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- From ephraim@think.com Mon Nov 8 20:23:37 1993
- Path: news.itd.umich.edu!destroyer!gatech!swrinde!sdd.hp.com!think.com!ephraim
- From: ephraim@think.com (Ephraim Vishniac)
- Newsgroups: alt.lemmings,comp.sys.mac.games
- Subject: A Lemmings Walkthrough (Macintosh edition)
- Date: 8 Nov 1993 14:24:40 GMT
- Organization: Thinking Machines Corporation, Cambridge MA, USA
- Lines: 1934
- Distribution: world
- Message-ID: <2blkr8INNdo8@early-bird.think.com>
- NNTP-Posting-Host: delphi.think.com
-
-
- Attached is my walkthrough for the Macintosh version of Lemmings. It's
- not finished, and might not ever be finished, because I have a job.
- What's missing are hints for most of the levels, and solutions to most
- of the challenges. If you feel like writing any of these, please send
- me a copy and I'll paste it in (with full attribution, of course). If
- you're completely stuck on any of the challenges, drop me a line and
- I'll try to help you out.
-
- A Lemmings Walkthrough
- ======================
-
- By Ephraim Vishniac (ephraim@think.com) and Frank O'Neil (frank@cetia.fr).
- I (Ephraim) did the writing. Frank contributed some ideas that I hadn't
- thought of, and inspired me to find many tricky solutions. There's nothing
- like a little competition to get your brain working.
-
- This is version 0.2, last updated September 2, 1993.
-
- This document is wrapped as an setext. You can read it as-is, or browse it
- in an setext viewer such as Akif Eyler's Easy View(tm).
-
- This walkthrough aims to tell you everything needed to finish every level
- of Lemmings in the most effective way possible. Since it would spoil your
- fun if we gave the answers straight out, the chapters of this walkthrough
- are arranged progressively. You can get a hint when you need one, or a full
- solution if you're really stuck.
-
- Don't read past chapter 1 unless you're desperate! It's much more
- satisfying to discover things on your own. "...for the getting of wisdom is
- no match for the thrill of the chase, and those who choose the longer road
- will reap their reward." -- Graeme Base.
-
- _The Levels_ simply lists the levels and their attributes, including each
- level's password. These are handy if you want to skip a level and come back
- to it later. The passwords are especially handy if you have a
- black-and-white machine, because Mayhem 14 (Pea Soup) is unplayable in that
- case.
-
- _General Skills_ describes some basic Lemming-management skills. Consider
- these as hints for all levels.
-
- _Hints_ and _Solutions_ give hints and solutions, respectively, for all the
- levels. The solutions given are only adequate, not optimal.
-
- _Challenges_ lists the best results that we've been able to achieve, often
- far above what's required. It appears that many of these challenges were
- constructed deliberately by the game's designers. _Challenge Hints_ and
- _Challenge Solutions_ give hints and solutions for these challenges.
-
- A few of the Lemmings levels could be played quite differently if only they
- came with a different collection of lemmings. _Challenges Requiring
- Patches_ describes a few of these, but you'll need to modify your copy of
- Lemmings to actually play them. _Patching Lemmings_ explains how to patch
- Lemmings on various platforms.
-
-
- Contents
- --------
-
- 1. The Levels
- 1.1 Passwords For All Levels
- 1.2 Fun Levels
- 1.3 Tricky Levels
- 1.4 Taxing Levels
- 1.5 Mayhem Levels
- 1.6 Demo Levels
- 1.7 Credits
-
- 2. General Skills
- 2.1 Turning a Walker or Walker/Climber
- 2.2 Turning a Builder
- 2.3 Building Faster
- 2.4 Floating Faster
- 2.5 Stretching a Ramp
- 2.6 Releasing a Blocker
-
- 3. Hints
- 3.1 Fun Hints
- 3.2 Tricky Hints
- 3.3 Taxing Hints
- 3.4 Mayhem Hints
- 3.5 Demo Hints
-
- 4. Solutions
- 4.1 Fun Solutions
- 4.2 Tricky Solutions
- 4.3 Taxing Solutions
- 4.4 Mayhem Solutions
- 4.5 Demo Solutions
-
- 5. Challenges
- 5.1 Save the Lemmings
- 5.2 Other Challenges
-
- 6. Challenge Hints
- 6.1 Fun Challenge Hints
- 6.2 Tricky Challenge Hints
- 6.3 Taxing Challenge Hints
- 6.4 Mayhem Challenge Hints
-
- 7. Challenge Solutions
- 7.1 Fun Challenge Solutions
- 7.2 Tricky Challenge Solutions
- 7.3 Taxing Challenge Solutions
- 7.4 Mayhem Challenge Solutions
-
- 8. Challenges Requiring Patches
-
- 9. Patching Lemmings
- 9.1 Macintosh
- 9.2 Amiga
- 9.3 PC
-
- 1. The Levels
- =============
-
- The following tables summarize all the levels of Lemmings and the two demo
- versions. **Rate** is the rate at which lemmings initially enter.
- **Lemmings** and **Goal** are the total population and the number to be
- saved. **Minutes** is the time limit. The remaining items are the number of
- instances of each lemming activity available, in the same order in which
- they appear on the screen.
-
- 1.1 Passwords For All Levels
- ----------------------------
-
- Fun Tricky Taxing Mayhem
- 1 (none) HCEONONPDX MFMCCJONFM NKMFLGCLHP 1
- 2 IJJLDNCCCN CINNONHQDL FMCIKLMOFR IMFLGMNMHY 2
- 3 NJLDLCADCY CAJJLDMBEV ICGNOONPFM ONHGGKONHM 3
- 4 HNLHCIOECW KJHLDMCCEO CKNOMFMQFL FLGKJOMOHK 4
- 5 LDLCAJNFCK OHLLICADEO GCJKNLHBGT HGCNOMNPHL 5
- 6 DLCIJNLGCT HLDMCMOEEX KKKLLHGCGL GOOMMNHQHX 6
- 7 LCANLLDHCO LDMCCJNFEP NKNDHGCDGR GCJKLDMBIQ 7
- 8 CINNLDLICJ DMCMJLLGEY ILDLGKOEGL KJILDMGCIX 8
- 9 CEKHMDLJCO ICGNLNMHEO LDLGAJNFGS NILDMGCDIU 9
