to play it, btw, as I haven't received any replays from you on my levels. I really wished more people had spoken up about my levels if they have played them.

I wasn't having problems with this level, I was simply going for a "save all" solution, and one part of it was fiddly with trying to use a digger to cancel the miner.

Helium 3 - Looking Down On The Edge Big fan of these X-of-everything levels, I see. A bit more challenging than the previous two levels, but still nothing too hard.

Helium 4 - Lemming Rig This one was a favorite of mine! :thumbsup:

Helium 5 - In A Tidal Wave Of Mystery Another favorite of mine both puzzle-wise and visually! :thumbsup: I like the way one needs to isolate two lemmings here to do the work, as well as mining into the hole to cut the basher short so that he doesn't have as much to go through and therefore giving him more time to build to the exit on time before the crowd arrives.

Helium 6 - Coffee Break In The Ballroom Reminded me of the first level of Migraine from Migration in a way. Nice 1-of-everything level here.

Helium 7 - Type B Personalities Another favorite of mine both visually and puzzle-wise! :) I like the way the basher has to come from the right side to get the left crowd out, as well bombing to get the right crowd out.

Helium 8 - Don't Steal Our Honey! Another level that's great on the visuals, and I especially love the way to isolate a worker lemming here with digging and then bashing in such a way so that the crowd is contained but a climber can go out to the right to forge the path.

Helium 9 - Rock Is Mine Wow, you managed to make a really good miners only level! :thumbsup: Also I like how it's the same music that you used on your LDC #22 Rule 1 level. I was really rooting for your level to win the voteoff, as it was my favorite out of all the R1's in that contest, and I voted for it every single round.

Helium 10 - Tiny House Living Bit difficult, but then again I was kind of overthinking here. Once again, nice job on the visuals with one of my favorite ONML tilesets ;)

Helium 11 - Ride The Nessy! Wow, yet another wonderfully designed level. Very nice job with the Nessy in here. Bit difficult as well, although maybe just slightly easier than the previous.

Helium 12 - Lemmings Join The Circus Yet another great visual level. Been a while since I played a level in this tileset. That was a really nice way of isolating a worker lemming.

Helium 13 - Internal Head Trauma Ah, another level where I recognize the soundtrack, as this was the same one that Armani used for his Secretly, Greatly level for LOTY2020. I was a dummy here and didn't realize that the wall on the left is lower than the wall on the right, therefore resulting in me doing the digging/bashing from the wrong side. Still, this level's a good one, with the climbers being able to use either exit, while the non-climber hatch can only use the left exit.

Helium 14 - Dreaming Of Cyberspace Another favorite of mine! Easy for its position late in the rank, but I don't mind the level being at the 14th position of the rank.

Helium 15 - Mandatory Safety Meeting Another great visual level. Only slightly harder than the previous one, but it's still not too hard.

Helium 16 - The Allocation Strategy Once again, another favorite level of mine! Amazing that this level can still trip one up, but I really love the solution here. Getting into the alcove on the right side to make a splatform for the crowd is especially clever, as well as building at the top on the left side so that only the builder can get over the wall that contains the crowd.

Helium 18 - Schism In The Ancient Society This level surprisingly gave me problems and took longer than I thought it would, although I was annoyed at how the miner kept chipping off the base of the staircase, leaving a one pixel gap to the water. Me overthinking stuff once more :XD:

Helium 19 - White Rabbits In The Snow Huge favorite level of mine here! :thumbsup: The hardest part was definitely figuring out how to contain the crowd and get them out later. That was especially clever with having a worker lemming go on ahead to forge the path, make a splatform for the crowd, and then climb back up to mine the crowd out later. Also with how the bomber must be the climber so that you don't lose too many.

Helium 20 - We Love Wafflems! I'm sure he was a very valued member of the site. It's too bad I missed him long after he seemingly vanished. He sounds like someone I would had liked to meet. I really liked his Wafflembytes pack. It got quite difficult near the end, but I still enjoyed it a lot. Very nice homage to Wafflem here with his preference for buttons and locked exit levels. As for this level, this one wasn't as hard as I thought it would be for the final level of the rank. In the end, the only skills I used up were the builders and the miners.



Neon Rank Feedback

More wonderful levels in this rank that I enjoyed immensely as well!

Spoiler

Neon 1 - Slide And Hide Another favorite of mine and a really great level to start off the rank! :thumbsup: I really like that trick of isolating a lemming to get to the top to dig and then drop from the other side to bomb away the pillar so that a platformer can get to the wall unhindered.

Neon 2 - My Island, My Paradise Easy one. This was another good one, especially with using a digger and a basher to delay the others long enough for the worker to bridge the gap before anyone got into danger

Neon 3 - Maximum Of Power Maybe a slight backroute? Once again, doing the skills at the wrong places got me in trouble here.

Neon 4 - Crossover Another easy one

Neon 5 - The True Beauty Of... Another slight backroute? The loss to the water seems unintended. Also have a blocker and basher leftover.

