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Part 14 of my Lemmings Revolution LP. Solved the final level of the 11th column, as well as the first 5 levels of the 12th and final column of levels. 11-13 is quite a nice level to finish off the penultimate column of levels. It's not the hardest, but at the same time it's not as easy as some of the other surrounding column of final levels around there. I think I can see the resemblance of the level of the same title in mobius' Mobilems 2022 pack in NL, so I wonder if he either got inspiration from it, or was attempting to recreate the level in NL. To start off 12-1 looks complicated due to the layout, but is quite easy due to how you 50-of-everything, with the bombers clearly a red herring, as you need to save everyone and hence cannot use any of them. I honestly don't recall this level. I like the split of some lemmings going down through the middle, some go out the right, and the rest go out the let and you have to think about how who uses which route. I especially like the part with sending out a water lemming to build over the acid tank on the far left in order to allow a regular lemming through safely. A part that can be frustrating is saving the acid lemmings that go down in the middle. It appears that you must have them very tightly clustered in order for them to all climb out before the laser gate gets activated and possibly pushes a climber off the level. I don't know if there's an easier way to do so. Overall, quite a nice puzzle here that looks hard but it's really not, especially once you realize that all teleporters are paired with the same receiver. Nothing hard about 12-2 other than getting a lemming down to activate the lever. Also, you have no skills to interrupt the builder, so this can be difficult to achieve, as well as knowing where to place builders so they stop at the right spot. No blockers to help with the bombing too. To be fair, it is the final column of levels, so you can certainly expect execution difficulty on top of the puzzles. Luckily, the save requirement is lenient here. 12-3 is somewhat hard but another really nice level. Resources are very limited, and you really need to think about how to activate the lever on the far right with just one lemming in order to allow the lone lemming from the bottom entrance out and help him to the exit after. In addition, how to rescue the lemming who pushes the lever to help the lone lemming. After that, there's a few ways to handle the OWW area, one of which is to simply build over and you still end up with a builder to spare. Or, if you want to save builders, then you can bash through the OWW from the other side. Just make sure to build to the teleporter platform before anyone can fall down to the bottom of the water tank. Other than how pause is disabled in 12-4, there's nothing hard about the level, particularly since the release of the lemmings is manageable and hence should be easy in being able to assign everyone a floater. Miss one, though, and it's a restart, as you need to save everyone. Don't worry, it's the only level in the game where you cannot pause. 12-5 might look impossible, as I found that you cannot drop out the other side safely because the lemming will splat. That made me wonder if you need the bomber glitch in order to solve it, but later on I realized that the answer was to use the weasels to activate it. Since they can activate levers, surely it should extend to laser gates too. I think there were even some earlier levels that we saw this too. Quite a nice puzzle where you need to use the enemies to do it rather than have a lemming to do it. Luckily, other than the bashers, you have a lot of resources. It was quite annoying that the basher stopped for absolutely no reason when I blocked inside the tunnel. I think that's what happened with 11-7 as well. Surely that's a bug? 0:00 - Introduction 1:08 - 11-13 13:41 - 12-1 33:19 - 12-2 37:29 - 12-3 43:59 - 12-4 45:18 - 12-5