- 10 MJHMDLCKCW CMNLLDMIEO DLGKJOLGGO ILDMGKOEIO 10
- 11 OJOLHCGLCO CCJIMDMJEP LGCNOLDHGL LLIGCJMFIK 11
- 12 HMDLCIOMCJ KKIOLICKEP GKNOLDLIGU DMGKJOLGIR 12
- 13 MDLCAKLNCS OHOLICALEJ GCJIMLHJGY MGCNOLDHIO 13
- 14 DLCIJNMOCM HMDMCINMEL KKIMDLGKGO GKNOLDMIIX 14
- 15 LCANNMDPCJ MDMCAJLNEU NIMDLGGLGO GGJIMDMJIL 15
- 16 CINNMDLQCS LMBIJNOOEY IMDLGONMGX KJIMDMGKIQ 16
- 17 CAKHLFLBDU ICANNMLPEQ MDLGCJMNGM NKMDMGCLIP 17
- 18 IJJLNHCCDS CINLMDMQET DLGOJMMOGJ IMDMGKNMIW 18
- 19 NJNNHCADDR CCKHNNIBFP LGGNMMDPGW OLIGCKMNIW 19
- 20 HLFLCMNEDW KJKLFMCCFU GKNOOLHQGT LIGKJOOOIQ 20
- 21 LNHCAKNFDS NILFMCGDFT GCJINNHBHU MGCNOMDPIX 21
- 22 FLCMKLLGDJ KNNICONEFU KJKLFLGCHJ GKNOMDMQIQ 22
- 23 LCAOLLFHDS NNICGKOFFO OINNHGCDHL GGJKNNIBJN 23
- 24 CIOLLFLIDL NMBMKNNGFX ILFLGONEHR OJILFMGCJO 24
- 25 CEJHOFHJDO MCCOMLFHFY LFLGCJOFHY NKLFMGCDJJ 25
- 26 OKHMFLCKDM BKNONFIIFP NHGOKONGHM ILFMGONEJU 26
- 27 NJMFLCALDU CCJKMFMJFU LGCNOLFHHO NFIGCKOFJK 27
- 28 HMNHCIOMDQ OKKONICKFY GOOOLNHIHQ FMGKJOLGJU 28
- 29 ONHCAKNNDN OIMFMCCLFJ GGKKMFHJHK MGCNOLFHJR 29
- 30 FHCMKLMODO KMFMCKNMFT KJIMFLGKHQ GKNONNIIJQ 30
- Fun Tricky Taxing Mayhem
-
- Demo X-Mas demo
- 1 (none) (none) 1
- 2 IJJLDNCCCN IJJLDNCCCN 2
- 3 NJLDLCADCY NJLDLCADCY 3
- 4 HLDLCMNECT JLDLCINECR 4
- Demo X-Mas demo
-
-
- 1.2 Fun levels
- --------------
- Floaters Bombers
- Climbers | | Blockers
- Minutes | | | | Builders
- Goal | | | | | | Bashers
- Lemmings | | | | | | | | Miners
- Title Rate | | | | | | | | | | Diggers
- 1 Just dig! 50 10 1 5 0 0 0 0 0 0 0 10
- 2 Only floaters can survive this 50 10 1 5 0 10 0 0 0 0 0 0
- 3 Tailor-made for blockers 50 50 5 5 0 0 0 10 0 0 0 0
- 4 Now use miners and climbers 1 10 10 5 10 0 0 0 0 0 1 0
- 5 You need bashers this time 50 50 5 5 0 0 0 0 0 50 0 0
- 6 A task for blockers and bombers 50 50 10 5 0 0 5 5 0 0 0 0
- 7 Builders will help you here 50 50 25 5 0 0 0 0 20 0 0 0
- 8 Not as complicated as it looks 88 80 76 5 20 20 20 20 20 20 20 20
- 9 As long as you try your best 99 80 72 5 20 20 20 20 20 20 20 20
- 10 Smile if you love lemmings 50 20 10 5 20 20 20 20 20 20 20 20
- 11 Keep your hair on Mr. Lemming 50 60 50 5 20 20 20 20 20 20 20 20
- 12 Patience 99 80 40 5 20 20 20 20 20 20 20 20
- 13 We all fall down 1 20 20 3 0 0 0 0 0 0 0 20
- 14 Origins and Lemmings 20 80 60 6 20 20 20 20 20 20 20 20
- 15 Don't let your eyes deceive you 40 80 64 8 20 20 20 20 20 20 20 20
- 16 Don't do anything too hasty 1 80 50 8 20 20 20 20 20 20 20 20
- 17 Easy when you know how 99 50 20 5 20 20 20 20 20 20 20 20
- 18 Let's block and blow 80 70 50 5 0 0 20 20 0 0 0 0
- 19 Take good care of my Lemmings 20 80 56 5 20 20 20 20 20 20 20 20
- 20 We are now at LEMCON ONE 10 50 30 5 20 20 20 20 20 20 20 20
- 21 You Live and Lem 50 80 48 8 20 20 20 20 20 20 20 20
- 22 A Beast of a level 50 80 64 5 20 20 20 20 20 20 20 20
- 23 I've lost that Lemming feeling 50 80 20 8 20 20 20 20 20 20 20 20
- 24 Konbanwa Lemming san 99 30 20 5 20 20 20 20 20 20 20 20
- 25 Lemmings Lemmings everywhere 99 80 40 5 20 20 20 20 20 20 20 20
- 26 Nightmare on Lem street 30 2 2 5 20 20 20 20 20 20 20 20
- 27 Let's be careful out there 1 50 25 5 20 20 20 20 20 20 20 20
- 28 If only they could fly 80 80 48 5 30 30 30 30 30 30 30 30
- 29 worra lorra lemmings 90 80 48 8 30 30 30 30 30 30 30 30
- 30 Lock up your Lemmings 10 60 40 5 20 20 20 20 20 20 20 20
- Title Rate | | | | | | | | | | Diggers
- Lemmings | | | | | | | | Miners
- Goal | | | | | | Bashers
- Minutes | | | | Builders
- Climbers | | Blockers
- Floaters Bombers
-
-
- 1.3 Tricky levels
- -----------------
- Floaters Bombers
- Climbers | | Blockers
- Minutes | | | | Builders
- Goal | | | | | | Bashers
- Lemmings | | | | | | | | Miners
- Title Rate | | | | | | | | | | Diggers
- 1 This should be a doddle! 50 80 40 4 10 10 10 10 10 10 10 10
- 2 We all fall down 1 40 40 3 0 0 0 0 0 0 0 40
- 3 A ladder would be handy 50 80 40 6 20 20 20 20 40 20 20 20
- 4 Here's one I prepared earlier 55 80 16 8 40 40 40 40 40 40 40 40
- 5 Careless clicking costs lives 20 80 16 5 20 20 20 20 20 20 20 20
- 6 Lemmingology 50 5 4 5 20 20 20 20 20 20 20 20
- 7 Been there, seen it, done it 20 75 55 5 20 20 20 20 20 20 20 20
- 8 Lemming sanctuary in sight 40 80 48 8 0 0 0 20 50 0 0 0
- 9 They just keep on coming 50 75 70 5 20 20 20 20 20 20 20 20
- 10 There's a lot of them about 60 80 74 8 20 20 20 20 20 20 20 20
- 11 Lemmings in the attic 20 50 42 8 20 20 20 20 50 20 20 20
- 12 Bitter Lemming 1 50 40 8 50 50 20 20 50 20 20 20
- 13 Lemming Drops 1 80 56 8 20 20 20 20 50 20 20 20
- 14 MENACING !! 50 80 70 6 10 10 15 10 15 15 15 15
- 15 Ozone friendly Lemmings 50 10 6 5 0 0 5 0 0 0 0 0
- 16 Luvly Jubly 76 50 40 5 0 0 10 0 0 1 1 0
- 17 Diet Lemmingaid 50 50 48 5 0 0 2 0 0 0 0 0
- 18 It's Lemmingentry Watson 50 10 9 5 0 1 1 0 2 0 0 1
- 19 Postcard from Lemmingland 50 50 50 5 10 10 0 0 1 1 1 1
- 20 One way digging to freedom 60 80 76 4 3 3 6 2 2 4 2 2
- 21 Going Their Separate Ways 1 20 20 5 10 10 0 0 10 0 0 0
- 22 Turn around young lemmings! 88 80 72 5 0 1 15 0 20 1 0 0
- 23 From The Boundary Line 99 80 48 5 10 10 0 0 1 2 1 1
- 24 Tightrope City 85 80 75 2 5 5 5 5 3 5 5 5
- 25 Cascade 99 80 10 5 1 10 5 0 10 1 1 5
- 26 I have a cunning plan 99 80 80 5 2 0 5 10 20 2 2 2
- 27 The Island of the Wicker people 60 80 72 5 5 0 5 5 5 5 5 5
- 28 Lost something? 70 80 72 5 10 10 10 10 10 10 10 10
