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OH NO! - MORE LEMMINGS ======================= THE WALKTHROUGH =============== @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@ NOTE - in my draft solutions, I occasionally wrote "exit" where I meant "entrance". I don't think any discrepancies in terminology remain; a look at the level's scenery should always remove any doubt. @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@ BASIC STATS =========== TAME LEVELS ----------- Num Code Title Save Rate Mins 01
Down and Out Lemmings 25/50 (50%) 1 4 02 IHSTDLCCAS Rent-a-Lemming 25/50 (50%) 1 4 03 LRTDLCADAO Undercover Lemming 25/50 (50%) 1 4 04 RTDLCILEAH Downwardly Mobile Lemmings 25/50 (50%) 1 4 05 TDLCAHVFAQ Snuggle Up To a Lemming 25/50 (50%) 1 4 06 DLCIHVTGAJ Intsy Wintsy ... Lemming? 25/50 (50%) 1 4 07 LCALVTDHAG Who's That Lemming 25/50 (50%) 1 4 08 CILVTDLIAP Dangerzone 25/50 (50%) 1 4 09 CAHRUDLJAR And Now This ... 25/50 (50%) 1 4 10 IHRUDLCKAK New Lemmings On The Block 25/50 (50%) 1 4 11 LRUDLCALAH With Compliments 25/50 (50%) 1 4 12 RUDLCILMAQ Citizen Lemming 25/50 (50%) 1 4 13 UDLCAHVNAJ Thunder-Lemmings Are GO! 25/50 (50%) 1 4 14 DLCIHVUOAS Get a Little Extra Help 25/50 (50%) 1 4 15 LCALVUDPAP Not Just a Pretty Lemming 25/50 (50%) 1 4 16 CILVUDLQAI Gone With The Lemming 25/50 (50%) 1 4 17 CAHRTFLBBL Honey, I Saved The Lemmings 25/50 (50%) 1 4 18 IHRTFLCCBE Lemmings For Presidents! 25/50 (50%) 1 4 19 LRTFLCADBR Lemming Productions Present 25/50 (50%) 1 4 20 RTFLCILEBK Custom Built For Lemmings 25/50 (50%) 1 4 CRAZY LEVELS ------------ Num Code Title Save Rate Mins 01 TFLCAHVFBD Quote "That's a Good Level" 48/50 (96%) 1 3 02 FLCIHTTGBK Dolly Dimple 80/80 (100%) 99 4 03 NCALVTFHBL Many Lemmings Make Level Work 48/50 (96%) 80 4 04 CKLTTGLIBD Lemming Express 20/20 (100%) 99 3 05 CAHRUGNJBH 24 Hour Lemathon 80/80 (100%) 1 4 06 KHSUGLCKBR The Stack 20/20 (100%) 1 3 07 LRUFLCALBK And Now, The End Is Near... 50/50 (100%) 1 3 08 RUGLCILMBE Keep On Trucking 75/80 (93%) 1 4 09 WOJCGIWNBN On The Antarctic Coast 20/20 (100%) 50 3 10 FLCKHVUOBH Rocky VI 72/80 (90%) 1 3 11 LCCMUUGPBF No Problemming 08/80 (10%) 1 1 12 BKMUUOLQBF Lemming Friendly 75/80 (93%) 1 3 13 CCIPTEMBCN It's a Trade Off 10/20 (50%) 1 3 14 IHRTDOCCCG Time Waits For No Lemming 45/50 (90%) 1 4 15 LQTDOCADCS Worra Load of Old Blocks 44/50 (88%) 1 3 16 RTDOCKLECO Across the Gap 16/16 (100%) 1 3 17 TEOCCHWFCJ Digging For Victory 49/50 (98%) 1 3 18 DOCIIUTGCO No Problem 48/50 (96%) 10 3 19 MCCLTTEHCK Don't Panic 45/50 (90%) 5 3 20 CKMWVMIICN Ice Ice Lemming 10/20 (50%) 1 4 WILD LEVELS ----------- Num Code Title Save Rate Mins 01 BAHSWLOJCQ PoP YoR ToP!!! 51/80 (63%) 5 4 02 IHRUEMCKCO Lemming Hotel 60/80 (75%) 1 4 03 LSUEMCCLCO Lemming Rhythms 65/80 (81%) 1 3 04 PUEMCKMMCF Meeting Adjourned 80/80 (100%) 1 4 05 UDOCAHWNCP Lemming Head 68/80 (85%) 1 4 06 LKCMIVUOCQ Just A Quicky 80/80 (100%) 1 2 07 OCALVUDPCE You Take The High Road 80/80 (100%) 99 2 08 CILWUEMQCN It's a Tight Fit! 10/10 (100%) 1 1 09 CAHSTGMBDQ Ice Station Lemming 40/40 (100%) 50 4 10 IHRTGMCCDI Higgledy Piggledy 60/80 (75%) 1 4 11 MPTNICCDDJ Mutiny On The Bounty 49/50 (98%) 1 3 12 PTGOCIMEDP Snow Joke 40/50 (80%) 1 3 13 VOKCAHVFDP Onward and Upward 75/80 (93%) 10 3 14 OICOHWVGDN Ice Spy 70/80 (87%) 5 4 15 OCCLTTGHDP The Silence Of The Lemmings 40/50 (80%) 5 3 16 CKLWTNIIDM Take Care, Sweetie 1/1 (100%) 1 3 17 CAHRUGOJDK The Chain With No Name 80/80 (100%) 1 3 18 KHRUGMCKDD Dr Lemminggood 60/80 (75%) 1 3 19 MQUNICGLDH Lemmingdelica 65/80 (81%) 1 4 20 PUGMCIMMDG Got anything....lemmingy? 29/30 (96%) 1 4 WICKED LEVELS ------------- Num Code Title Save Rate Mins 01 UGOCAHUNDR Lemming Tomato Ketchup Facility 48/60 (80%) 1 2 02 OKCOIWWODJ Introducing SuperLemming 1/1 (100%) 1 4 03 OCALVUGPDI This Corrosion 50/50 (100%) 1 3 04 CILVUFMQDO Oh no! It's the 4th dimension! 30/50 (60%) 1 4 05 GAIRTMJBEI Chill Out! 20/20 (100%) 1 3 06 IHSTDLGCEK PoP TiL YoU DrOp! 30/80 (37%) 1 8 07 MRVMLFCDED Last Lemming to LemmingCentral 72/80 (90%) 1 2 08 RVLJGKLEEJ A Towering Problem 45/50 (90%) 1 4 09 VMHGCHVFER How On Earth? 45/50 (90%) 1 4 10 DLGKHTTGER Temple of Love 43/50 (96%) 20 4 11 NGALTTEHEP Rocky Road 40/50 (80%) 10 4 12 GILWVMJIER Suicidal Tendencies 77/80 (97%) 60 4 13 GEHPUDLJEL Almost nearly virtual reality 70/80 (87%) 1 4 14 OHQUDNGKEJ The Lemming Learning Curve 79/80 (98%) 1 3 15 MQUDLGALEP Spam,Spam,Spam Egg and Lemming 40/50 (80%) 1 4 16 QWLHGKLMEP Five Alive 5/6 (83%) 75 1 17 ULJGEITNEK Down The Tube 29/30 (96%) 10 3 18 ELGKHUUOEM LoTs MoRe wHeRe TheY CaMe fRoM 50/60 (83%) 1 4 19 NGCLWUDPEM Up, Down or Round and Round 41/50 (82%) 1 2 20 GKLVULHQEG The Lemming Funhouse 68/70 (97%) 1 2 HAVOC LEVELS ------------- Num Code Title Save Rate Mins 01 GGHQTGLBFJ Tubular Lemmings 76/80 (95%) 1 4 02 KIQTGLGCFP Be More Than Just a Number 29/30 (96%) 1 4 03 LQTFNGCDFM It's the Price You Have To Pay 50/50 (100%) 1 4 04 RTGNGKLEFH The Race Against Cliches 20/20 (100%) 1 3 05 TGLGAHWFFN There's Madness In The Method 20/20 (100%) 1 4 06 GHGKHWTGFK Now Get Out Of That! 50/50 (100%) 1 4 07 LGALVTGHFS Creature Discomforts 15/20 (75%) 50 3 08 GIMUVNJIFS Lemming About Town 40/50 (90%) 1 4 09 GCHSUFNJFR AAAAAARRRRRRGGGGGGHHHHHH!!!!!! 50/50 (100%) 1 4 10 KHSUFLGKFI Flow Control 3/21 (14%) 50 1 Num Code Title Save Rate Mins 11 MRWFJFALFS Welcome to the Party, Pal! 80/80 (100%) 1 4 12 SUGLGILMFN It's All A Matter of Timing 80/80 (100%) 1 3 13 UGNGCHVNFJ Highland Fling 74/80 (93%) 5 4 14 GLGMHTUOFQ Synchronised Lemming 80/80 (100%) 40 1 15 LGCLWUFPFN Have an Ice Day 8/10 (80%) 20 6 16 GKLTUOJQFK Scaling The Heights 45/50 (90%) 80 2 17 GCHPTEMBGE Where Lemmings Dare 78/80 (97%) 20 2 18 IIPTEOGCGO Lemmings in a Situation 68/70 (97%) 99 4 19 MQTEMGADGK Looks a Bit Nippy Out There 80/80 (100%) 30 3 20 RTDOGKLEGG LOoK BeFoRe YoU LeAp! 50/60 (83%) 1 7 TASKS AVAILABLE =============== TAME LEVELS ----------- Num Climber Floater Bomber Blocker Builder Basher Miner Digger 01 20 20 20 20 20 20 20 20 02 20 20 20 20 20 20 20 20 03 20 20 20 20 20 20 20 20 04 20 20 20 20 20 20 20 20 05 20 20 20 20 20 20 20 20 06 20 20 20 20 20 20 20 20 07 20 20 20 20 20 20 20 20 08 20 20 20 20 20 20 20 20 09 20 20 20 20 20 20 20 20 10 20 20 20 20 20 20 20 20 Num Climber Floater Bomber Blocker Builder Basher Miner Digger 11 20 20 20 20 20 20 20 20 12 20 20 20 20 20 20 20 20 13 20 20 20 20 20 20 20 20 14 20 20 20 20 20 20 20 20 15 20 20 20 20 20 20 20 20 16 20 20 20 20 20 20 20 20 17 20 20 20 20 20 20 20 20 18 20 20 20 20 20 20 20 20 19 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 CRAZY LEVELS ------------ Num Climber Floater Bomber Blocker Builder Basher Miner Digger 01 1 0 1 2 0 0 0 4 02 1 0 0 0 10 0 0 2 03 0 0 5 0 2 0 0 0 04 1 1 0 0 10 0 0 0 05 0 0 0 0 20 0 0 1 06 2 0 0 0 5 0 0 2 07 2 1 0 5 4 1 0 0 08 0 0 1 4 7 3 3 1 09 5 5 5 5 5 5 5 5 10 1 1 1 1 8 1 0 0 Num Climber Floater Bomber Blocker Builder Basher Miner Digger 11 0 10 0 0 20 0 0 0 12 0 0 7 4 4 6 0 0 13 1 1 0 0 2 0 3 0 14 1 10 0 2 4 2 0 1 15 1 0 1 0 6 0 0 3 16 3 16 3 16 3 16 3 16 17 0 0 1 1 4 2 0 3 18 2 0 2 1 4 2 2 0 19 1 1 3 4 6 1 0 1 20 0 0 9 15 26 10 0 0 WILD LEVELS ----------- Num Climber Floater Bomber Blocker Builder Basher Miner Digger 01 0 0 30 0 10 1 2 0 02 6 5 11 4 9 8 6 5 03 0 1 0 4 8 4 2 6 04 2 2 0 2 8 7 0 2 05 0 0 11 9 4 0 0 0 06 0 0 2 0 4 3 2 2 07 3 0 0 0 3 7 0 2 08 10 10 1 1 1 0 0 0 09 0 0 0 1 20 1 0 1 10 0 0 0 0 6 2 2 0 Num Climber Floater Bomber Blocker Builder Basher Miner Digger 11 2 1 1 0 9 1 1 0 12 2 0 2 5 9 3 0 0 13 2 0 4 2 2 2 1 0 14 0 0 2 2 6 3 1 1 15 0 0 6 4 2 3 0 1 16 1 0 0 0 4 0 0 0 17 3 0 1 2 10 3 3 0 18 0 0 11 0 15 0 0 0 19 2 1 0 4 30 2 0 0 20 0 0 1 2 6 0 0 1 WICKED LEVELS ------------- Num Climber Floater Bomber Blocker Builder Basher Miner Digger 01 1 1 10 1 0 1 1 1 02 1 0 0 0 5 6 2 6 03 1 0 0 0 8 3 0 2 04 4 2 14 0 18 1 0 0 05 1 1 0 0 1 10 0 10 06 0 0 40 2 12 0 4 0 07 0 0 5 0 2 0 0 0 08 5 2 5 1 3 0 0 0 09 1 0 0 2 20 0 0 0 10 1 2 1 2 10 0 0 1 11 0 0 4 5 7 2 3 1 12 0 0 2 2 7 0 1 0 13 5 6 2 6 25 5 0 7 14 2 0 1 2 3 3 3 0 15 1 1 1 2 20 3 2 0 16 1 2 1 0 1 0 1 0 17 5 0 1 2 7 0 0 0 18 2 2 42! 