Neon 6 - Moonstroke Another favorite of mine! :thumbsup: I also thought this one was an easy one. That's quite clever to dig and then bash to free the blocker.

Neon 7 - Duo Destinies Maybe yet another slight backroute? That loss near the end to get to the exit seemed unintended. This one was a difficult one for me, although I likely kept overthinking here as well.

Neon 9 - Rodent Enclosure Deceptively difficult level but another favorite of mine. Very nice solution. I overlooked the platforming up a miner tunnel so that no one else can follow. I recently played a level from LemRunner which requires this, but even though that was about 3 weeks ago, I apparently have quickly forgotten about it. Still, I like the deceptions you put in this level which can still trip people up ;)

Neon 10 - Stack Of Packaged Sand Another easy one. I like how this is the same track that was used on the very first level of Migration.

Neon 11 - Anything You Can Do... "I can do better"? Lol. Another favorite of mine here! The way to isolate two lemmings here is clever

Neon 12 - The Slippery Slope Difficult one. I don't know if mining and then quickly building so that he hits his head to turn around to the right is intended.

Neon 13 - You Belong With Me Another huge favorite of mine! Very nice puzzle and very satisfying to hash out and figure out. This reminds me of that one level from Migration in the second rank, where it was also a 2-lemmings level. I was surprised to hear that people found that level hard, as I thought it was an easy one.

Neon 14 - Three Steps To Heaven x 2 I immediately recognized this as a level from the PSP version, particularly since I recently finished a conversion of a Lemmini pack to Superlemmini. Definitely much harder than the original version, as I believe it gave far more skills than you needed. Here, you pretty much are given exactly what you need, no more, no less. I found this one difficult. Probably a slight backroute since I have a digger leftover?

Neon 15 - Kindly Deeds Done For Free Yet another favorite of mine. This one reminds me of Painless 5 from Migration, as the trick to do work behind the basher to isolate them from the worker is pretty much the same idea used in the Migration level, but I surprisingly struggled with the latter. This one nowhere near as long as the Migration level with a similar concept.

Neon 16 - Cute Little Traps Second level in a row that was a favorite of mine. I was a dummy here with where to put the blocker to turn a worker lemming around to get the crowd out via mining. Once again, incorrect placement of skills got me in trouble. The blocker doesn't go in front of the exit, but on top where he's not in the way so that everyone can still walk to the exit later.

Neon 17 - Mother And Child Pond Hardest level that I played so far. In the end, I still have no idea why it gave me a lot of trouble. Seems like I kept incorrectly thinking the basher needs to come from the left instead of from the right. Mine is probably even a minor backroute, as I have a spare builder. Maybe it was to help the basher keep going?

Neon 18 - The Launch Prep Team Another level that I surprisingly struggled with and hence took longer than expected. I failed to realize that the lemming who slips past the platformer to the exit can be saved by climbing but bombing to clear the way to the exit for a long time :forehead: The splatform to save the top crowd seems very precise, though that's dependent on bombing the pillar so that the wall is at the maximum height possible where the left crowd can still step up from the left. Possibly the digger to release the top crowd as well, since sometimes some lemmings coming from the other side might not fall onto steel before falling the rest of the way. It certainly doesn't have to be, though. Maybe if I had dug earlier then I would had avoided that problem.

Neon 19 - Flaming Hallway Another really good level. The only hard part is a precise bomber assignment, but since we have framestepping it's not a huge problem at all.

Neon 20 - Room Service, Please Good level to finish off the rank. Once again, another level that isn't the hardest of the rank despite being the final level of Neon. This is yet another level where incorrect sequencing of skills got me in trouble. That was nice using a builder to fall just before the third pipe wall to bomb so that you don't blow a hole in the floor.     

So far, I have the first three levels of the Argon rank solved, so I'm really looking forward to the rest of the pack. Very well done with the levels that I've seen thus far. Hope you're doing well, and it was great playing Jackbox with you and some of the others this past weekend :)
https://www.youtube.com/channel/UCPMqwuqZ206rBWJrUC6wkrA - My YouTube channel and you can also find my playlists of Lemmings level packs that I have LPed
kaywhyn's blog: https://www.lemmingsforums.net/index.php?topic=5363.0

kaywhyn

Argon rank finished. More replays and more feedback

Argon Rank Feedback

Even more great levels in this rank. Levels are slowly getting more difficult, and solving times are slowing considerably, but still nothing I wasn't able to handle.

Spoiler

Argon 1 - Little Lemming Hideout To start off the rank, this is another favorite level of mine :thumbsup: It wasn't hard, but at the same time it's not trivial at all.

Argon 2 - Restricted Area This was a hard one for me. The biggest problem I had was trying to stop the floaters from going into the water once the staircases were over land. Unless my solution is intended, somehow I feel it isn't despite having a climber/floater leftover.

Argon 3 - Harbor No Hard Feelings Another great level, although I don't think my solution is intended, since I do have two climbers and a digger leftover.

Argon 4 - The Miserable Mill This was a bit challenging. Probably a slight backroute, since I have a builder leftover.