- 29 Rainbow Island 70 80 79 4 10 10 10 10 10 10 10 10
- 30 The Crankshaft 20 80 72 4 10 10 10 10 10 0 10 10
- Title Rate | | | | | | | | | | Diggers
- Lemmings | | | | | | | | Miners
- Goal | | | | | | Bashers
- Minutes | | | | Builders
- Climbers | | Blockers
- Floaters Bombers
-
-
- 1.4 Taxing Levels
- -----------------
- Floaters Bombers
- Climbers | | Blockers
- Minutes | | | | Builders
- Goal | | | | | | Bashers
- Lemmings | | | | | | | | Miners
- Title Rate | | | | | | | | | | Diggers
- 1 If at first you don`t succeed.. 40 80 79 4 2 2 2 2 8 2 2 2
- 2 Watch out, there`s traps about 70 80 64 5 10 5 5 10 10 5 5 5
- 3 Heaven can wait (we hope!!!!) 1 80 80 2 30 30 30 0 30 30 30 30
- 4 Lend a helping hand.... 50 40 30 7 0 0 5 4 20 2 2 2
- 5 The Prison! 50 60 45 5 0 0 5 4 20 10 0 3
- 6 Compression Method 1 99 50 30 3 0 0 3 3 0 5 0 1
- 7 Every Lemming for himself!!! 55 80 78 3 1 0 5 1 6 1 0 0
- 8 The Art Gallery 20 80 80 4 10 10 10 0 10 10 0 0
- 9 Perseverance 50 20 20 4 2 1 1 2 2 1 1 2
- 10 Izzie Wizzie lemmings get busy 50 5 5 5 0 0 5 5 15 5 5 5
- 11 The ascending pillar scenario 20 50 50 4 2 1 0 0 20 5 5 5
- 12 Livin` On The Edge 1 10 8 5 10 10 10 2 10 10 10 10
- 13 Upsidedown World 40 80 79 6 1 0 10 1 2 3 4 2
- 14 Hunt the Nessy.... 30 80 76 8 0 0 10 10 30 2 1 1
- 15 What an AWESOME level 50 80 64 6 20 20 20 20 20 20 20 20
- 16 Mary Poppins` land 50 80 77 3 0 4 3 3 20 0 0 0
- 17 X marks the spot 50 80 72 7 5 0 5 0 20 5 6 0
- 18 Tribute to M.C.Escher 50 75 65 5 0 1 15 0 15 1 0 0
- 19 Bomboozal 80 70 64 2 0 0 15 0 0 0 0 0
- 20 Walk the web rope 50 80 70 5 20 20 20 20 20 20 20 20
- 21 Feel the heat! 70 20 20 2 3 3 3 3 4 3 3 3
- 22 Come on over to my place 1 50 50 3 0 2 0 1 10 1 1 2
- 23 King of the castle 40 80 76 5 0 0 0 0 20 0 0 0
- 24 Take a running jump..... 50 80 79 3 0 0 0 0 30 0 0 0
- 25 Follow the leader... 20 80 72 4 0 0 10 0 7 5 0 0
- 26 Triple Trouble 80 80 79 5 10 10 10 10 10 10 10 10
- 27 Call in the bomb squad 10 80 48 5 0 0 10 10 10 0 0 0
- 28 POOR WEE CREATURES! 1 80 56 5 1 1 4 4 8 3 1 0
- 29 How do I dig up the way? 80 80 76 4 10 10 10 10 5 10 10 10
- 30 We all fall down 1 60 60 3 0 0 0 0 0 0 0 60
- Title Rate | | | | | | | | | | Diggers
- Lemmings | | | | | | | | Miners
- Goal | | | | | | Bashers
- Minutes | | | | Builders
- Climbers | | Blockers
- Floaters Bombers
-
-
- 1.5 Mayhem levels
- -----------------
- Floaters Bombers
- Climbers | | Blockers
- Minutes | | | | Builders
- Goal | | | | | | Bashers
- Lemmings | | | | | | | | Miners
- Title Rate | | | | | | | | | | Diggers
- 1 Steel Works 15 80 72 8 0 5 10 5 30 0 0 5
- 2 The Boiler Room 30 80 72 6 10 5 10 10 30 0 0 0
- 3 It`s hero time! 99 30 30 1 1 1 1 1 1 1 1 1
- 4 The Crossroads 99 80 80 1 0 0 10 0 0 10 0 0
- 5 Down, along, up. In that order 80 80 60 5 2 2 10 10 5 1 0 5
- 6 One way or another 50 75 75 4 0 0 10 0 15 0 5 5
- 7 Poles Apart 50 50 45 5 1 10 0 0 6 4 0 4
- 8 Last one out is a rotten egg! 55 80 72 5 5 0 5 5 10 0 5 5
- 9 Curse of the Pharaohs 90 80 79 4 0 0 20 1 12 5 0 1
- 10 Pillars of Hercules 1 75 50 5 2 3 4 2 20 4 0 2
- 11 We all fall down 1 80 80 3 0 0 0 0 0 0 0 80
- 12 The Far Side 50 75 75 4 2 1 0 0 20 5 5 5
- 13 The Great Lemming Caper 50 2 2 5 1 1 2 2 2 10 10 10
- 14 Pea Soup 70 80 75 5 0 0 10 10 30 0 0 21
- 15 The Fast Food Kitchen... 60 80 76 2 10 10 10 10 10 10 10 10
- 16 Just a Minute... 10 50 50 1 0 1 5 0 0 5 0 5
- 17 Stepping Stones 50 80 70 4 5 2 0 2 10 5 5 5
- 18 And then there were four.... 1 80 72 9 2 0 20 10 30 1 2 1
- 19 Time to get up! 20 50 46 5 2 0 4 0 20 0 0 0
- 20 No added colours or Lemmings 85 50 50 5 2 0 0 1 1 1 2 0
- 21 With a twist of lemming please 1 50 50 5 1 50 0 0 4 1 0 1
- 22 A BeastII of a level 75 80 68 5 10 10 10 10 15 10 10 10
- 23 Going up....... 70 80 64 9 0 1 20 20 30 5 0 0
- 24 All or Nothing 99 50 50 1 0 0 0 0 0 3 0 0
- 25 Have a nice day! 1 80 72 5 2 2 0 2 25 1 1 1
- 26 The Steel Mines of Kessel 50 80 72 8 0 0 10 10 10 0 0 0
- 27 Just a Minute (Part Two) 10 50 50 1 1 1 5 0 0 5 0 5
- 28 Mind the step..... 1 1 1 7 0 0 0 0 25 10 0 15
- 29 Save Me 50 80 64 5 0 0 0 6 15 2 0 2
- 30 Rendezvous at the Mountain 20 80 60 9 10 1 10 10 30 10 10 4
- Title Rate | | | | | | | | | | Diggers
- Lemmings | | | | | | | | Miners
- Goal | | | | | | Bashers
- Minutes | | | | Builders
- Climbers | | Blockers
- Floaters Bombers
-
-
- 1.6 Demo levels
- ---------------
-
- Regular demo levels
- Floaters Bombers
- Climbers | | Blockers
- Minutes | | | | Builders
- Goal | | | | | | Bashers
- Lemmings | | | | | | | | Miners
- Title Rate | | | | | | | | | | Diggers
- 1 Builders will help you here 50 50 25 5 0 0 0 0 20 0 0 0
- 2 This should be a doddle! 50 80 40 4 10 10 10 10 10 10 10 10
- 3 Hunt the Nessy.... 30 80 76 8 0 0 10 10 30 2 1 1
- 4 Just a Minute... 10 50 50 1 0 1 5 0 0 5 0 5
-
- X-Mas demo levels
- 1 Jingle Lemming 50 50 25 5 0 0 0 0 0 25 0 0
- 2 Happy Holidays Mr Lemming! 1 80 70 5 5 5 5 5 5 0 0 1
- 3 A Lemming Holiday 40 80 80 9 20 20 20 20 30 20 20 20
- 4 The North Poles 1 2 2 3 2 1 1 1 9 0 0 5
- Title Rate | | | | | | | | | | Diggers
- Lemmings | | | | | | | | Miners
- Goal | | | | | | Bashers
- Minutes | | | | Builders
- Climbers | | Blockers
- Floaters Bombers
-
- 1.7 Credits
- -----------
-
- The titles and statistics for the various levels were automatically
- extracted from the Macintosh version of Lemmings by ephraim@think.com on 22
- January 1993.