0 26 0 3 0 19 0 0 0 6 2 0 0 0 20 0 0 1 2 6 0 0 1 HAVOC LEVELS ------------- Num Climber Floater Bomber Blocker Builder Basher Miner Digger 01 0 0 0 2 10 9 7 8 02 2 1 0 1 13 0 0 2 03 2 1 1 0 3 3 3 1 04 20 18 0 0 5 2 0 1 05 2 0 1 2 1 2 2 0 06 0 0 0 1 10 0 10 0 07 10 10 5 2 10 2 2 2 08 1 1 0 0 6 0 4 1 09 20 0 0 0 5 0 3 0 10 3 2 2 0 1 0 2 2 Num Climber Floater Bomber Blocker Builder Basher Miner Digger 11 0 0 0 0 20 5 5 5 12 0 0 0 0 12 0 0 0 13 0 0 2 4 10 1 1 0 14 2 0 0 0 4 4 0 2 15 0 0 2 2 18 1 0 1 16 1 0 0 3 3 0 2 0 17 0 2 2 2 7 1 1 1 18 2 2 1 1 12 1 0 3 19 1 0 0 0 9 4 3 3 20 1 1 40 0 0 0 2 0 HINTS ===== TAME LEVELS ----------- You shouldn't really need any! However, blockers are useful in holding back the lemmings until you're ready for them to start moving. CRAZY LEVELS ----------- ** 01: Quote "That's a Good Level" ** There are four diggers! ** 02: Dolly Dimple ** The lemmings must /not/ be walking right when they fall onto the small platform. The safe distance for falling is below the small platform! ** 03: Many Lemmings Make Level Work ** The tops of the platforms are just high enough to make lemmings splat. Builders are slow. ** 04: Lemming Express ** Just build. Be patient. ** 05: 24 Hour Lemathon ** You will need to dig through a bridge and restore it later. ** 06: The Stack ** How might you employ the two diggers? ** 07: And Now, The End Is Near ** An athlete does all the work; the rest have to fall down into a tunnel. ** 08: Keep On Trucking ** You'll need all the blockers. Beware the trap. Do cross the small swamp but can't get RIGHT to the exit! ** 09: On The Antarctic coast ** Hold back all but one until the last moment - there's a trap. ** 10: Rocky VI ** Don't use a blocker to stop the lemmings dying. You will have to bash through the one-way stone. ** 11: No Problemming ** If you need this hint, you clearly only see half the problem! Speed the release rate up to see why. ** 12: Lemming Friendly ** One lemming will have to be good at switching between tasks. ** 13: It's a Trade Off ** The trade off is between time walking and time mining. My solution uses the first hole. You can save 100% if you consider how to get the 98% down ** 14: Time Waits For No Lemming ** There are one too few bashers. But there is a climber and a digger. ** 15: Worra load of old blocks! ** Let as few as possible escape to the right to get crushed. Can you stop the lemmings dying at the far left? ** 16: Across the Gap ** The lemming that bridges the Gap is the one to release his comrades. ** 17: Digging For Victory ** The dig for victory is not all at the start! A lot of bashing has to be done before the final dig for victory, and a bomber will come in handy. This level was not in any way endorsed by the Home Guard. ** 18: No Problem ** Mind the electric shocker. It may help if you suffer tunnel vision! ** 19: Don't Panic ** Sufferers continue to benefit here (see "No Problem") ** 20: Ice Ice Lemming ** One lemming from the right exit makes the route home; lemmings from the left exit can be left alone. Use right-exit lemmings to ensure a safe way up, and finally build with some of the remainder. WILD LEVELS ----------- ** 01: PoP YoR ToP!!! ** Go for 100%. My route is down the left hand side; I don't like the look of the right. ** 02: Lemming Hotel ** It is quite safe for the lemmings to fall. Aim for 98% (although a 100% solution probably exists). Practice is needed on the transition from bash to build..... ** 03: Lemming Rhythms ** I made two diggers dig down the brick, but not so close that any others die! 100% is possible. ** 04: Meeting Adjourned ** Use a climber to make a route to the exit that one basher from the rest can reach. ** 05: Lemming Head ** Block and bomb your way rightwards, then down, and build your way out. ** 06: Just A Quicky ** If the first lemming onto the level builds a ramp to trap the rest, the second (who /just/ falls off it before its completion) bashes through the barrier and makes the escape route. Dig through the ramp..... ** 07: You Take The High Road ** Worry about the High Road lemmings first! [The individual solutions are quite simple; the difficulty is coordinating the two together] High roaders use: Climber; 2 builders; 7 bashers Low roaders use: Climber; Builder; 2 diggers. ** 08: It's a Tight Fit! ** All lemmings have to become athletes.... eventually! Lem1 needs all the time he can get as he has some building to do. The rate will have to come up quite drastically (but when?). You'll probably need the pause key! ** 09: Ice Station Lemming ** The last lemming on top digs down to meet a builder coming up. ** 10: Higgledy Piggledy ** Looks like you're short of bashers? Yes, but there's an extra digger... ** 11: Mutiny On The Bounty ** The lemmings will fall through the right hand half of the chain. You'll need the miner to lop of the top corner of the brick triangle, a ramp for non-floaters to land on, and a bomber to remove an impassable obstacle. ** 12: Snow Joke ** One lemming has to die. Two climbers go together to do the bashing, and builders make a route upward. If you are finding the final bit of bashing difficult, there's always a climber to bomb to make the bashing easier!!! ** 13: Onward and Upward ** How are you going to get through the wall /and/ mine to the left toward the throng? Count your climbers. ** 14: Ice Spy ** Mind the wide spikes - you must avoid these by tunnelling somehow. ** 15: The Silence Of The Lemmings ** The first problem comes from withholding the lemmings entering from the unseen entrance, since the saviour comes from that side too. You may need to stop the lemmings from the left from getting caught under the pistons. Block-and-bomb only where absolutely necessary! ** 16: Take Care, Sweetie ** Cheat solution: Walk the lemming off the left of the screen! Real solution: Send the lemming down the far left gap, then trap him in a position so he can climb out at the other side. ** 17: The Chain With No Name ** Blockers can be released by mining underneath..... ** 18: Dr Lemminggood ** Bomb almost straight downwards; build up. No problem. ** 19: Lemmingdelica ** The problem here is time. Experiment in cutting things fine. ** 20: Got anything....lemmingy? ** Quick reactions needed. Building, of course, slows a lemmings progress. Lemmings digging through chains can be stopped by assigning blocker tasks (which they can't do, so they fall off). WICKED LEVELS ------------- ** 01: Lemming Tomato Ketchup Facility ** You can bash through the very bottom of one-way brick /and/ through the very top of steel..... ** 02: Introducing SuperLemming ** Quick reactions / pause key useful! Lemmings do reflect off the ends of the level. ** 03: This Corrosion ** Cheat solution: you can just let them walk! Real solution: A climber makes his way across all the platforms to make passage down the right hand side safe for the rest..... ** 04: Oh No! It's the 4th Dimension! ** Start at the bottom and work your way up. Some of the leftmost lemmings always join the right-hand ones. You will need to send lemmings on ahead, without letting others follow..... ** 05: Chill Out! ** One lemming has to turn the others, but his route home differs from the the one all the others take. ** 06: PoP TiL YoU DrOp! ** Start at the top right. Once inside the caverns, let them accumulate. I found it was more productive to explode consecutive lemmings at paticular places. Miners relieve the strain when of too many would be sacrificed as bombers. ** 07: Last Lemming to Lemmingcentral ** Rightward-moving lemmings are lethal! You need to make a series of gaps down the middle. ** 08: A Towering Problem ** You need to make holes in the poles higher up than the bottom. Climbers are probably useful for this purpose. The blocker can secure the position of one of the holes you will need. ** 09: How On Earth? ** Block the throng on the top platform while another lemming does lots of building. He also, helpfully, does lots of turning round. How to free the others? Well, there's only really builders left..... ** 10: Temple of Love ** There are only 2 blockers, so think carefully where you want the first! Two lemmings make the path to the exit, one being the second blocker used The other lemming must therefore save himself as well as finish the route for the rest. ** 11: Rocky Road ** The route takes the lemmings down to the bottom of the screen, and then up to the top and finally back down to the exit. Use miners where useful, as bashers are in short supply. Take care, the path goes dangerously close to several man-traps... ** 12: Suicidal Tendencies ** You need to block the masses somewhere it's safe to explode the lemming blocking the right-hand side. Simple maths informs you there are only two builders to get over each vat; the other bridges a gap near the exit. The tricky bit is building in the right places... ** 13: Almost Nearly Virtual Reality ** A blocker placed where he lands /won't/ turn the following lemmings! The solution involves increasing numbers of lemmings making a safe path but only one ends up finishing it. Lemmings /do/ get through chains, they just need to climb a bit first. Oh, and builders turn at blockers. ** 14: The Lemming Learning Curve ** Fairly simple: keep the drop heights short, and think how to make paths that go in the opposite direction to which a lemming is facing. ** 15: Spam,Spam,Spam,Egg and Lemming ** The falling distance from the exit is too great, but at least there's a floater to raise the level of the floor slightly. You must keep away from the steam-belchers too. ** 16: Five Alive ** The level title suggests you will only get five home, but where to bomb one of the six? All of the falling distances are too great without making some sort of construction to put the others somewhere safe. Even then the work takes time... maybe use the floaters? ** 17: Down The Tube ** There are too few builders to make a route down the left side sensible, but you can't turn any up on the platforms as the