---------------------------------------------------------------------------
OH NO ! - MORE LEMMINGS
THE WALKTHROUGH
Note: this is a more or less manualy html-ified version from the ascii
walkthrough by William Towle. I am going to build a HTML document based on
tables someday.
BEWARE!!! You will see the word "exit" when I am referring to where the
lemmings enter the level, and also being used in the more traditional sense
(when I'm not calling the way out "home"). If you're not sure which I mean,
a look at the level layout should make things clearer.
Without giving too much away, I did find the end sequence just as
disappointing as the original lemmings'.
---------------------------------------------------------------------------
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.
---------------------------------------------------------------------------
Main Index
Basic Stats - with level passwords.
Tasks Available
Hints - if you just need a bit of help.
Solutions - when you are totally stuck.
---------------------------------------------------------------------------
BASIC STATS
* Tame
* Crazy
* Wild
* Wicked
* Havoc
---------------------------------------------------------------------------
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 LEVEL
01. GAIPTFLBFS 80 95 1 4 Tubular lemming
02. IIPTFLGCFL 30 96 1 4 Be more than just a number
03. LPTFLGADFH 50 100 1 4 It's the price you have to pay
04. RTFLGILEFS 20 100 1 3 The race against cliches
05. TFLGAHVFFL 20 100 1 4 There's madness in the method
06. FLGIHVTGFE 50 100 1 4 Now get out of that!
07. LGALVTFHFR 20 75 50 3 Creature discomforts
08. GILTNNHIFM 50 90 1 4 Lemming about town
09. GAIPUFLJFL 50 100 1 4 Aaaaaarrrrrrgggggghhhhhh!!!!!!
10. IHRUFLGKFF 21 14 50 1 Flow control
11. MRWFHFALFQ 80 100 1 4 Welcome to the party, pal!
12. RUFLGILMFL 80 100 1 3 It's all a matter of timing
13. UFLGAHVNFE 80 93 5 4 Highland fling
14. FLGMHTUOFP 80 100 40 1 Synchronised Lemming
15. LGALVUFPFK 10 80 20 6 Have an ice day
16. GILTUNHQFF 50 90 80 2 Scaling the heights
17. GAIPVLIBGI 80 97 20 2 Where lemmings dare
18. MHPTDMGCGO 70 97 99 4 Lemmings in a situation
19. MPTDMGADGI 80 100 30 3 Looks a bit nippy out there
20. ETDMGILEGS 60 83 1 7 Look before you lead!
---------------------------------------------------------------------------
TASKS AVAILABLE
* Tame
* Crazy
* Wild
* Wicked
* Havoc
---------------------------------------------------------------------------
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
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
* Crazy
* Wild
* Wicked
* Havoc
---------------------------------------------------------------------------
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
1: Quote "That's a Good Level"
There are four diggers!
2: 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!
3: Many Lemmings Make Level Work
The tops of the platforms are just high enough to make lemmings splat.
Builders are slow.
4: Lemming Express
Just build. Be patient.
5: 24 Hour Lemathon
You will need to dig through a bridge and restore it later.
6: The Stack
How might you employ the two diggers?
7: And Now, The End Is Near
An athlete does all the work; the rest have to fall down into a
tunnel.
8: 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!
9: 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
1: PoP YoR ToP!!!
Go for 100%. My route is down the left hand side; I don't like the
look of the right.
2: 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.....
3: Lemming Rhythms
I made two diggers dig down the brick, but not so close that any
others die! 100% is possible.
4: Meeting Adjourned
Use a climber to make a route to the exit that one basher from the
rest can reach.
5: Lemming Head
Block and bomb your way rightwards, then down, and build your way out.
6: 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.....
7: 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.
8: 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!
9: 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
1: Lemming Tomato Ketchup Facility
You can bash through the very bottom of one-way brick and through the
very top of steel.....
2: Introducing SuperLemming
Quick reactions / pause key useful! Lemmings do reflect off the ends
of the level.
3: 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.....
4: 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.....
5: Chill Out!
One lemming has to turn the others, but his route home differs from
the the one all the others take.
6: 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.
7: Last Lemming to Lemmingcentral
Rightward-moving lemmings are lethal! You need to make a series of
gaps down the middle.
8: 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.
9: 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
* Crazy
* Wild
* Wicked
* Havoc
---------------------------------------------------------------------------
TAME LEVELS (Why am I bothering?)
1: Down and Out Lemmings
Two diggers in appropriate places, and this is solved. 100%
2: Rent-a-Lemming
Two bashers are all you need. 100%
3: 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%
4: 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%
5: 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%.
6: Intsy Wintsy ... Lemming?
This can be completed with just one basher... 100%
7: 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%
8: 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%
9: 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
1: 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.
2: 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%
3: 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%
4: 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%
5: 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.
6: 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%
7: 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.
8: 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%
9: 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
1: 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%
2: 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%!
3: 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%.
4: 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%.
5: 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%.
6: 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%
7: 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%
8: 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%.
9: 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
1: 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!)
2: 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.
3: 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%
4: 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).
5: 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%
6: 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).
7: 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%.
8: 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%
9: 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
---------------------------------------------------------------------------
File Information
Collected from the following mails/posts:
From: wills@scs.leeds.ac.uk
Date: Fri, 16 Feb 1996 16:11:18 +0000 (GMT)
Subject: More Lemmings - walkthrough now complete...
Date: Tue, 1 Aug 1995 09:02:40 +0100
Subject: More Lemmings Walkthrough - Update
Date: Tue, 8 Aug 1995 18:38:53 +0100
Subject: More Lemmings Walkthrough
---------------------------------------------------------------------------
The original text version of this file by
Wills Towle
HTML editing by
Thomas Linder, maintainer of the Oh No! It's the Lemmings Games Web Page
               (
geocities.com/timessquare)