-
- The passwords were reported by "DTF" in a document archived as
- codes.lemmings.newer dated 92-12-29. That document also includes the
- following explanation of the passwords:
-
- For the curious, here is a description of the Lemmings codes:
-
- Code elements: 0123456789
-
- 0 (unknown)
- 123456 % of lemmings saved in previous level
- 78 game level
- 9 checksum
-
- The checksum character is found using this equation (where code(N) is the
- ASCII value of the character at position N):
-
- code(9) = 74 + (sum(code(0)..code(8)) modulus 16)
-
- 2. General Skills
- =================
-
- Many lemmings maneuvers are used repeatedly. Rather than explain these
- every time they come up, we've collected them here.
-
- 2.1 Turning a Walker or Walker/Climber
- --------------------------------------
-
- A lemming who is walking will stop and turn around when he meets a barrier.
- For a walker, this is anything to steep to climb. If you want to turn
- lemming where there's no barrier, dig a shallow hole, then build. The hole
- must be deep enough that the builder will be frustrated and turn back, but
- not so deep that he can't climb out the other side.
-
- Alternatively, you can turn around a walker by making him bash or mine
- toward a steel barrier. The advantage to this is that following lemmings
- will also be turned around.
-
- A lemming with climbing ability will only turn around when he meets an
- overhang. To turn him around against a wall or slope, make him build so
- that he meets the obstacle while building.
-
- 2.2 Turning a Builder
- ---------------------
-
- When a builder meets most barriers, he stops building, turns around, and
- walks away. When a builder meets a blocker, though, he turns and keeps
- building.
-
- 2.3 Building Faster
- -------------------
-
- With careful timing, you can let another lemming step onto a just-laid
- brick and start building. His bricks will stick out ahead of the original
- builder's, and so the ramp will be extended just a little bit faster than
- otherwise.
-
- 2.4 Floating Faster
- -------------------
-
- Falling is faster than floating. Lemmings slow instantly when converted to
- floaters, so apply the parachute when the lemming is nearly at the ground.
- Just don't miss, because there's no second chance.
-
- 2.5 Stretching a Ramp
- ---------------------
-
- When a builder runs out of bricks, he pauses, shrugs, and then walks off
- the last brick he laid. If you wait until he starts to walk before making
- him build again, you gain a quarter or a half of a brick in horizontal
- span. It takes some practice to do this consistently, so it's much safer to
- make him build again while he's shrugging if you don't need the distance.
-
- 2.6 Releasing a Blocker
- -----------------------
-
- Unlike scenery and ramps, blockers fall and resume walking when you dig
- underneath them.
-
- 3. Hints
- ========
-
- These hints are deliberately vague, so as not to spoil your fun. If you
- need a spoiler, go look at the _Solutions_ instead.
-
- 3.1 Fun Hints
- -------------
-
- Don't worry. The lemmings you lose by using the most straightforward
- solutions are few enough that you'll still finish the levels. If you really
- need to, use a blocker or two to bottle up stray lemmings until you're
- ready for them. Notice that you can bomb a blocker, build over him, or dig
- under him.
-
- 3.2 Tricky Hints
- ----------------
-
- 3. **A ladder would be handy** Instead of building up to the exit, how
- about digging down from it?
-
- 3.3 Taxing Hints
- ----------------
-
- 3.4 Mayhem Hints
- ----------------
-
- 3.5 Demo Hints
- --------------
-
-
- 4. Solutions
- ============
-
- This section gives a minimal solution for each level. While many
- refinements are possible (see the _Challenges_), these are the easiest or
- most obvious solutions.
-
- 4.1 Fun Solutions
- -----------------
-
- 1. **Just dig!** Do that.
-
- 2. **Only floaters can survive this** Make them all floaters.
-
- 3. **Tailor-made for blockers** Repeatedly make the leading lemming a
- blocker, so that the following lemmings are turned away from excessive
- falls.
-
- 4. **Now use miners and climbers** Dig down, climb up.
-
- 5. **You need bashers this time** Bash through the post, the rocks, and the
- gridwork.
-
- 6. **A task for blockers and bombers** Make the first lemming a blocker
- anywhere, then bomb him to dig through the upper level. Make the second
- lemming a blocker at the post obstructing the exit, then bomb him to break
- through the post.
-
- 7. **Builders will help you here** Build once to scale the first wall. Build
- again to span the pit. Keep the following lemmings out of the pit by making
- them build, too.
-
- 8. **Not as complicated as it looks** Make the first lemming a blocker. Bomb
- him when you're done.
-
- 9. **As long as you try your best** Bash through the pillar. Make every
- lemming a basher as they approach the "working surface", and none (or very
- few) will turn around.
-
- 10. **Smile if you love lemmings** Make the first lemming a digger, and the
- second one a floater. When the floater lands, block him. After the others
- turn for the exit, bomb the blocker to get rid of him.
-
- 11. **Keep your hair on Mr. Lemming** The first lemming should be a
- climber/floater ("athlete") to go over the one-way obstruction. Instead of
- letting him out the exit, build over the exit so that he turns around at
- the far wall. As he reaches the barrier, bash through it. The first lemming
- arriving near the exit can bash, dig, or mine through the ramp.
-
- 12. **Patience** Bash through the barrier. Don't worry about the lemmings
- that turn around and fall off to the left. (You can make the first one a
- blocker if you're worried.) Build up from the pit to the exit.
-
- 13. **We all fall down** Make each lemming dig before he reaches the hole
- made by his predecessor.
-
- 14. **Origins and Lemmings** Bash or mine through the first pillar. In the
- first valley, build twice near the right-hand end to meet the second
- pillar. Bash through it and clear across the horizontal section. Repeat in
- the second valley.
-
- 15. **Don't let your eyes deceive you** One athlete (climber/floater) goes
- over the pillars while the rest of the lemmings mill around. The athlete
- builds over the gap and the broken staircase. The other lemmings bash
- through the three pillars.
-
- 16. **Don't do anything too hasty** The first lemming builds a ramp from
- the right-hand end of the entry platform up toward the exit. The second
- lemming blocks the others from the ramp, while the third blocks them
- falling off at the left. When the ramp is complete, bomb the right-hand
- blocker. When the crowd disperses, bomb the left-hand blocker.
-
- 17. **Easy when you know how** Make the first lemming out (from the
- right-most entrance) an athlete. After he's climbed up one brick, bash
- through the next brick toward the exit. Meanwhile, the first lemming out
- >from the left-most entrance should be a blocker to keep the others from
- dropping over the left edge. Another left-entrance lemming should dig down
- slightly, then bash toward the right so that all lemmings wind up in a
- trench. As the leader approaches the exit, make him build into the last
- step so that he turns around. Now, he builds again to make a landing ramp
- for the others. When the ramp is finished, build near the right-hand end of
- the trench to let the rest climb out and drop down.
-
- 18. **Let's block and blow** Block and bomb five lemmings to cut through
- the five levels, avoiding the braziers. Be careful not to line up the
- holes, or lemmings will fall too far and die.
-
- 19. **Take good care of my Lemmings** The second lemming digs down in the
- mound with the "keyhole" in it, while the first goes on to build a ramp
- toward the exit. When the ramp is complete, the lemmings trapped in the
- keyhole bash toward the right to escape.
-
- 20. **We are now at LEMCON ONE** The low road: Build over the first gap,
- then bash through each post. Build over the second gap. If a few lemmings
- turn around or fall off the ends of the ramps, that's OK.
-
- The high road: Lemming one blocks the right-hand end of the entry platform.