blocker comes in useful later. So where to build? ** 18: LoTs MoRe wHeRe TheY CaMe fRoM ** There's a spike under the island; avoid it by going via the island, but you'll need to come back down out of it. The solution is to make a caret- shaped path through, and build to and from it. ** 19: Up, Down and Round and Round ** Practice building at the last moment; especially advancing a ramp while it is under construction! You cannot go right down to the bottom, there's not quite enough builders to get back up. You need to build a bridge over the steel bath in the middle. ** 20: The Lemming Funhouse ** You must build a ramp so lemmings fall off into the thin hole. There is no other way you can arrange to have the throng held back later. Besides, most other routes are quite deadly... HAVOC LEVELS ------------ ** 01: Tubular Lemmings ** Practice is required to switch from bashing to building, or the saviour of your lemmings will fail in his endeavours. Blockers will walk again if you remove the ground underneath their feet. P.S: Watch out for spikes in the ceiling! ** 02: Be More Than Just A Number ** BUG: Make the lemmings fall off the chain at the right... home! For the real solution you must raise the level of the first pit, so the throng don't die when they fall into there. The next level is at a height safe for one lemming to leave the throng and build ahead... ** 03: It's The Price You Have To Pay ** Trap the lemmings between the pillars while two other lemmings make the route for them to follow. Beware of large falling distances. Don't forget that two lemmings can bash in the same tunnel at once! ** 04: The Race Against Cliches ** Speeding up the release rate makes assignment of the climber tasks very smooth when required. It's also a good idea to create a place for this to happen, so you can assign the tasks to the right (left?) lemmings! ** 05: There's Madness in the Method ** Bashers are the key here, as the advancing wall provides a neat turning point; following lemmings can then go to work in the right directions. ** 06: Now Get Out of That! ** Mining creates a turning-point like bashing, but it's also the only way you have of moving downwards. ** 07: Creature Discomforts ** Work out the solution for the right side first. You can reason sensibly then, knowing which tasks are left. You need somewhere to trap the throng and some way to get across. Some may be allowed to die, how about bombing a couple? It saves the miners for where they're absolutely necessary, and miners saves the bashers until they're needed! ** 08: Lemming About Town ** There aren't enough builders to build your way up /and/ get to the exit Conclude from this that a miner has to get all the way down from the top, and then back again -past the throng- to build to the exit... ** 09: AAAAAARRRRRRGGGGGGHHHHHH!!!!!! ** You can safely reach the exit with five builders, but you only save 72% (36/50). So why are there 20 climbers? ** 10: Flow Control ** This is "simply" a matter of judging when to turn the release rate down and up. ** 11: Welcome to the Party, Pal! ** Think carefully where you want to dig and mine; speed is of the essence It's also difficult to mine when near steel. The throng need to be on the move before all the necessary building is done. ** 12: It's All A Matter of Timing ** You need to builds ramps that end somewhere the lemmings can turn. Some lemmings need to be slowed so they turn later than those released earlier from the same entrance - think how you might gain extra distance for them to walk in (major hint!) ** 13: Highland Fling ** Two bashers would be nice, but you must mine from the end of a ramp. As ramps are a little bit thin, you should make it thicker first. Beware the man-trap, since it's not meant to be /that/ easy... ** 14: Synchronised Lemming ** You _will_ need frequent use of the pause key. Your main concern is the number of bashers; there apparently aren't enough. Think back to previous levels where you had to make do with diggers instead. ** 15: Have an Ice Day ** With eight lemmings to save, you must trap them with one of the 20% and turn them toward the exit with the second, once a safe floor is built for the throng to walk on. There is a gap beneath the exit steps, so a digger /will/ stop. ** 16: Scaling the Heights ** You can't waste builders here; the small gap at the bottom of the scene is deadly, but the lemmings don't get that far in a working solution. The solution involves making short ramps on which blockers stand, keeping any rightward movement to a minimum and allowing builders to aid the leftward movement towards the exit. A climber, meanwhile, avoids the exit in order to create a route downward to the upcoming throng. ** 17: Where Lemmings Dare ** Careful management of builders is required to avoid the deadly flicking tongues. A blocker keeps the throng somewhere safe while builders advance to create a safe route over the swamp and man-eating plants. ** 18: Lemmings in a Situation ** An athlete goes ahead of the throng to create a safe floor for them. As builders are in short supply, the athlete needs to be turned using as few builders as possible (sometimes this happens without assistance!) Bashers are somehow lacking too, but you've made do without before. Once the rest can safely walk about, a final route to the exit can be made. ** 19: Looks a Bit Nippy Out There ** Lem1 needs to stop himself reaching the ground, achieved by building. A second lemming works above him, allowing subsequent lemmings to reach the tunnel dug towards the exit. Lastly, the throng, now trapped on the right side, bash across to where Lem1 initially trapped himself. ** 20: LOoK BeFoRe YoU LeAp! ** WARNING! You can only use NINE bombers total (cf. save percentage). Oh, and there's two entrances. You need to stop the lemmings walking left with a bomber - a miner gets the lemmings up to the raised rock, but not down the other side. Lemmings from the right entrance make the route down, those from the left create a route across to (almost) underneath the rightmost entrance. SOLUTIONS ========= TAME LEVELS (Why am I bothering?) ----------- ** 01: Down and Out Lemmings ** Two diggers in appropriate places, and this is solved. 100% ** 02: Rent-a-Lemming ** Two bashers are all you need. 100% ** 03: Undercover Lemming ** As the lemmings cannot climb the second stone pinnacle, you'll have to bash through it, and also the two ice pillars. 100% ** 04: Downwardly Mobile Lemmings ** If the first lemming out walks until he turns round, and bashes at the next surface he meets, he walks home. A mass of lemmings then collect at the bottom of the screen, which another basher saves. 100% ** 05: Snuggle Up To a Lemming ** Three staggered diggers make a route to the bottom. If the last digger dug to the left of the pillars, only one basher is required (through the blocks) to save 100%. ** 06: Intsy Wintsy ... Lemming? ** This /can/ be completed with just one basher... 100% ** 07: Who's That Lemming ** Bash through the rock thing, and then one builder from the small mound is all that is needed to reach the platform with the exit. One basher to free the accumulated lemmings at the left of the level. 100% ** 08: Dangerzone ** Use either two diggers or two miners to make a route to the exit. Make any lemmings going the wrong way into builders. 100% ** 09: And Now This ... ** One builder, positioned half a brick away from the step. Alternatively bash through the top step. 100% ** 10: New Lemmings On The Block ** The first lemming out bashes right. For the remaining blocks, mine just below the last cluster of jutting rocks in the ceiling. 100% ** 11: With Compliments ** Mine rightwards where the first lemming turns. Bash. 100% ** 12: Citizen Lemming ** The rightward bashers ... 100% ** 13: Thunder-Lemmings Are GO! ** Build, build, build! The first builder should start at the left edge of the last brick not overhung by the lowest brick edge. Got that? Get 100%! ** 14: Get a Little Extra Help ** Using one builder and two bashers should save all but one lemming. Save him by using builders. 100% ** 15: Not Just a Pretty Lemming ** Bash through the stone, and also the ice "finger", so that lemmings can walk home. You may like to turn any lemmings that start to walk leftward: Make one bash into the large mound, and -once he is a short way in- build (so he stops and turns). 100% ** 16: Gone With The Lemming ** One digger first, and the leading lemming should be made a miner rather than be allowed to turn and walk left. 100% ** 17: Honey, I Saved The Lemmings ** One digger, through the block at the bottom of the steps. ** 18: Lemmings For Presidents! ** Three leftward bashers in any appropriate places. 100% ** 19: Lemming Productions Present ** The fastest solution uses four miners. 100% ** 20: Custom Built For Lemmings ** One basher/miner/digger, one builder. 