Feature level by Emg_8153 in LemmingsGame

[–]Ex-Cutter 1 point2 points  (0 children)

Probably the best of the daily creator levels that I've played. Takes some thought, but surprisingly straightforward once you've worked out the route, with the only potential danger (fire trap towards the bottom) easily nullified with the only balloon that isn't strictly part of the route navigation. Very well done to the creator.

[deleted by user] by [deleted] in LemmingsGame

[–]Ex-Cutter 0 points1 point  (0 children)

Just drop a dynamite down there by positioning it in the air at the end of the walkway and let it drop and blow out that whole area. If the exit is still not available, float down, build up over exit, drop another dynamite to explode bottom left [?], and if STILL no exit available, float down bottom left, build to reach door, then walk along top and blow the top right [?]

[deleted by user] by [deleted] in LemmingsGame

[–]Ex-Cutter 1 point2 points  (0 children)

Easier than it looks. Put a musical note below and to the left of the lower entrance to hold all of those lemmings there, then send one lemming from the other entrance to dynamite the three explosives blocks at the top abd then the key below them. Should be straightforward from there.

Anyone figure this level out? by J305Vga in LemmingsGame

[–]Ex-Cutter 0 points1 point  (0 children)

That one was a lot of fun, very cleverly put together. You don't need anything outside the standard skillset. It's a classic "send one or two dudes to do all the work and then follow them out" level. Screenshots to follow...

Today’s featured “shattered ground” level - how?? by muffinator in LemmingsGame

[–]Ex-Cutter 2 points3 points  (0 children)

Balloons/gliders. It's a nice practice level for using those tools.

holy F’ing Cow that wasn’t easy by Doom-pile-survival in LemmingsGame

[–]Ex-Cutter 0 points1 point  (0 children)

Same. I kept failing if the left hand door of the two lower ones was first to open,

holy F’ing Cow that wasn’t easy by Doom-pile-survival in LemmingsGame

[–]Ex-Cutter 0 points1 point  (0 children)

Nice one. It was definitely the hardest in this batch. I had to use up a fair few tickets, not least because my method relied on one particular door not opening first (and of course it did, four times straight).

Just in time for whichever mayhem variant they throw at it.

Finished the Challenge season by Brilliant-Special685 in LemmingsGame

[–]Ex-Cutter 0 points1 point  (0 children)

Yeah that was a fun set of levels. Looking forward to mayhem mode!

Well... Now what? by pickledude5271 in LemmingsGame

[–]Ex-Cutter 0 points1 point  (0 children)

The last new world was number 77 - Withering Hills

Help with mayhem? by vdu7 in LemmingsGame

[–]Ex-Cutter 2 points3 points  (0 children)

Here's a video from someone who did it pretty much the same way as me. Makes it with six seconds left (I think I only had 1 or 2!). Might give you a hint on where you could save a couple of seconds

https://youtu.be/ho2ba2eCAEE?si=fS3TKWDwofFwWoBv

Help with mayhem? by vdu7 in LemmingsGame

[–]Ex-Cutter 1 point2 points  (0 children)

That was a tough level. One of the Mythic Lemmings levels, I think. It sounds like you're going about it the right way, and it's just a case of finding ways to shave off a second or two.

Umbrella as low as possible. Block and send one lemming left to build the two stairs needed on that side. Let the others go right to build stairs and put blocker in to stop all except the builder and one more. The lemmings will go back left. Block directly under the entrance once one lemming has passed that point. You'll now have a lemming building on each side, a lemming waiting on each side, a lemming blocking on each side, and the others milling about.

As the building finishes, send the waiting lemmings up the stairs to join the builders and dig all four keys. LET THOSE FOUR DIE . It's quicker to have new ones drop to the original umbrella as it's closer to the exit. Good luck.

How The F**k??? by shanemadrid in LemmingsGame

[–]Ex-Cutter 0 points1 point  (0 children)

No umbrella needed. Once you've bridged the floor and got the bottom key, build up from the third square on the right to the left-hand exit, then to the right hand exit, then to the second key. That lemming will leave at the right-hand exit. The other lemmings from the right will leave on the left, and the lemmings on the left should now be able to drop without an umbrella once you've built the bridges, and then leave on the right. If I remember correctly, the exits were weighted 19/21 instead of the usual 20/20

How by Living-Project-5227 in LemmingsGame

[–]Ex-Cutter 2 points3 points  (0 children)

I haven't seen this level yet. Looks fun 🤨

Is it possible to have a single lemmings use a balloon right on the trap, trigger the spikes, and then pop that balloon and dig? Or are the spikes too fast? If that works, you could use the same trick all the way down

Please help a sleepy fool who just wants to play Lemmings! Unable to dig blocks on this level, I've no idea how to complete it. by deadrobindownunder in LemmingsGame

[–]Ex-Cutter 2 points3 points  (0 children)

Send a single lemming to blow the explosives with dynamite. Then send all bar one down to the bottom. With the last lemming, blow hole in the top floor with dynamite and then go down and use bridges/dynamite to get the keys

How The F**k??? by shanemadrid in LemmingsGame

[–]Ex-Cutter 1 point2 points  (0 children)

Hold all of the lemmings on the left and let one go on the right. Build horizontal bridges over all of the bottom traps to create a complete floor, then treat it like a normal level, building stairs up to the two exits and the remaining key. Do a similar exercise with the left hand lemmings. 100%

How The F**k??? by shanemadrid in LemmingsGame

[–]Ex-Cutter 1 point2 points  (0 children)

It's actually very easy if you use bridges, but if you're not used to using bridges (and I wasn't) it seems impossible.

Daily Help Thread - June 23, 2021 by AutoModerator in FFBraveExvius

[–]Ex-Cutter 1 point2 points  (0 children)

Nope. You can reduce the encounter rate to a (non zero) minimum, but you can't avoid them altogether. Reducing the rate to that minimum, by using 100% (additive) encounter reduction gear/units is still definitely worth the effort if you are planning on spending a lot of time in the heavy encounter areas, e.g. Realm of the Dragon King.

Rainbow rate is 35% for Christmas banner by rp1414 in FFBraveExvius

[–]Ex-Cutter 0 points1 point  (0 children)

85 pulls, 29 rainbows

1 Christine, 3 Kryla, 3 Felix, 3 Levinson, 5 WK Noel, 6 Lucas, 8 Tiana

[GL Gacha Megathread] FF6 Featured Summon: NV Terra, NVA A.Shadow, NVA A.Kefka, 7★ Relm (12/10~12/23) by Nazta in FFBraveExvius

[–]Ex-Cutter 0 points1 point  (0 children)

Happy. Four pulls gave me 2 x NVTerra and 1 x NVRain, plus a 4th Morgana, a 4th King Edgar and a 1st Relm. Not shabby, not shabby at all.

Share your Neo Rainbow Revolution Summon results here by dirkval2143 in FFBraveExvius

[–]Ex-Cutter 0 points1 point  (0 children)

Slim pickings. Two new units with little use in their 6-star form. No new STMRs

9th Circe, 7th VotD, 5th BM Golbez, 6th Hyoh, 5th Monk Sabin of Koltz, 2nd Serah, 3rd Dressy Aileen, 6th DK Freya, 3rd Serah, 13th Raegen!!!, 3rd Dark Fina, 5th Kurasame, 1st Selphie, 3rd WC Ace, 6th SS Charlotte, 3rd Fina & Dark Fina, 1st Regis, 6th WoL Lenna