- Lemming two builds up toward the left, while lemming three blocks the
- others. The second lemming's ramp bounces off the post at the left, and
- continues up to the floating stonework at the top of the screen. He bashes
- across to the right. Equipped with a parachute, he digs down just crossing
- over the exit, and builds toward the right, bounces off the pillar there,
- and builds back toward the left. This will be a landing ramp for the rest
- of the lemmings. Bomb the blocker holding back the crowd. As they drop onto
- the landing ramp, dig a hole in it so they can reach the lower part and
- continue to the exit.
-
- 21. **You Live and Lem** Bash into the thick barrier with bones embedded in
- it. Near the bones, switch from bashing to mining so that the lemmings walk
- down into the lower area. At the right-hand end of that space, bash
- through. Make one lemming a climber so he can get over the tangling twigs
- and build a ramp over the trap. When it's safe, bash the twigs.
-
- Alternative solutions: Build across the gap instead of dropping down, then
- bash or mine more twigs to get to the exit. Or, build up into the "ceiling"
- and bash across that.
-
- 22. **A Beast of a level** Bash through the trees. The first lemming that
- turns around becomes a blocker at the left to hold down your losses. After
- bashing through all the trees, build up toward the exit and bash to reach
- it.
-
- 23. **I've lost that Lemming feeling** There are three different exits, two
- visible at the left and one hidden at the right.
-
- Lower left exit: Make the first lemming a blocker at the brink of the
- central drop-off. The second lemming bashes toward the left from the top of
- the first slanting brick. When he encounters a missing brick, he steps into
- it and bashes again from the highest point he can walk to. As he nears the
- pulsing torch, he should dig diagonally to stay well below it. After
- bridging the bottomless gap, the leader again bashes left to reach the last
- gap and then the exit. You can use a blocker to hold back the other
- lemmings, but it's not necessary because you don't need to save very many.
-
- Upper left exit: The first lemming is a blocker, as above. Instead of
- bashing left, the second lemming builds toward the right from as far left
- as possible. After the ramp passes under the entrance, bash a hole in it
- with another lemming so that the builder is alone on the upper part of the
- broken ramp. He builds up into the notch and builds again toward the left
- after striking the right-hand wall. He needs to be quite high on the left
- wall, so build back and forth between the walls once more. Bash to the left
- until he's almost at the deep gap, then mine (or dig, then bash) to bring
- him down a bit. Build across the gap and bash or mine through to the exit.
- Repair the broken ramp to let the rest of the lemmings exit.
-
- Lower right exit: Start out as for the upper left exit, but bash to the
- right instead of the left. Bridge the bottomless gap, then bash, dig, and
- mine through the bricks toward the large "X" under the EXIT sign at the far
- right. (The two EXIT signs toward the left are red herrings -- they don't
- mark exits.) Repair the broken ramp to let the rest of the lemmings follow
- their leader.
-
- 24. **Konbanwa Lemming san** The first lemming digs once he's over the left
- part of the middle platform. He digs again after dropping to the middle
- platform, and once more as he comes over the exit platform. A few lemmings
- will walk over the digger, but you don't need to save them all.
-
- 25. **Lemmings Lemmings everywhere** Mine your way through the gridwork
- toward the spiderweb, about half-way up the side. (If you come in too high,
- the lemmings will fall and die upon entering the web.) Dig, bash, or mine
- your way to the exit.
-
- 26. **Nightmare on Lem street** Both lemmings build across both gaps. There
- are a hundred other possibilities, but that's the simplest.
-
- 27. **Let's be careful out there** Float the first lemming, then turn him
- around just short of the exit by digging and building. As he steps out of
- the little pit he turned in, have him build toward the left until he meets
- an obstacle. Meanwhile, the other lemmings will start landing on the ramp
- and going out the exit. If you care about the lemmings who fall too soon,
- give them parachutes.
-
- Alternatively, block the right-hand end of the entry platform and build a
- ramp off its left-hand end. Block at the top of those steps and build
- toward the right to reach the overhead platform. Use a blocker to keep
- lemmings from falling off the right-hand edge after they drop down. Build
- toward the left to reach the exit.
-
- 28. **If only they could fly** Make the first lemming an athlete after he
- turns to the left. He'll climb off the top of the ladder and float to the
- main platform. Dig down through the upper steps of the platform so the rest
- of the lemmings gather on the lowest level. Stagger the holes so they don't
- fall to far. Meanwhile, start the leader building up toward the exit from
- just below the hanging lamp. When the ramp is done, release the rest of the
- lemmings by bashing through the left side of the ladder.
-
- Alternatively, let all the lemmings off the first ladder. Put a blocker at
- each end of the main platform. Use builders and blockers to build up from
- level to level under the exit. Notice how a blocker can turn a builder
- around.
-
- 29. **worra lorra lemmings** Block the right-hand end of the landing zone
- with the first lemming. Bash toward the left repeatedly. Build up toward
- the pyramid starting at the base of the block with stairs on each side.
- (The right-hand stairs were intact until you bashed them; the left-hand
- stairs have a break that you'll build through.) Bash left through the
- pyramid starting at the small crevice on the right side. On exiting the
- pyramid, build back and forth up to the exit.
-
- 30. **Lock up your Lemmings** Start the first lemming bashing. If he's
- bashing toward the right, let him go to the end of the platform and build a
- ramp to close it off. On his return, he should bash toward the left. Change
- him to a digger when he's at the left edge of the column. When he's down
- just below the second landing, make him mine or bash toward the left.
-
- 4.2 Tricky Solutions
- --------------------
-
- 1. **This should be a doddle!** Build over the gap, bash through the
- barrier. Don't worry about lemmings that fall down the hole.
-
- 2. **We all fall down** Just like Fun 13, but with more lemmings.
-
- 3. **A ladder would be handy** Dig. The second lemming will step over the
- digger, so make him a floater. Change the digger to a miner so that he's
- mining diagonally toward the valley. When the floater lands and walks over
- to the gap, build across it. He'll walk to the far wall and turn around.
- When he approaches the gap again, build again to meet the existing bridge.
- Now the lemmings are safe from drowning. Make a climber. When he's nearly
- at the exit, turn him around by digging and building. Immediately mine
- toward the left to make a sloping tunnel for the other lemmings.
-
- If you prefer, you can build your way out of the valley.
-
- 4. **Here's one I prepared earlier** Make the first lemming a climber so he
- can ascend the one-way barrier. Let him climb over the bollard at the end
- of the deck, then build bridges across the islands to the exit. Make
- another climber from any lemming who's moving toward the right. After he
- climbs the one-way barrier, turn him around by building against the
- bollard. On his return trip toward the left, bash through the one-way
- barrier to liberate the rest of the lemmings.
-
- 5. **Careless clicking costs lives** Bash through the first string, then
- build to close the gap between the first two balls. At least one lemming
- will fall into the gap; use him to bash toward the right through the
- remaining balls. Build up from the end of the grid to the exit. When it's
- safe, bash the second string to let the rest of the lemmings through.
-
- 6. **Lemmingology** Make the first lemming an athlete. Have him build as
- needed to reach successsive platforms. Make the rest athletes and let them
- follow.
-
- 7. **Been there, seen it, done it** Block off the right-hand edge of the
- landing pillar. Build up toward the next pillar. Build again toward the
- third one. Plant a blocker on the second pillar so that not too many
- lemmings fall in the water. Build up from pillar to pillar until the last
- one. Dig down in the last one, putting a jog in your tunnel so that the
- lemmings don't fall too far. Build across to the exit platform. Bomb the
- blocker.
-
- 8. **Lemming sanctuary in sight** Build across the gap. Use any returning
- lemming to build up from the opposite side to close off the gap. Build up
- >from level to level until you reach the exit.