100%. CRAZY LEVELS ------------ ** 01: Quote "That's a Good Level" ** The first lemming out should be made to climb, and the second to block. The climber digs into the first three platforms. Use the last digger left of the exit when the lemming is walking left, so that he can be made into a blocker just before he starts to climb, or just after he falls. Bombing this lemming lets the 96% walk through to the exit. ** 02: Dolly Dimple ** Make the first lemming out of the left exit build a small distance left of the small platform beneath (for later on). The first lemming to appear left of the left exit should be made to climb, and dig down the left side of the column he climbs, leaving a barrier to withhold the rest. The fall is a safe one, and he builds in the leftmost dip. Building rightward from the second full brick six times, the builder hits the platform, hops onto it, and turns. A digger over the platform's left side saves the rest (the builder earlier makes sure no lemmings walk off-screen). 100% ** 03: Many Lemmings Make Level Work ** The first lemming should be bombed at the right edge of the entry door. The second and fourth are slowed down by having to build. The bomber then explodes at the end of the platform. Lemming three drops safely, but must be bombed at halfway along the right side of the brick triangle above the staircase... 96% ** 04: Lemming Express ** Position the crosshairs just below the last opening and wait. The first lemming builds until he walks right on the topmost platform. He will turn several times. You will need to keep 4 builders to reach the exit without risk of loss. 100% ** 05: 24 Hour Lemathon ** The first lemming out builds, and saves himself. The second must dig at the bottom of the bridge so that the rest collect together. Use a builder to make a ramp up and repair the bridge once the first lemming is in. ** 06: The Stack ** The first lemming climbs the steel, and then builds (towards the stack) Having built just enough, make another lemming a climber. Lem1 turns. The other climber (lem2) digs down the right edge of the stack, and builds to the steel and turns. Returning, Lem1 digs down the remaining stack. Build with him towards the exit; Lem2 joins him and they go in. A builder saves the rest who cannot climb. I had two seconds left, and all 100% ** 07: And Now, The End Is Near ... ** Make lem1 an athlete when he walks left. He will need to build and turn in order to remain in the left dip. Two builds from the middle, and again he turns. Build again so he walks right. Bash at the top of the rightward ramp (through the top of the bricks). The rest fall and eventually go in. ** 08: Keep On Trucking ** Lem1 mines to the surface below. Lem2 and lem3 block close together, to trap the rest. Lem1 mines and bashes, thus avoiding the trap. Bash to the right under the ledge, and use three builders to cross the swamp. Mine at the level plateau. Bomb lem2, releasing the throng. Lem1 should then bash through to the ledge, and blocks towards the end of it. Upon landing, one of the others becomes a blocker. Another builds just in front of lem1 and turns, blocking the tunnel. Build twice towards the exit platform. 93% ** 09: On The Antarctic Coast ** Use a digger and a builder/basher to make a turning surface at the left A builder crosses the spikes and bashes through to the mound. Building to avoid the flat ledge, he avoids the trap. He bashes through the hand (but not too low?). A basher at the left allows progress towards the exit, and the lone lemming at the right of the level needs to bash once to get them all home. 100% ** 10: Rocky VI ** Make the first lemming out a floater. The second builds across the gap, reaching the tree branch. The bottom lemming builds to avoid the trap and becomes a climber. At the top, a blocker traps one lemming to his left, & the rest to his right. The athlete climbs and turns. Make him build twice The other solitary lemming builds left three times. The athlete meets him by bashing through the one-way stone. The last builder stops the leftward moving lemmings turning and not going in. Blow the blocker to finish. 98% ** 11: No Problemming ** One builder at the right of the screen. Speed the release rate up - 50% ** 12: Lemming Friendly ** Let the lemmings walk, turn and fall. Make the first lemming that falls bash right, and the second block. Make lem1 bash through the first pillar and then build. Build up to the second pillar, change to bashing and then build again (tricky!) Use the final builder if you need to turn him. Free the rest for 98% ** 13: It's a Trade Off ** Lem1 floats down, and lem2 digs. Speed the release rate up. Lem1 climbs and walks right. Mine with Lem1 from the first upward triangle. Mine left out of the hole. Mine out towards the rest, using a builder to stop. 100% ** 14: Time Waits For No Lemming ** Lem1 blocks, lem2 climbs and lem3 bashes. Lem2 starts to walk, but must dig before falling to take out the barrier wall. The leader lemming going left bashes, and becomes a blocker after walking up the slope. Two builds reaches the second brick platform down, and two more reach the exit. Make anyone in danger into floaters. Speed up the release rate for 96% ** 15: Worra Load of Old Blocks ** Lem1 builds from the third brick left of the steel in order to hit it & turn. Another lemming builds left from the middle brick. Make one lemming on this bridge into a climber. He climbs the steel, and digs down the 3rd column he meets. Near the bottom he should (quickly) build and dig again, making a small (tiny will do!) ledge, otherwise the rest will splatter on the ground below. Extend the unfinished bridge to release the rest. { If lem2 and lem3 build from lem1's bridge, you can save 100% } ** 16: Across the Gap ** Lem1 bashes. Lem2 digs once a safe distance in; builds to stop digging, thus holding the rest. The leading lemming will now be ready to build. On turning, he should mine to let the rest move. Two bashers exit-wards..... 100% ** 17: Digging For Victory ** Dig twice from the exit, and bash out. Place a blocker so that only the basher continues. Build twice, missing the oil drum. Build twice from the end of the little platform. Bash through the wall as soon as this is safe Bomb the blocker over on the left (make sure there's at least 1min20 left when you do this). The basher digs down when over the brick platform. 98% ** 18: No Problem ** Lem1 bashes {Second lemming through this tunnel builds}. Mine above the raised platform, about half way along it (avoiding the electric shocker). Block with the second lemming to drop from this platform. The first to do so builds (three times) across the bubbling lake. Rate up. The leader now mines and bashes to reach the gridding. Release blocker. With luck, 96% ** 19: Don't Panic ** One builder to bridge the gap (two fall and die). Then build rightwards twice from the corner of the pipe, and bash a tunnel to rightwards having built as much as possible. A blocker in the resulting tunnel ensures only the basher can continue on his way. Rate up. Build back and forth to/from the pole so that it can be climbed. Release the blocker. The lemming that climbs the pole first digs to the exit. 94% ** 20: Ice Ice Lemming ** The first lemming out of the right exit, L1r, builds from the square of steel and bashes through the ice stalactite. L2r should build immediately from the gap, and the third blocks. The builder falls and, having landed, builds again. One lemming should build left where the others are starting to collect. L2r falls to the middle of three steel rectangles, and builds twice from its edge; he later changes to a basher, making a route through the stack. Meanwhile, the next lemming to drop from the right exit should be allowed to turn at the blocker, fall twice, and immediately build (hit steel and turn), then block before falling. The next lemming out does the same, but a steel block higher. L2r has, by now, bashed through the stack and walked to the end of the steel platform. He builds twice, and is thus saved. Bomb the blocker, and all that remains is to build up to L2r's way home. 60%. WILD LEVELS ----------- ** 01: PoP YoR ToP!!! *** The first lemming falls out of the rightmost exit, and builds left from the centre of the dip. Wait for a lemming to fall out of the second exit, and make him mine leftwards at the far left corner of the second dip. The builder starts to walk again, falls twice and should then resume building A lemming from the left exit starts to build rightwards. The miner falls, and mines again. At the right side of the hollow he mines into, he bashes through to the exit. Complete the unfinished bridgework, and speed up the release rate for 100% ** 02: Lemming Hotel ** Lem1 bashes through the stack, while Lem2 blocks the passage through it Speed up the release rate. Lem1 builds across the gap, and again from the left side of the last lump of ice until he hits the "island" with the ice pinnacles. Mine-and-build at the bottom of this ramp should he turn. Bash through the vertical surface, as it's too steep to walk up, then build to the second "island". Walk across it, and build to the middle stack, which you bash through. Build