LP4 Demo:
1 - The Ascent (Hare Lv5) - 100% is possible
2 - Under, Up, Over! (Hare Lv15) - 100% is possible
3 - Energy Buster (Kumori Lv19) - 100% is possible
4 - Perpetual Motion (Kumori Lv23) - 100% is impossible, maximum 8 of 10
5 - The Cell (Ame Lv8) - 100% is possible
6 - The Boner (Ame Lv26) - 100% is required
7 - Death Row (Yuki Lv13) - 100% is impossible, maximum 72 of 80
8 - Panic Attack (Yuki Lv22) - 100% is impossible, maximum 69 of 70

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-= Hints =-

1 - The Ascent
    This is a straightforward level and should not require a hint.
2 - Under, Up, Over!
    This is a straightforward level and should not require a hint.
3 - Energy Buster
    The bomber and the blocker are not the same lemming.
4 - Perpetual Motion
    As minor a detail as it is, this level relies on floaters falling slower than other lemmings.
5 - The Cell
    You can't go through the roof in time, find another way out.
6 - The Boner
    You don't have a single builder to spare, you'll have to find a way to hold the lemmings back without them.
7 - Death Row
    Despite what the introduction may suggest, the correct solution is to go through the traps.
8 - Panic Attack
    Remember blowing up blockers to free them? It's a similar idea here, but with a twist.

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-= Solutions =-

1 - The Ascent
    Make the first two lemmings into climbers. Make the first one block when he's close to the edge of the block he climbs. Make the second lemming build after turning around and walking up the thin platform. Make him build again to go up to where the exit is. Make all the remaining lemmings into climbers while they're walking right. (This is only one of many solutions.)

2 - Under, Up, Over!
    Dig and bash under the steel, build over to the rocks, build up to where the exit is, then bash or mine through the crystal. (This is only one of many solutions.)

3 - Energy Buster
    Make the first lemming a climber and a floater. Make the second build to seal off the gap to the left, and the third block to hold back the rest. Keep making the second build up. Meanwhile, the climber builds over the gap in the middle, then over the exit, and builds to create a safe landing. He then becomes a bomber (use a builder to control his position if nessecary) to reopen the path to the exit. When the second lemming is nearly at the top, build over the blocker to release the crowd.

4 - Perpetual Motion
    Start off by setting the release rate to 99. Make all but the last lemming into climbers, and the first five into floaters. Once they're climbing the wall to the far left, make the remaining lemmings into floaters. Meanwhile, once he's a good distance apart from the other lemmings, make the final lemming into a climber and bomb the wall to the right at the thin part.

5 - The Cell
    Bash under the steel block on the right. Use miners or bombers to break upwards, and build out. Use climbers rather than building all the way up to the exit, to save time.

6 - The Boner
    Make the first lemming down the bottom bash. The first lemming up the top should dig somewhere where it will hold the others back. The basher builds to create a safe landing place for the top lemmings. The second lemming down the bottom digs as soon as he lands, then bashes after digging a bit. Once he's bashed a small distance, make him a digger once another lemming reaches him. When this other lemming turns around, make him dig once then bash in the same spot. This creates a safe area for these lemmings. Meanwhile, the lemming who went off to the right builds from the edge of the bones, then bashes, mines and digs through the huge lump of dirt to come out near the bottom, then builds over to the exit. At this point, make one of the top lemmings a climber, mine once he's clear of the steel blocks, then bash out to the right from both safe areas.

7 - Death Row
    Make the first lemming a digger as soon as he lands. Make the second lemming a blocker as close to the first trap as possible. As soon as the lemmings can no longer escape from the digger's pit, wait for him to dig twice more then make him build. Make the 77th and 80th lemmings into climbers. The second climber digs as soon as he finishes climbing, then bashes after one dig. The first climber mines well before reaching the blocker, then bashes just before reaching him. If this is done correctly, the blocker will trigger the first trap, while the climber will be absorbed into the crowd, which will lose one lemming at each of the 7 traps, resulting in saving exactly 72 lemmings.

8 - Panic Attack
    Make the first and 25th lemmings into climbers. Make the first climber build when he reaches a gap near the far right - build from as close to the edge as possible! The second climber does the same with the next gap. After turning back, the first climber becomes a blocker just by the thin pole wall - make sure he's not quite standing on the steel though! After turning around and walking for ages, make the other climber build over the gap near the bottom, then after climbing and turning around, build over that gap (make sure there's enough room to climb up again later). Around this time, have a lemming in the crowd build to release the crowd onto the zig-zag ramp. Make the climber bash through the one way wall, and from the crowd, set a bomber to blow through the pole wall and release the blocker simultaneously - he must blow up BEFORE hitting the ground, this gives the former blocker enough time to build over the gap. Finally, make the remaining climber dig when he's above the exit after going around again.