-
- 9. **They just keep on coming** Right-handed: The first lemming is a
- climber, but needn't be a floater. He climbs out of the pit and over the
- end, falling safely onto the mound at right. He should dig down in the
- little valley between the peaks while the other lemmings are starting to
- build their way out of the hole they're stuck in. The leader should mine
- toward the left, but he needs to turn around first. You can either make him
- build after he's dug down a ways, or let him mine toward the right until he
- strikes a steel block and turns around, then mine toward the left. Lemming
- one finishes up with a couple of bridges, and the other lemmings build
- their way out of the hole to escape from the main deck.
-
- Left-handed: The first lemming builds at the very edge of the holding pen.
- He bumps his head before the ramp closes off the pit, so he turns around
- while the other lemmings fall in. Use one of them to dig away the useless
- bit of ramp. While the first lemming is walking toward the left, build just
- once leftward from the right side of the pit. This makes it easier to
- finish building later, when it's time to leave. The first lemming builds
- over the gap in the main deck (one ramp) and out over the space at the left
- end of the deck (two ramps). He drops down, turns around, bashes through
- the one-way barrier, and starts to build over the long gap (three ramps).
- While he's building, finish the ramp to let out the other lemmings, as
- they've got a long walk ahead of them.
-
- 10. **There's a lot of them about** I'll call lemmings entering at the left
- L1, L2, etc., and lemmings entering from the right R1, R2, and so on. R1
- blocks the right side of the island. L1 bashes into the mid-island mound.
- L2 blocks off the tunnel L1 is bashing. R2 climbs over the right island's
- mound. L3 blocks off the left side of the left island.
-
- On each island, there's a little rise near the inner end that's exactly two
- ramps away (and down) from the tops of the outer brick towers. Start L1 and
- R2 building at the peaks of their respective take-off bumps. Make them
- build again after they walk across the tops of the outer towers. To
- liberate the left-island lemmings, bomb L2. To liberate the right-island
- lemmings, bash through the mound with any convenient lemming.
-
- 11. **Lemmings in the attic** The first lemming builds over the gap at far
- left, then starts building toward the right from under the overhanging
- triangle. After he's built two or three times, some other lemming should
- cut the ramp behind him to prevent walking lemmings from falling too far
- off the ramp. As the ramp reaches the wall, bash through the wall into the
- closed chamber, then again to reach the exit. Repair the broken ramp.
-
- 12. **Bitter Lemming** Give every lemming a parachute. (Increase the
- arrival rate to make this less boring.) Make any lemming a climber. Have
- him build from the right-hand edge of the stone overhang so that he drops
- down to the exit platform. Make the rest of the lemmings climbers.
-
- Alternatively, you can bash, and build, and work your way across the
- pillars at the bottom.
-
- 13. **Lemming Drops** Build up from the right edge of the landing platform
- to the wall with the first lemming, and make the ramp thicker with the
- second. Block the left edge of the landing zone with the first lemming to
- get there. Make some lemming an athlete. As soon as he lands on the narrow
- wall, build twice toward the right. He'll strike the next wall and turn
- back. From the left edge of the wall where he commenced building, build
- toward the left to meet the side of the landing platform. He'll span the
- gap, try to climb up, and be defeated by the double-thick ramp over his
- head. Let him go back up the ramp he made, over the next wall, and down
- onto the platform that nearly reaches the exit. Meanwhile, dig through the
- first ramp to let the other lemmings onto the leader's ramps. They should
- build back and forth between the walls (building twice each way) while the
- leader makes a ramp off the end of the last platform and drops down to the
- exit.
-
- 14. **MENACING !!** Bash through the various obstacles. Use one lemming to
- block off the left end of the main level, and another to restrain the crowd
- while the leader builds a ramp across the gap (build four times) and
- another up to the exit (build five times). Bomb the right-hand blocker to
- release the crowd. Bomb the left-hand blocker when you don't need him any
- more.
-
- 15. **Ozone friendly Lemmings** Bomb any four lemmings in about the same
- spot and they'll make a hole clear through to the exit.
-
- 16. **Luvly Jubly** Mine before the first vertical pipe. When the miner is
- over his head in the horizontal pipe, switch to bashing. The basher will
- continue through the horizontal section, through the rocks, and let
- everybody out into the area where gridwork surrounds the exit. Use five
- bombers (more or less) to break through the gridwork. Stagger them slightly
- so that you don't get a vertical gap where lemmings fall and die.
-
- 17. **Diet Lemmingaid** Bomb the first lemming to break the upper deck.
- Count the bricks from where you clicked on him to where he exploded; bomb
- another lemming exactly that far from the bar blocking the exit. (Looks
- like just over three bricks to me.)
-
- 18. **It's Lemmingentry Watson** The first lemming digs near the right-hand
- side of the last pillar, but not so far right as break through the edge.
- The second lemming floats down to the exit. After all the other lemmings
- are in the hole with the digger, bomb the digger to release them.
-
- 19. **Postcard from Lemmingland** The problem is how to surmount two walls
- with only one ramp. The easiest answer is to bash straight ahead at the
- first wall, so now there's only one wall to climb -- but it's too high for
- the ramp. Instead, send up an athlete. Turn him around (by digging and
- building) just short of the exit. Use him to mine leftward into the hole,
- making a ramp for the others. Be sure to bring him in low enough that the
- others can climb up, yet not so low that he continues mining off the bottom
- of the scene. After helping the others, the athlete will continue to the
- left end of the scene, climb up, and drop down. If you forgot to make him a
- floater, he'll die in that fall.
-
- 20. **One way digging to freedom** The first lemming bashes through the
- twisty post. Use the first lemming that turns around to block off the left
- end of the platform. Send an athlete over the one-way barrier. After the
- barrier, turn the athlete back (by digging and building) to bash through
- the barrier.
-
- 21. **Going Their Separate Ways** Make the first lemming a floater and the
- next ten climbers. While lemmings two through eleven are arriving, number
- one should be building across the gaps toward the left exit. Twelve through
- twenty should be floaters. To slow them down a bit, make them build
- anywhere along the way until the bridges to the exit are complete.
-
- 22. **Turn around young lemmings!** Bomb the first lemming as he lands.
- Shift a few pixels to the right and bomb the second lemming. This gives you
- a pit with a steep side on the right and a sloping side on the left. If
- it's not quite right, you can still build your way out of it.
-
- 23. **From The Boundary Line** Bash through the barrier. Many lemmings will
- turn around and fall off the left side, but that's OK. After breaching the
- barrier, send a climber toward the exit, but turn him around (dig and
- build) and mine back down to the holding pen to make a ramp for the other
- lemmings.
-
- 24. **Tightrope City** As the first lemming approaches the right-hand end
- of the platform, make the second lemming a blocker. The first lemming needs
- to build twice to reach the exit. (Building just once comes close, but no
- cigar.) Meanwhile, make the last lemming, number 80, a blocker to stop
- lemmings from falling off the left-hand end of the platform. When the exit
- ramp is done, use the last builder to go over the blocker's head and let
- the other lemmings out. Bomb the two blockers when the other lemmings are
- gone.
-
- 25. **Cascade** The first lemming and the last nine should be floaters.
- Lemmings two through seventy-one fall to their deaths. The leader floats
- down, climbs the stairs, builds across the gap, bashes through the pillar,
- and builds over the gap to the exit.
-
- This level has the greatest disparity between the required performance (12%
- saved) and possible performance (100% saved). See the _Challenges_.
-
- 26. **I have a cunning plan** This is the same as Fun 9, but you have to
- save all of the lemmings and you've only got two bashers. Delay some of the
- lemmings (numbers two through six, or so) by making them build. Make each
- one build starting a bit further to the left, so that their ramps overlap
- to make one very thick ramp. Be sure they don't build all the way to the
- post. Meanwhile, start the first lemming bashing through the post. He might
- be all the way through before another lemming arrives, but if the next
- lemming does turn back, he'll be blocked and saved by the thick ramp.
-
- 27. **The Island of the Wicker people** The first lemming digs below the
- right side of the entry until the hole is deep enough to trap new arrivals.