to and bash through the third stack. Build again, and bomb the blocker for 98%.. Want a challenge? Make Lem1 an athlete and go for 100%! ** 03: Lemming Rhythms ** Lem1 digs down the right edge of the brick at the very last safe moment Lem2 digs as soon as he lands. At the level of the second lowest hook, he builds to stop. Turn up the release rate. When Lem1 reaches the height of the second platform to his right, he builds. He builds again, rather than fall off this ramp (staggering the builds). From the middle of the second platform, he builds three times, again staggered between second and third builds, and reaches the top platform, from which he builds again a little right of its middle. This leaves one builder task to save him. One of the throng digs at the right hand side of the hole dug by Lem2. The rest walk towards home. Make digger mine. If he mines rightwards, you save 100%. ** 04: Meeting Adjourned ** Dig through the leaves of the tree, so that the lemmings walk into its' trunk. Make one lemming a climber {Lem2, as he enters the level}. He will walk left, climb a little, and bashes into the nook that he reaches. When half way through the rocks, he digs down for as far as he has bashed, and resumes bashing. Once exposed to air, make him build (twice) to the large stone pinnacle. He turns, comes back to it and climbs. He falls a bit; he should build from where he lands, then builds again from the left side of the other pinnacle, which will look as if it had been built through. Once three builders have been used, the steel is reached. Build again to reach the platform with the exit. One of the rest bashes out to make 100%. ** 05: Lemming Head ** Lem1 falls out, turns, and blocks, preventing deaths. Place and blow up four blockers, allowing passage to the right. Bomb another lemming in the dip into which he falls, without wasting a blocker. Block and bomb again, three times, to reach the bottom of the screen. Start to build a tube and a half from the tubing that hangs down. Use a blocker to ensure remaining lemmings make the ramp. Rate up, nuke; 87%. ** 06: Just A Quicky ** Lem1 walks, turns, and builds as he reaches the right edge of the exit. Lem2 bashes after falling off this ramp (just before its completion), and bashes twice through the gridding. He quickly changes to a builder toward the exit. Any lemming that chooses to join him will have to help! Destroy the ramp Lem1 built (with a digger), and speed the rate up... 100% ** 07: You Take The High Road ** Lem1t (Top - High Road) builds at the triangle with the thin gap in (so that his ramp stops the gap). If any lemming falls in, start again.. Make the builder able to climb. Down on the low road, the last lemming becomes a climber. Lem1t has climbed once, and bashes twice. The low road climber digs down through the first barrier. Lem1h builds across the gap he meets The digger on the low road hits steel and stops, and digs down the second barrier in the same manner. Five bashers save the high road lemmings. The low roaders make their way through the chain by themselves, and the first to drop builds homeward half way between the steel blocks... 100% ** 08: It's a Tight Fit! ** Lem1 needs to be able to climb only, while Lem2 needs to be an athlete. The following lemmings into athletes while raising the release rate. Keep watch for Lem1; he'll need to fall quicker but become a floater before he splats. He builds in the gap as soon as he can walk. You'll probably need the pause key! /Only just/ 100%. ** 09: Ice Station Lemming ** Lem1b negotiates the first ice lump, and reaches the second, from where he keeps building. The last lemming out of the top (when 47% are in) digs down, aiming for the ramp (he is excused if he misses). Use the remaining builders to build up to home. ** 10: Higgledy Piggledy ** Lem1 builds across the gap to the steel. Two lemmings die. Lem4 crosses this bridge before it gets completed, and digs down through the moss that is attached to the steel. When he gets level with the tunnel on his right he bashes out, and builds across to it. More deaths, until someone builds a ramp up to the stone... Reach the exit by digging and bashing under the obstacles... 66% ** 11: Mutiny On The Bounty ** Make Lem1 a basher just before turning round in the bricks. The leading lemming walking left then builds towards the "pedestal" on which lemmings are landing. One lemming who is walking rightwards becomes a climber, and he builds when half way across the chain - otherwise he falls through it. He mines near the top of the brick triangle, removing the corner. He then floats down and builds twice from underneath the raised platform. Hitting the obstacle, he turns and continues to build (twice), and builds also to the steel from the platform. Over on the left, builders make a route from under the end of the overhanging steel, and the rest walk up the steps to the chain. Put the rate up. Bomb a lemmings where the miner mined, so his exploding allows the remaining 98% to walk home. ** 12: Snow Joke ** Lem1 builds from the end of the platform, and should be made a climber. Lem2 cannot be saved. Lem3 becomes a climber also. Lem4 falls, and blocks upon landing. Put the rate to 20. Lem1 and 3 climb the one-way stone, and lem3 builds twice just before where he would fall. One bashes right while the other bashes left to free the rest [bash right first!]. The rightward basher builds at the end of the ice to avoid the jets of steam. He builds when under the stalactite. Another lemming blocks under the bottom of the bridge. Build to the stalactite. Put the rate up to full, and build more. When the builders have run out, block-and-bomb one of the climbers at the highest point reached. As soon as he explodes, bash rightward for 92%. ** 13: Onward and Upward ** Make the first two lemmings out climbers. Block the first lemming up at the thin wall. Upon turning, Lem2 mines (he might need to bash across too but this will be rare); blow up Lem1. You may allow Lem2 to pass only two lemmings (maximum) before making him a blocker. Build once at the gap and blow up Lem2 (blocking). Build a second time when the new leading lemming stops. Put the release rate up. Bash through the wall, allow this lemming to go up the steps, and bomb him. Bomb the lemming behind when he reaches the right edge of the brick above the platform..... Exactly 93% ** 14: Ice Spy ** When the first lemming reaches the flat surface beneath the wide spike, dig. Make him bash to stop (one may die) Moving on, he bashes through the stalactite. Guard the water with a blocker. Block also after the "bridge" The leading lemming turns at the stone, and should build to the left, and then to the right (having turned at the stalagmite), and bashes rightward through the stone/snow. Once he is [nearly] exposed, blow up the blocker. The leading ex-basher should mine a path at the double-pointed stalagmite in the roof above, as there's a spike to its right. He can build in order to stop. Bomb the other blocker; 96% ** 15: The Silence Of The Lemmings ** Bomb the first lemming you see. Move right. The first lemming from this other exit should dig when over the rightmost arch he can (safely) reach. He bashes rightward into the brick. Over on the left, assign a blocker to stop drowning. Back over on your right, another blocker prevents lemmings following the erstwhile basher. The basher then builds from the middle of the chain so he doesn't fall through. One lemming on the far left bashes rightward from the explosion hole... Bomb the blocker. Bomb the ex-builder once he gets atop the thin platform Meanwhile, the lemmings over on the left are ready to bash again (beneath the squasher). Place a blocker directly right of the pistons. Towards the exit, bomb two more thin platforms, and block-and-bomb the last. Nuke the two remaining blockers for 84% ** 16: Take Care, Sweetie ** The lemming builds upon landing, and turns at the block. Building again he avoids the thin gap, and falls down the second gap. He walks along the tunnel at the bottom of the scene, and builds against the right-hand wall from underneath the mortar of the last overhead brick, thus just avoiding a hit on the head. He walks over to the left side, and back again. Having climbed his ramp and turned, immediately build, and he becomes trapped in a very thin gap. Make him into a climber when he's facing left. ** 17: The Chain With No Name ** Bash through the three pillars. Mine through the first two platforms, & set a blocker on the second (behind the miner). At least one lemming (the miner) must reach the lowest platform. Any that do must help build to the exit. Release the blocker by mining under him. Rate up. ** 18: Dr Lemminggood ** Bomb the first two lemmings on landing, and the second pair beneath the edge of the right entrance flap. Look to where the lemmings walk along, & build under the start of the wide curved pipe immediately above. Any that turn, must build left at the bottom of this ramp. At the top of the right facing ramp, build up. Build also from the end of the "platform" the lems now reach. 