Argon 5 - Worlds Apart Amazing that this one was still a difficult level despite just having a climber/floater and plenty of builders. I thought it was going to use the same trick as that Helium level where you need to build in a location so that only the athlete can use the staircase while no one else can. Turns out that it doesn't quite reach the staircase over the exit. I would say that building twice over the exit can be difficult to see, and even something simple like that can be overlooked.

Argon 6 - Keep It Interesting! Another favorite of mine! Very nice puzzle with one each of the classic destructive digging skills and the rest are builders. That's neat with using the last lemming from the right entrance to dig and then patch up the gap from the right.

Argon 7 - Chip Off The Old Prison Pretty sure this is a slight backroute, since I do have a few skills leftover. My entire solution was pretty much all down to timing.

Argon 8 - Honeypot Storage Room Yet another favorite of mine! That was an extremely clever variation of the Dolly Dimple trick by using a platformer and a builder instead of using two builders. The funny thing was that I was trying to make a contest level that uses this trick, but I unfortunately couldn't come up with anything. Perhaps in a future contest or in a future level I make. The reason was because I realized that no one has made a level using this variation of the trick yet. Now I know someone who has, and that happens to be Nessy. Nice job here!

Argon 9 - Traveler In The Crypt This one wasn't as bad as I thought. I would say somewhat easy. Probably a slight backroute as well, since I do have a builder leftover.

Argon 10 - Loving The Chaos This was a hard one for me. I kept thinking to contain the crowd at the bottom, but I was a dummy, as there's no one to get the crowd up a miner tunnel from that far down. My solution is probably a slight backroute as well, especially since I have a climber and a bomber leftover. Also, I think the climber dying to the deadly ceiling is unintended as well.

Argon 11 - The CORE Great level here. That's really clever with using a lemming behind the basher to mine the crowd out, as well as using a blocker to stop the digger so that he and the crowd can be mined free later. I managed a "save all" solution here.

Argon 12 - Jurassic Park Another nice level. That's really cool with using a stack to compress the crowd and then freeing them with a digger so that losses to the 10-tons trap is minimized. Here, I had everyone turn around on the blocker before I bombed him so to give the climber enough of a head start to bash through before the crowd arrived.

Argon 13 - Where My Demons Hide Is the title a reference to lyrics of the Imagine Dragons song "Demons"? This was a huge favorite of mine. Very deceptive and difficult level despite the extremely minimal skillset. That was really clever with using the digger to build to make a splatform for the other climber, as well as using it for the other climber to build so that he gets high enough to bash the crowd out. Very nice job with this one, Nessy! :thumbsup:

Argon 14 - Emotional High At Fatal Height Second favorite level of mine in a row! That was really clever with using a digger so that the second worker lemming survives and then bombing the blocker near the digger pit so that the crowd survives the drop later.

Argon 15 - This One-Way Path Difficult but very satisfying to figure out. Building and then bashing to free the blocker was hard to see. I also overlooked using a walker to free a blocker :forehead:

Argon 16 - Balance Beam Act Another really good level. Once again, it was hard to see the building and then bashing to free the blockers. So really, mostly the same thing used like in the previous level. Here it was quite obvious that all the climbers must be given to the left hatch. Now I would say this is almost a good example of a level where you don't need to make the left hatch a preassigned climber one. I think it can still work if it was one, as long as you bash with one of the last lemmings, giving the lead enough time to climb and turn around to mine the exit platform.

Argon 17 - Periphery Influence This one wasn't as hard as I thought, but it was still challenging. I think the hardest part here was how to release the left crowd. In earlier attempts, I kept trying to time the climbers so that hopefully when the crowd arrives the digger was already low enough to bomb in such a way that no one walks into the grass vine trap. I couldn't get this to work. Instead, absolutely no timing is needed, especially since there's a blocker and then we can bomb the blocker when the digger has already been bombed to prevent that.

Argon 18 - Statics This also wasn't as hard as I thought, although unless there's an easier solution than the one I found, it seems that you need to do all the timing with the bashing and building correctly so that the lead lemming has enough time to build over the final water gap to the exit before anyone arrives.

Argon 19 - Like A True Gentleman Yet another one that wasn't as hard as I thought. My solution was pretty much all timing so that only one lemming turns around to mine, while everyone else goes on and is contained in the pit.

Argon 20 - Gemini Once again, this level was nowhere near the hardest of the rank despite being the final one of the Argon rank. Somehow my solution doesn't feel intended, but it must be since I used all the skills.

So far, I've only played and solved the first two levels of the Xenon rank. Even though I still have 49 more levels to go, for the time being I have to say that Xenon 2 is my absolute favorite of all the pack. Of course, this might change as I solve more levels, but so far Xenon 2 is my all time favorite of the pack.

I'll return with more replays and feedback once I finish the Xenon rank! ;)
https://www.youtube.com/channel/UCPMqwuqZ206rBWJrUC6wkrA - My YouTube channel and you can also find my playlists of Lemmings level packs that I have LPed
kaywhyn's blog: https://www.lemmingsforums.net/index.php?topic=5363.0