- (A couple of lemmings will walk past and fall, but that's OK.) He switches
- >from digging to mining and eventually comes out the right side of the
- floating island. He should emerge just above a dangling root which keeps
- the lemmings from falling too far. Send two climbers over the mountains and
- use one lemming to block off the left side of the mainland. Block the far
- right end of the mainland with the first climber and use the second climber
- to dig a tunnel back through the mountains. Build up to the exit going
- right-to-left. Bomb the blockers.
-
- 28. **Lost something?** The hidden exit is in the floating mound slightly
- to the right of the entrance. Make the first lemming a climber so he can
- get over the twig; make the second lemming a blocker when he's anywhere
- left of the entrance. The first lemming starts building immediately after
- climbing over the twig and arrives at the exit blob after building four
- times. Bash into the mound just above its steel base to reach the exit.
- Bash the restraining twig to let the other lemmings follow. Bomb the
- leftover blocker.
-
- 29. **Rainbow Island** The lead lemming (the first one out of the
- right-most entrance) digs partway up the next arch. His hole should be deep
- enough to trap other lemmings before the next one catches up to him. At the
- far right of that cavity, bash toward the right. If a lemming manages to
- walk up on the next arch from the tunnel-in-progress, make him dig to
- rejoin the others.
-
- Just before the cusp at the bottom of the second cavity, dig again with any
- lemming who's walking toward the right. When he starts digging into the
- arch below, switch to mining so that the lemmings won't fall to far. Bash
- to the right out of that cavity and the next one.
-
- 30. **The Crankshaft** This is like Fun 14, but with no bashers and not
- enough builders for ramps clear over the obstructing pillars. But there are
- still plenty of miners. Make the first lemming an athlete and let him climb
- over the first vertical pillar. The second lemming mines through the first
- pillar while the first climbs over, floats into the valley, and starts up
- the second vertical pillar. As lemmings spill into the first valley, the
- advance man mines down through the third pillar, walks across the second
- valley, and ascends the fourth pillar. At the fifth and last, build into
- the pillar to turn him around. Half-way back across the plateau, mine down
- toward the second valley. Let the advance man walk back across the second
- valley and up to the previous plateau, where he'll repeat the procedure.
- When the main body of lemmings reach the last vertical pillar, mine down
- toward the exit. Meanwhile, the advance lemming will walk off the left end
- of the setup. That's OK, he's not needed.
-
- 4.3 Taxing Solutions
- --------------------
-
- 1. **If at first you don`t succeed..** This is like Fun 15, but without
- enough bashers for the easy solution. Instead of bashing through each of
- the columns, make one lemming dig down slightly and then bash across under
- all three columns. Be sure to start the ramp across the gap low enough that
- the basher won't cut it when he emerges.
-
- 2. **Watch out, there`s traps about** The first left-hand lemming (L1) digs
- just before the steel lining of the pool, while the first right-hand
- lemming (R1) starts digging immediately. When R1's pit is deep enough to
- trap other lemmings, switch to mining. Make R2 dig if you want to save him.
- As L1 reaches the bottom of the steel blocks, switch him to mining. As L1
- and R1 break through the bottom of the floating island, all the lemmings
- should have a safe landing path.
-
- Bash through the small, irregular blob below the left-hand entrance. Send a
- climber over the other obstacle toward the left. Build once over the trap
- there, then start building again after the trap. After building three or
- four times, the advance man can drop down and walk to the exit. Bash the
- last obstacle with any convenient lemming.
-
- 3. **Heaven can wait (we hope!!!!)** This is the first level with real time
- pressure. While the first lemming walks toward the end of the platform, the
- second one digs into it. The first lemming digs at the edge. The second
- lemming switches from digging to bashing when he's down to the last layer
- of bricks. The first lemming switches from digging to building when he's a
- little bit lower than the second lemming. Stop the basher by making him
- build before he reaches the end of the platform. Now you have a little
- tunnel for the incoming lemmings to mill about in.
-
- The first lemming builds up to the exit platform. When he's nearly there,
- resume bashing out of the lower platform, and crank the release rate up to
- 99. If the first lemming turns around because of bumping the exit platform,
- you can turn him around in the tunnel by making him build. You might need
- to, because you'll be running out of time.
-
- 4. **Lend a helping hand....** The first right-hand lemming (R1) digs. The
- first left-hand lemming (L1) bumps the wall and turns around. At the first
- joint in the bricks, he begins building. L2 mines toward the right, then
- switches to bashing to make a passage under the dividing wall. Meanwhile,
- stop R1's digging by making him build instead. His hole should be just deep
- enough so that the right-side lemmings don't step up and walk into the
- trap. When L1 has built a couple of times, cut the ramp below him using any
- other lemming. L1 continues to build until he meets the wall just below the
- first gnasher. He builds back and forth between the walls, avoiding the
- gnashers as much as possible. (I've never figured out exactly what sets
- them off.) When he's above them, mend the broken ramp and continue building
- up to the exit.
-
- 5. **The Prison!** Upper exit: Block the right edge of the landing
- platform. Build right-to-left until meeting the pillar at left, then
- left-to-right. After building under the entrance, dig a hole through the
- ramp so that the builder is alone. Continue building up to the pipes that
- divide the scene. Bash through them and build again to the pipes blocking
- the upper exit area. Bash, fall between the pipes, and bash again. If you
- bash the wrong way, build to void falling. Bump the underside of the
- previous ramp, turn around, and bash through to the exit. Build over the
- hole in the earlier ramp to free the mass of lemmings. Bomb the blocker to
- clean up.
-
- Lower exit: The first lemming builds from the extreme right edge of the
- landing platform, while the second blocks the rest of the lemmings. You
- have to stretch the ramp as much as possible to meet the pipes beneath the
- steel block that houses the torches. When the ramp from the platform to the
- pipes is complete, dig down in the first pipe, then build. The leading
- lemming will turn around, so build right-to-left into the underside of the
- original ramp. On returning to the pipes, bash, then build immediately to
- avoid falling between the pipes. The lemming will turn around each time, so
- finish joining the under-ramp with the original one. After penetrating the
- pipes, build across toward the exit. Bash through to it just as for the
- upper exit. Bomb the blocker to let the other lemmings through.
-
- 6. **Compression Method 1** The crushers only crush one lemming with each
- stroke, so you need them bunched up to minimize your losses. The first
- lemming on the extreme right should dig after turning toward the left. When
- he's waist-deep, make him bash toward the left instead. About this time,
- the first lemming on the extreme left will be dropping down. Make him a
- blocker just under the steel edge of the entry complex. Wait for all the
- other lemmings to collect to his left, then bomb him. A tight little mob of
- lemmings will travel under the crushers, and about 60% will emerge safely
- on the far side.
-
- 7. **Every Lemming for himself!!!** This is the same as Tricky 4, but with
- tighter limits and fewer resources. The first lemming climbs over the
- one-way obstruction, builds against the bollard at the end of the deck,
- turns around, and bashes through the one-way barrier. (He then continues
- over the mountains and dies a wet and lonely death off the other end of the
- deck.) Make the second emerging lemming a blocker. The new leader builds
- across the islands towards the exit, stretching the ramps carefully because
- there are none extra. Bomb the blocker and you're all done.
-
- 8. **The Art Gallery** This is the same as Tricky 5, but now every lemming
- must be saved. Fortunately, the same method suffices.
-
- 9. **Perseverance** This is like Fun 10, but now every lemming must be
- saved. Start as for Fun 10, but instead of making the floater a blocker,
- have him mine soon after landing. The steel block to his right will make
- him stop and go back after excavating a turn-around for the others.