83% is reasonable. ** 19: Lemmingdelica ** First out, Lem1 builds to the first grass "island". Lem2 builds from it and Lem3 blocks on the right side of it. Lem2 builds again. Rate up. Lem2 builds twice from the next two "islands", and again from the steel to the rock. Having turned, he builds. He turns again and builds rightwards over the stone. He walks over the stone, and builds twice at the gap, again to the island and once more to the green "stack". A builder on the left hand side builds over the blocker. Lem2 builds between the stack and the steel in order to reach the platform with the exit. Nuke the blocker if there's time ... 98% ** 20: Got anything....lemmingy? ** Lem1 builds at the top of the steps. Lem2 builds from landing. Lem3 can climb Lem1's ramp and then dig down through the vertical chain. Make Lem4 build (he needs to be slowed down). Put the rate up. Should Lem3 dig more than three links into the chain, assign "blocker" to him to make him fall off. Build toward the platform right of the exit; 1 dead, 96% safe. WICKED LEVELS ------------- ** 01: Lemming Tomato Ketchup Facility ** Bomb Lem1U, first out at the top, under the right flap of the trapdoor- he explodes beside the wall. Quickly move to Lem1B; make him mine, aiming for the steel block under the squasher. Put the rate up to 99. Bash under the steel above, as made possible by the bomber's crater. Dig down to the lower level. 98% unless you need to bomb any more (nice improvement Okie, thanks for proving you can get that couple extra!) ** 02: Introducing SuperLemming ** SuperLemming enters, and turns at the brick. When he is again under the trapdoor's right flap, he mines. He bashes rightwards, through the pillar he landed on. Assign him the climber ability. He climbs two of the stacks of brick to his right and bashes through the other two (the larger ones). He walks up one brick slope, and digs through the horizontal platforms.He walks up another brick slope, and builds once over each of four gaps. The platform on which he lands overhangs a pedastal, onto which he must land, having dug down. He bashes through the brick to its right, and though the brick at the right edge of the level. Reflecting slightly before the edge he builds - this blocks his other tunnel - and reaches the wall. Climbing this wall, he bashes again at the top, and thus finds the exit. ** 03: This Corrosion ** Thanks to Jim Sibigtroth The real solution: Make Lem1 a climber, and, together with Lem2, bridge the gap to the steel wall at the right of the scene. The climber moves to the left of the scene, and falls down to the second platform. From the edge of the second platform, Lem1 builds (to hit the red hook) He turns, and walks across to bash through the short pillar in the middle of the platform, and to the right side to build across the gap there. One of the lemmings above digs down once the ramp is finished. Lem1 returns to the red hook, getting through the chain to the floating steel block. Build to the (next) chain to turn him, quickly building once more, and thus the bottom platform is reached. Build across the exit, and again to hit the steel wall at the right of the scene, digging from above once this ramp is complete (as before). 100% ** 04: Oh No! It's the 4th Dimension! ** Lem1BL (first out, bottom left) walks a bit, and builds under the right flap of the trapdoor, and should reach the steel square. Lem1BR builds to the steel at the right of the screen and then leftward from the bottom of this new ramp. Up to four lemmings can build from the left hand side, but the number of builders left is crucial. Meanwhile, some rightward-heading lemming in the bottom right corner should be made a bomber when under the middle of the bottom right entrance, as another continues the ramp there. Continue this ramp up the exit steps; there should be three builders left Explode two consecutive lemmings in the top left hand corner up against the right-hand wall. Bomb a lemming one to a half brick-lengths away from the resulting hole. Repair the hole in the bridge in the other corner. In the middle now, build rightwards across the exit (requires two builders), and bash through to the top right lemmings to save them. Release rate up; 88% (but I could perhaps have saved at least one more). ** 05: Chill Out! ** Lem1 digs upon landing, and bashes when Lem2 appears. Lem2 turns in the tunnel and builds towards the exit. Lem1 digs and bashes without emerging on the top [He is making a set of steps for the others to walk back up]. Step up the release rate whenever convenient. Once Lem1 is the only one moving right, make him a floater and dig down and out. Make him a climber once he's turned at the stalactite at the end, and climbs up to the exit. 100% ** 06: PoP TiL YoU DrOp! ** Four entrances again. Note G1 is the gap below entrance 1, and G1+1 the gap the lemmings reach below it. LHS=Left hand side, RHS=right hand side As they appear, bomb two lemmings at the right hand side of G4, and one at the LHS of G3. A wall then separates two sets of lemmings. Use bombers lemming at either side of it until the two sets meet. Bomb two lemmings at the LHS of G2, and two at the RHS of G2+1. Mine at the RHS of G2+2. Bomb two lemmings at the LHS of G3+2; two sets are again divided by a wall. Blow two at the right, and one at the left of it. Mine to the exit. Remaining lemmings (gap 1): Bomb three at the leftmost point in gap G1, another three at the RHS of G1+1, another three at the RHS of E1+2; three more at RHS of E1+3. Mine to the exit. Rate up, 62% (more if lucky). ** 07: Last Lemming to Lemmingcentral ** Make a bomber of Lem1L upon landing. Lem1R lands and blocks, preventing deaths beyond him. Lem2L is also bombed upon landing. Lem2R is not bombed until he has turned. Lem3R should be allowed to walk two bricks before he is bombed. Lem3L beneath the right side of the hole on the final platform Rate up, 92%. ** 08: A Towering Problem ** Bomb Lem1 as he walks under the RH entrance flap. Make him a climber as he continues walking. Move a ceiling brick width to the right of where he was bombed; repeat for Lem2. Make Lem3 a climber and bomb him in the hole made in pole2. Build up to the gap this makes. Make another lemming climb beyond the completed ramp, and yet another builds bwtween pole3 and pole4 The climber builds up from the second brick of the exit platform from the edge. This task complete, block and bomb at the top of the previous ramp, thus reaching the final one. 92% ** 09: How On Earth? ** Lem1 builds off RHS of the first platform, Lem2 blocks at the right and Lem3 at the left side. Lem1 can then floats to the second platform, where he builds twice to the third, then twice from it. He turns in the middle, and returns to build between the last two ramps made. Hitting the second, he turns and bridges the final gap. Returning from the exit, he can build from half-way up the second of his ramps to under platform1 which he hits and turns a final time. The throng are freed by building against the left hand blocker, thus over the rightmost. Rate up for 96%. Nuke the blockers ** 10: Temple of Love ** Make Lem1 a floater. Lem2 blocks above the right side of the right-hand floating platform. Lem1 builds from the left edge of the last slab of the platform he lands on, filling the gap up to the bricks above. He turns to build three times from the bottom of the steps, thus landing on the other platform. Walking as far as possible, he eventually needs to build again. Build four times, then make him a blocker. Pick a climber from the throng, who can then approach the steel between the throng and the exit. Dig /just/ before he starts to climb. He goes on to climb the ramp Lem1 made, and turn at the top. Build twice again. Bomb Lem2 for the required 96%. Nuke blockers. ** 11: Rocky Road ** Lem1 builds up to the stump after falling from first island. Block with Lem2 at the far left hand side of the second island. Lem4 has walked over the hump by this time; Lem5 blocks on top. Lem4 mines through the middle- left of the rock slab (there's a grass clump above) avoiding the iguana's tongue /and/ the trap in the grass. Build from under the iguana's feet to the tree (twice). Bomb the blocker above. Walking again, the builder then blocks under his mining work and to ahead of the trap to his left. Mine through the tree. Bash through the mineral pillar, blocking behind him. He builds from the middle of the rock slab near the gap to the other slab diagonally up and right. Bash through the rock he reaches. Emerging, he passes two grass clumps in the ceiling ahead. Building under the third avoids the final trap. Bridge the final gap, then mine through the ground above the exit to its right side, digging out if required. Bomb rightmost blocker for 92% (then nuke others) ** 12: Suicidal Tendencies ** Block with Lem2 and Lem3 over the right and left platform supports (you need to blow Lem2 later). Lem1 is nearly ready