~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~MOBIUS PACK 2!~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

welcome to my levelpack and thanks for playing!

Remember to play my pack under "Custlemm" style (if youre using Lemmix) These  
levels should all also work well in Lemmini.
If you have any questions, comments, criticisms, insults or backroutes, about  
the solution, the artistic quality or any part of the level please feel free  
to either post on the forum or send me a PM all about it. I'm Mbius on the  
forum.
All levels were created by me unless stated otherwise.


None of my levels utilize any glitches what-so-ever. If you find a solution  
that uses a glitch in the game; it is a backroute. Some backroutes I will not  
remove, for example; most steel glitches which are present in Lemmix, I will  
not bother to remove those (they aren't possible in some consoles like Lemini  
anyway)
Thank you to everybody at the forums who helped play test all of these levels.
Also, any suggestions for this help file are welcome, if my hints aren't  
helpful or too helpful let me know.


If you want to see the solutions to any of these levels, please visit my  
youtube channel: http://www.youtube.com/user/Bronco541?feature=mhee
[All may not be there as some need fixing.]

I will be resuming the creation of new levels sometime this winter perhaps.  
I'd like to anyway.




~~~~~~~~~~~~~~If you find backroutes please let me know!!!!!~~~~~~~~~~~~~~~~~~


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Below are a list of the levels in this pack and a very rough rating of their  
difficulty on a scale of 1-10. This considers both difficulty of solving it  
and executing it as well. (even though I try to make most of my levels so they  
are not incredibly difficult to execute well) This rating is based on a  
beginner's level. 1 is "fun". 2-3 tricky. 4-5 taxing. 5-6 mayhem. 7-above,  
harder then mayhem. 10 being the hardest level ever (e.g. 'Oh no not again').
If you feel any rating is way, way off you can let me know that too.


1. Going Down? - 6
2. The Picard Maneuver part 1 - 4
3. Exit, Stage Right - 5
4. The Italian Job - 7
5. Sneaky Pete - 5
6. Tinker Tailor Soldier Lemming - 7*&
7. Eye of the Needle - 8&
8. Conundrum - 8$&
9. The Picard Maneuver part 2 - 8#
10. Love and Hard Times - 8



*Thanks to Insane Steve for discovering the solution to this one.
#Thanks to Proxima for discovering the solution to this one.
$The only level I made that stumped geoo for a breif (very breif) time. :D
& revised or updated for backroutes


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===========================HINTS AND COMMENTS=============================


This pack should be considerbly harder then my first. A lot of the levels in  
this pack utilize very specific tricks that are unusal. A lot of things not  
needed in the original game. Timing is very important in quite a few. And I  
like to add extra skills that aren't needed to mess you up, when possible.






1. Going Down?

A builderless level! (one of my favorites for some reason)
This is (hopefully) the only level in this pack that can be a pain to execute.  
And that's because of having (or not having) directionaly select. So If you're  
having trouble try playing it in Lemmini (which as directional select).

There's no umbrellas, and you couldn't get going the right direction from the  
empty area anyway, with no builders. The above paragraph shoudl've given you a  
good clue in that regard anyway. 
You need to multi-task. And not because there's not much time.

the name of this level is a twist on Going Up? from Original Lemmings.


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2. The Picard Maneuver part 1 

This one reminds me a little of "No added colours or Lemmings" but probably  
only because it's marble terrain. The lix solution to this level is very  
different so they're are techically 3 version of this level.

You have two miners so they way to get through the large block isn't too hard  
to figure out once you realize all the limitations. Then the only thing left  
is timing again. Try Insane Steve's level "A Towering Proposition" the  
solution here is similar.

The name of this level comes from a phrase from an American show "Star Trek:  
the Next Generation" from the 1980's. Picard is the name of the Captain and a  
special tactical maneuver was named after him for some reason. (If I'm wrong  
on that Trekkies please let me know :D) Because I could be remembering wrong  
and the phrase was just made up to scare an enemy or something... I don't  
remember these things.

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3. Exit, Stage Right

You have one blocker; which isn't much to hold up the crowd. If you look at  