to build. Build at the top of the steps, and then from the very edge of the suspended platform, then from the pillars landed on. Repeat until Lem1 is walking on brick again. As Lem1 walks toward the brick slope, count 9 bricks up from the bottom (or the 6th line of mortar from the top). Mine there. Build from the very edge of the platform the miner reaches. Bomb Lem2 (the rightmost blocker) for all 97% ** 13: Almost Nearly Virtual Reality ** Lem1 builds from the side of the top left floating steel block (but not too near the edge). Lem2 blocks upon landing (this /won't/ turn the rest) Lem3 passes through the chain. He and Lem1 build from the hook at the end Lem4 builds to the next chain and Lem5 blocks behind. Lem4 also builds at the next two hooks. Rate up. Lem4 builds twice from the fifth steel square in the platform, to reach the step. Build over Lem5 (rightmost blocker) to release the throng. Lem4 turns, and builds three times up to the next level. Similarly, five ramps allow him to reach the exit. One of the throng will need to break through this ramp, though, as the drop gets too high. Repair it later for 97% ** 14: The Lemming Learning Curve ** Lem1 mines at the edge of the fifth slab. Make him a climber. Block the left hand side of the platform at the bottom with Lem2. Lem1 is now about to move above the join in the steel blocks. Mine there, and build at half lemming depth. He turns; mine down to the rest. Either bash to the others or build up to the gap if required. Rate up for all 98% ** 15: Spam,Spam,Spam,Egg and Lemming ** Lem1 MUST float down; he mines beneath the right entrance flap. Turning at the steel, he builds up from the hole. You should lose no more than 4. Block at the RHS of the ice if necessary. Start Lem1 building again after he falls (just the once) and block at the LHS, on Lem1's ramp IF possible Lem1, having missed the gap, bashes through further ice towards the water and builds to avoid it. Two ramps later, he steps onto a cloud. Mine into itand create a turning point by building. Build the other way towards the steel in the middle, bashing if the Lemming starts to build unnecessarily far. Build leftward to the middle cloud. Start building at the other side and return to bash under the leftmost blocker (blow as last resort). Nuke the remaining blocker once all are in. 88% (can save two more) ** 16: Five Alive ** Bomb Lem1 above the first suspended chain. Make Lem2 and Lem4 floaters. Lem3 falls to build from the steel. Lems 2 and 4 continue onward to float safely down, the others (eventually) falling safely. 83% ** 17: Down The Tube ** Lem1 falls off the orb, and builds up to it on return. Mirror this work on the other side then start a ramp over the orb from the left side. Send a climber over the post to build from the start of the curved pipe. He'll land on the leftmost platform, falls safely, and blocks on the right hand side of the exit. Rate up. Complete ramp. Bomb blocker when safe. ** 18: LoTs MoRe wHeRe TheY CaMe fRoM ** Lem1 builds at the edge of the steel; Lems 2-4 build a turning ramp (ie building three adjacent ramps leaving /no/ gaps) a short distance behind. Complete Lem1's ramp. Assign climbers to the next lemming out of the exit and the second after him. The leader turns in the crevice on the island's right side, from where he mines left. The second wanders about in the gap and mines from under what was the third pinnacle from the right side, and can then build to the exit. As a climber, the other can get to the bottom of the screen to his left; he builds instead to hit the side of the steel turning, he builds again, up to the mining he did. Mine through the long ramp from the steel; watching where the rightward heading lemmings go, and build so any trapped lemmings go that way. 100% ** 19: Up, Down and Round and Round ** Lem1 builds from the first ledge; simultaneously build with Lem2 on the face of this ramp as it extends. Lemmings can then reach the pillar. Bash through. Build twice, across the steel bath of liquid. Build, again, when over the middle of steel block making the bath side. Reaching the pillar, bash through and build at the top of the steps. ** 20: The Lemming Funhouse ** Lem1 starts to build when just under the right hand entrance flap. Lem2 and lem3 build a short distance behind. The others should safely approach the squasher; block ahead of it. Send a builder across to the exit; block behind him. Blow the leftmost blocker once the builder is home. Nuke the remaining blocker for 97% HAVOC LEVELS ------------ ** 01: Tubular Lemmings ** Put the rate up to about 12-13. Bash through the stack and block behind Lem1 builds when exposed to air (be quick!) Lem3 blocks the far left hand side; Lem1 builds again, reaching the second stack and bashes through. He builds, as before, prior to falling. Allow him to drop off the end of the ramp, then build again. Repeat bash/build. There is not enough height yet to make the tunnel; when Lem1 turns, build towards the previous stack. He then turns, and builds right. Bash through to tunnel. Build in the tunnel a short distance after the start of the third steel square, thus avoiding the spike in the ceiling. Mine on the left, freeing the rightmost blocker and build to stop him. The intrepid Lem1 then builds across the final gap after the steel. Rate up, saves 98% ** 02: Be More Than Just a Number ** Make a floater of Lem1, and a full athlete once he's walking left. Lem2 builds, just once, to the left from the middle of the steel block next to the wall where he turned. Lem1 builds twice (left, then right) in the gap where he lands, raising its bottom; he then safely floats down and blocks on the steps. Rate up. Complete the ramp so the lemmings fall to the next level down (they should be trapped by the left wall of the pit). Dig down to the level below, preferably only once. Now pick a climber from the fallen throng, who falls safely down to the blocker. He builds from the exit of the tunnel at the bottom. Hitting the steel square and turning, he builds the other way to the exit. He MUST go in! Dig to release the throng (if you can, otherwise build). 96% ** 03: It's The Price You Have To Pay ** Lem1 builds upon landing, Lem2 turns at the first pillar, towards which Lem1 is building; use him to bridge the gap. Lem3 and others stop between the pillars. Lem2 turns. Build to slow him, then make him a floater. Lem1 mines into the curved pipe and then digs down the straight bit. Lem2 goes past, and mines into the "rock". Lem1 mines to create a safe ledge at the bottom of the pipe. As Lem1 approaches Lem2, start Lem2 bashing. Reaching the advancing tunnel face, Lem1 helps with the bashing. Bash also through the pillar withholding the throng. Rate up... 100% ** 04: The Race Against Cliches ** Rate up to 60 immediately. Make a climber of Lem1 once he has turned at the ice on the right. He climbs the first stack, and digs just in advance of the second. He digs along the bottom of the screen, about three pixels up. One of the throng builds leftwards from a snow mound. Wait until the timer reads 1:30, then assign the climber ability to all the lemmings as they mount the ramp. Lem1, emerging from underground, can bash through the penultimate stack. Make floaters of the next few through to slow them down. Lem1, gaining time from having fallen slightly faster, builds towards the exit. Use the remaining builders to slow down lemmings that are getting dangerously close. If the leader doesn't turn, 100% ** 05: There's Madness in the Method ** Lem1 bashes into the wall. Lem2 turns at the (incomplete) tunnel's end. Once safely past Lem1 he mines down. Build to stop Lem1 at as late a safe moment as possible. Make Lem2 a climber. All lemmings should fall safely, and Lem2 start to climb the pit wall. Send another climber after him from near the wall at the other side of the pit. Lem2 bashes towards the exit. The other climber turns in this tunnel, and mines back from the middle of it, allowing the throng up. He goes on a short walk to the other side but is destined to return. ** 06: Now Get Out of That! ** Lem1 mines into large lump of snow. Lem2 turns to mine at the bottom of the slope. Build to stop them both. Block one lemming to the right of all the others. The trapped lemming zigzags through the snow lump, mining and building alternately until he can safely fall off the right side. Finally mine under the blocker. Rate up | ** 07: Creature Discomforts ** | The first lemming out is on the left side, and he simply mines into the | first pillar. Over on the other side, Lem1R builds from the platform end, | and Lem2R blocks Lem3R et al to his right. Lem1R builds from the left end | of the platform he reaches. Pause! Back on the left side, bomb the second | next lemming out (this being Lem10L). Make him a climber. Lem9L (passing) | digs down the far end of the platform he's on, so the others can climb up | later. On the right side, Lem1R builds from the edge of the next platform | Back on the left, Lem10L bashes and mines