the clock you can probably figure out that you don't have to time anyway. So  
this is another one of those levels where you don't hold up the crowd. Just  
delay them somehow. ...Or more accuratly have your worker(s) [hint, hint] work  
very quickly.

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4. The Italian Job 

Like the movie this is a badass level... alright that's a lie.
This level uses a somewhat unique trick to block lemmings. There's only one  
way to stop them from going off the left side. Once you've got that consider  
the trap. There's only one way to avoid it. You have plenty of room, use this  
to your advatange.

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5. Sneaky Pete

This level has a few different solutions but they're very similar. Basically,  
you need to seperate your lemmings. Only two won't have floaters, so you'll  
need to get them down safley, look at the terrain; there is more than one way  
to do that.
The most troubling part, perhaps, is getting around the wall to the exit. If  
you do it my way; it's a "sneaky" trick. (however, this isn't really the  
sneakiest level in this set by far but it's the only one where I could put  
letters in.

"Sneaky Pete" is also the title of a very difficult Tavern puzzle. (It's a  
company that makes those metal ring puzzles) It's also a twist on "Slippery  
Pete" which comes from an episode of an American sitcom, Seinfeld. "Kramer"  
says quote: "You can count on Slippery Pete". I know it doesn't make much  
sense, be quiet.

U might have noticed the exit is slightly off the ground but I'm too lazy to  
fix it. [it doens't effect gameplay]


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6. Tinker Tailor Soldier Lemming

A one-of-each-skill level!
Insane Steve came up with the solution for this level, which I must say is  
pretty ingenous. A sneaky trick. Something which multiplayer gamers will  
recognize right away, [as a good "sabotage trick"] It involves knowing the  
mechanics of the skills, so get to know all of them if you don't.
You can't turn around any floaters off the left edge, so forget that. You do  
have a steel block on the right which would allow you to turn around.
The release rate of 40 is there on purpose. At 1 if you dig; no lemmings will  
walk out of the hole. What happens at 40?

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7. Eye of the Needle

This is one of the hardest levels I created.
If you study the terrain you should find the "And now, the end is near"  
solution is the only way to the exit. But the trick is getting a lemming to  
turn around over that steel path to the exit. You only have one floater so  
only one lemming is going down alive. Which basically equates to: turn him  
around while he's above. How do you do that?
The title is a good hint here. Threading the eye of a needle can be hard, but  
it's not too tough with replays and save states.


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8. Conundrum

The biggest hint I can give here is; Look at the terrain. If you notice  
something odd, good, it is. The terrain is your friend here. It's just begging 
to help you. It does half the work for you. (okay maybe not half)

This level looks like Tseugs "Ups and Downs" but is nothing like it I assure  
you. (this doesn't involve any glitches)


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9. The Picard Maneuver part 2 
Proxima came up with the solution to this one, which doesn't really involve  
any tricks or mind-bending acrobatics. It's just generally very difficult (I don't know how else to put it).
If you try the solution to the first you'll see the shifted terrain prevents  
it. This time you need to isolate two lemmings. Try utulizing the starting  
platform.


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10. Love and Hard Times

I said once this would be my last "stall the lemmings until you build over a  
pit" level. After this I made... Exit, stage right and Going Down... so far  
I'm suceeding I guess. Anyway, once again you need all the builders to build  
over the pit and lizard to avoid all your lemmings getting gobbled up by the  
hungry lizard (He's there just to laugh at you) So you can't use any builders on the 'left side' to do anything.

You should notice that the level is very looooong, despite the fact that the  
area of "interest" is rather short. You should also be noticing by now that I  
rarley do that sort of thing for decoration. The terrain is a good clue here again. Use it to your advantage.
You have one blocker and must save 100%, but remember there are ways to free a 
blocker. I like to add skills that aren't necessary, but in this case, I  
didn't.
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