through the next two respective | pillars. Lem1R builds again. Lem10L bashes through the final pillar, then | builds. Centre the screen on the two builders and keep them both building | until they can safely fall into the exit. Once they're in, blow Lem2R and | make climbers of the left hand throng: 90% ** 08: Lemming About Town ** Lem1 climbs the wall to the left. Mining through the left corner of the bricks, he returns to the top. Building twice to reach the platform along the top, he walks across the top and builds at the other end. Nearing the exit, he digs towards the platform end and digs at one-lemming depth, and then builds. Emerging leftwards, he can then mine down through the levels whenever three squares from each of the blocks directly ahead. He returns to pass through the pit blocking the throng, then builds to the exit. One of the throng can then build out... 100% ** 09: AAAAAARRRRRRGGGGGGHHHHHH!!!!!! ** Make Lem2 and Lem3 climbers. Lem1 builds from the platform edge. Assign climbers continuously as Lem1 keeps building. A miner allows the climbers to fall onto the pillar platform. When Lem1 can only fall, stop assigning climbers, as the others walk home. Make one of the climbers mine where he falls off the pillar platform. Another climber then only has to mine into the brick wall keeping the climbers from the exit. Rate up - 100% ** 10: Flow Control ** Rate up immediately to 99, and then straight back down to 50. Start the bridge across the gap. Up the rate back to 99, and you should just manage ** 11: Welcome to the Party, Pal! ** Lem1 walks to the steel at the right side of the left column, and digs. Lem2 and lem3 build over the gap. Lem1 mines through the next two levels, and digs down the right side of the last. Building leftward twice, a ramp built rightwards should put him in the gap in the steel. Build from there and let him turn (just) and build ramps zig-zagging up, building _as_soon as_ he turns every time. Rate up as he works. Bridge the first gap of the right column and, meanwhile, mine into the grass to free the throng. Mine so the builder falls to the next platform. Bridge the next gap. Dig so he falls to the bottom platform. Build twice to the exit. ** 12: It's All A Matter of Timing ** Lem1L builds beneath the left side of the middle entrance's right flap, and Lem1M similarly [relative to the entrance above him]. Lem1R digs over the central pillar onto which Lem2M falls and builds. Lem1L falls onto the leftmost pillar and builds. Lem2L extends the ramp Lem1M falls and aids Lem2M. Lem3M extends ramp in the middle. Lem1R falls and builds, and Lem2R aids him. Lem1L then turns and builds towards the exit platform; the next lemming to follow him assists. Rate up. ** 13: Highland Fling ** Lem1 walks to the highest reachable point where he bashes into the rock Left of the entrance, Lem2 blocks. Lem1 emerges to build from the smooth- topped jutting rock's right edge; block behind him. Building late (making a staggered ramp) he won't hit his head, and can then return to reinforce the last bit of this ramp. Returning yet again, he mines through the rock Build as soon as he steps on the grass, hence avoiding the man-trap. Bomb the blocker, rate up. Build leftwards from the far right of the scene for 97% ** 14: Synchronised Lemming ** Lem1BR comes out first; make him a climber. Lem1UR builds upon landing. Lem1BR digs down the first of two pillars. Lem1UL bashes leftwards out of the hole he lands in. Make Lem1BL a climber. Lem1UL bashes a second time, building to the exit without getting trapped. Rate up. Lem1BL builds into the platform supporting the exit there. Lem1BR digs through the second of the pillars. Lem1BL bashes through one brick. Build a ramp to the exit in the upper right corner (from about 3/4 the way along the raised platform) Lem1BL bashes through the remaining bricks. ** 15: Have an Ice Day ** Lem1 builds a three-part leftward ramp over the deadly steam. Lem2 then blocks the other eight lemmings to his right. The builder turns and walks past the steam-belcher; he continues on, building five slightly-staggered ramps over the icy water. Build into the slope to his right and build back over the water; repeat until the ramps meet. Build rightward from the end of the ice, then block at the top. Bomb Lem2, releasing the throng. Next, build from Lem1 to the exit platform and bash to the exit; Digging above the exit doorway allows one lemming to reach the exit while the others safely meander about. Nuke the last blocker for the 80% ** 16: Scaling the Heights ** Lem1 and Lem2 build, rather than fall into the crevice at the bottom of the scene. Blocking before Lem3 arrives, Lem1 turns Lem2. Another builder may be required to get the throng moving off the ramp. Send a climber up. Building across the exit, he approaches it from the left. He mines to the throng close to where he would enter. He will return and enter. Build toward the steel on the right side of the throng and block at the top end of the ramp, to turn subsequent builders. Don't build again until the previous builder has stopped. Nuke the blockers - 96% ** 17: Where Lemmings Dare ** Lem1 should build a short distance after he lands in order to avoid the lashing iguana's tongue. Let two lemmings pass before blocking with Lem1. Lem2 builds near the end, hoping to hit his head and turn. If he survives he should float down to build over the traps, otherwise this must be done later. Lem3 restarts the ramp across the gap, which should be two lengths long, completed by the non-floater if two lemmings survive. Three ramps remain unbuilt - one rightwards over the swamp to the brown plant, and another two leftwards over the man-eating plants, the first of which starts under the first piece of overhead moss, and the other starts from the ground immediately beyond the end of the first. Rate up and bomb Lem1 for 98% (97% if Lem2 died) ** 18: Lemmings in a Situation ** Make Lem1 a climber and full athlete when he advances beyond the throng so he falls safely to the lower platform. Shortly after landing, dig down to half-lemming height. Building, he turns and climbs out leftward. Build across the liquid before he falls to the small precipice after the tunnel After two ramps, he falls off the end to the precipice below, and returns to start another ramp mirroring his last. Hitting his head, he turns. Now heading leftwards, he builds to the platform that turned him. From it, he builds to the level of the platform beyond the barrier, which also causes him to turn. He then makes safe the ramp over the liquid. Turning where the ramps meet, he climbs the barrier and digs through it He builds from the level of the platform to the next barrier. Beneath the throng again, he builds to the right-hand wall. Returning to the left, he bridges the gap beneath the exit. Meanwhile, one of the rest destroys the centre of the platform by digging. The athlete blocks atop his ramp, thus allowing one of the throng to build rightwards to the exit platform - 98% ** 19: Looks a Bit Nippy Out There ** Lem1 builds from the second small ledge, and hence misses the ground. A second builds from the first ledge (it may take a few tries); turning, he digs into the summit of the snow. Make him a climber as he digs and build about a third of the way down. Climbing out, he digs; this expands the pit by half its width again. He then needs to bash out, leaving a step walkers can climb. He then returns to build to the snow above the steel platform and bash through. Lem1 then builds leftwards to reach the step made by the digger/climber. The basher reaches the exit, and digs at its door to enter. Four builder tasks remain. Use these carefully, and build up the narrow shaft dug by the second builder. Bash leftward with the throng (easier if you're almost missing them!), and rate up for 100% ** 20: LOoK BeFoRe YoU LeAp! ** Make Lem1L a climber upon entering the level. He turns twice - make him an athlete as he passes (when falling) the notch to his right. Bomb Lem2L in this same position. On the right side, bomb the two lemmings when they walk rightwards over the grass. Bomb two consecutive lemmings high in the tree in the next gap, and another at the clump of grass. Back on the left, the athlete mines leftwards from below the right side of the round boulder in the "ceiling"; as a climber, he'll walk across to the iguana and be eaten. Ignore this. One of the walkers mines rightwards Leaving time for explosions, bomb four lemmings when at: the left side of the small rock before that at the top with the grass; right side of this; the grass at the top. Lemmings from the left exit should now follow those from the right. Rate up for 83% (and the end sequence) THANKS ====== To Jim Sibigtroth, JimSib@aol.com "Okie", okie901@aol.com Thomas Linder, Thomas.Linder.net Visit the Lemmings homepage at: http://www.xeye.org/Lemmings/ -- ,. Wills (as in Three Castles) \/ "It's a veggie-saurus, Lex; a veggie-saurus" - Tim
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