-
- 10. **Izzie Wizzie lemmings get busy** This is like Tricky 6, but with
- fewer resources and no expendable lemmings. Build left-to-right in the
- first holder to let all the lemmings proceed to the second one. At the left
- lip of the second holder, make the last lemming build so he doesn't fall in
- with the others. Build again as needed to land him on the third holder. He
- can either build over the middle of that holder or build out of it, but in
- either case he needs to mine down through the two bricks that make up its
- right-hand side. This brings him low enough that he won't die as he falls
- to the last holder. Build up from there to the exit. Build left-to-right in
- the second holder to let the other lemmings follow.
-
- 11. **The ascending pillar scenario** This is like Tricky 7, but you must
- save all the lemmings. The first lemming near the right side of the column
- and the second one digs immediately. There should be a narrow division
- between the holes. Turn the second digger to the left by building when he's
- about waist-deep. Stop the first digger when his hole is deep enough to
- capture the remaining lemmings. After the second digger climbs out of his
- hole, he'll build from pillar to pillar and descend to the exit just as in
- Tricky 7. When it's safe, there should still be incoming lemmings dropping
- into the left-hand hole and walking into the right-hand one. Use the last
- one of these to dig down between the holes and release the other lemmings.
- Turn him around by building before he gets too deep.
-
- 12. **Livin` On The Edge** The first lemming builds toward the brick
- divider while the second and third lemmings block the others in. The leader
- needs to build twice to reach the divider, which he bashes through. From
- there, he simply builds from each column to the next. The columns are
- exactly one ramp-length apart, but there are a couple of spare ramps in
- case you start building a little too soon. When the building is all done,
- bomb the right-hand blocker to release the seven trapped lemmings. Bomb the
- remaining blocker to finish up.
-
- 13. **Upsidedown World** The first lemming blocks off the right-hand end of
- the world. The second turns toward the left. Up among the inverted roots,
- he mines briefly (one or two strokes), then bashes toward the left. After
- climbing the ramp to the second section of world, he mines again, starting
- just short of the first protruding root. Deep inside the world, he switches
- to bashing. If he's deep enough, he should pass slightly below the trap. If
- he's shallow enough, he should stop bashing by himself in the cleft just
- before the last one-way barrier. Send a climber over the barrier. Near the
- exit, turn him around (dig and build), then mine and bash back to the other
- lemmings. When everyone else is safe, bomb the blocker.
-
- 14. **Hunt the Nessy....** The first lemming builds off the right-hand end
- of the first island, while the second and third lemmings block the rest.
- The leader builds from island to island until he reaches the last island
- before Nessy's head. There's a choice here: the overhead route or going
- through the neck. To go over the head, start building at mid-island. While
- walking on the head, dig and bash so as to drop onto the peak of the next
- island. If you're off-target, the lemming will fall too far and die. To go
- through the neck, start at the extreme end of the island and stretch the
- ramp to meet the neck as low as possible. Bash momentarily to avoid
- breaking the top of the ramp, then mine down across the neck. Build up
- under Nessy's chin and drop down onto the island.
-
- Build across the islands toward the exit, bash or build over the wellhouse,
- and the leader is safe. Bomb the right-hand blocker to let loose the other
- lemmings, then bomb the other blocker when they're on their way.
-
- 15. **What an AWESOME level** The first lemming bashes through the
- creature's head slightly above eyebrow level, while the second lemming
- blocks off the crowd. On exiting the head, the leader builds across to the
- next landing point. After dropping down, his way is blocked by a spot that
- needs only a single step laid down. At the peak of the next section, he
- needs to build two or three times to drop onto the following coil. Mining
- along the following slope makes smooth surface from which to start building
- up toward the exit. A little experimentation will show you where to build
- so as to avoid those pesky stars. When the exit ramp is complete, bomb the
- blocker and let the other lemmings through.
-
- 16. **Mary Poppins` land** The first two lemmings float down while the
- third one stands on the steel plate and blocks the rest. One of the
- floaters builds into the first slope quite high up in order to turn around.
- After descending a bit, he builds up toward the entrance. Better to come in
- low than high, since the aim is to catch the lemmings as they drop off the
- platform. The other floater continues over the top and drops down. After
- crossing the smooth section, he turns around by building against any
- convenient bump and then builds back toward the second drop. When both of
- the ramps are in place, bomb the blocker.
-
- 17. **X marks the spot** This is like Fun 23, but you have to save more
- lemmings with fewer resources. The most important shortage is the lack of
- blockers. To restrain the suicidal lemmings, make the first lemming mine
- shortly after he first lands. He'll be stopped by the steel section,
- leaving a safe turn-around. From that point on, apply any of the solutions
- >from Fun 23.
-
- 18. **Tribute to M.C.Escher** This is like Fun 11, but without any
- climbers. Build toward the one-way barrier from one ramp-length away. From
- the top of that ramp, build right-to-left over to the left wall, then
- left-to-right toward the barrier. Before extending over the top of the
- barrier, though, cut the ramp down below with a bomber. Make the builder a
- floater. He drops down on the far side, then builds over the exit to avoid
- it. After turning against the far wall, he bashes back through the barrier.
- (You might need another bomber to cut the lowest part of the ramp.) Bomb
- any of the advancing lemmings to break the ramp over the exit.
-
- 19. **Bomboozal** This is like Fun 18, but there are no blockers. So, you
- need to measure out the distance a bomber will walk before exploding and
- plan accordingly.
-
- 20. **Walk the web rope** Breaching the first strand of the first web is
- the touchiest point. One way is to make the first lemming bash just as he's
- turning against the web. He'll cut the strand on his backstroke, then
- continue off to the left. If he cuts the strand going toward the right,
- he'll also make a hole in the strand below and lemmings will fall through.
- The same technique works on the second strand, but after that forward
- bashing works fine without making dangerous holes in the web. (Notice that
- you don't have to cut some strands.) As the lemmings approach the second
- web, make a blocking ramp by having three or more lemmings build quite
- close to each other. This will prevent any lemmings that turn back from
- going all the way to the left-hand web. Build twice to reach up on the side
- of the second web before bashing into it. Bash or mine across the web and
- go down to the exit.
-
- 21. **Feel the heat!** Make the first lemming climb, then build toward the
- exit from the edge of the steel plate encasing the torch. Build three
- times, then switch to bashing when he's just over the exit. Make another
- climber. Turn him around by digging and building at the brick/steel joint.
- As he turns around, make him mine toward the waiting lemmings. When he's
- down to their level, bash to avoid mining into the floor.
-
- 22. **Come on over to my place** This is like Fun 27, but resources are
- tighter and every lemming must be saved. Like Fun 27, however, you can take
- either the high road or the low road.
-
- For the low road, make the first lemming a floater and let him float off
- the end of the platform. Make the second one a blocker at the extreme end.
- Turn the first lemming around by digging and building just short of the
- exit. As soon as he's walking again, start building right-to-left. Back up
- on the entrance platform, make the third lemming build across the little
- gap toward the steps. While he's still building, the fourth lemming should
- mine into the steps further up to make a turn-around. Stop the miner by
- making him build. All this while, the leader should continue building up
- under the platform. When he meets the steel block under the platform, the
- exit way is ready. Dig just before the blocker, then bash to dislodge him.
- Everybody will pour safely down the ramp and out the exit.
-
- For the low road, make the first lemming a floater and use him to block the
- right-hand end of the entrance platform. The second lemming bridges the gap
- at the left-hand end of the platform, and the third makes a turn-around as
- described above. Any convenient lemming builds up to the steps of the
- overhead platform. As the first lemming drops from the steps at the far
- end, he should dig, then build, to stop lemmings from walking off the
- right-hand end. Build across the gap to the exit using every lemming that
- comes along until it's safe. Now, back to the entrance area. Make the last
- lemming to emerge a floater. Just short of the blocker, use him to dig and
- bash. He'll free the blocker and they'll both float down to the exit while
- the other lemmings finish taking the long way around.
-
- 23. **King of the castle** Like Tricky 8, but you have to save more
- lemmings with fewer builders. The general plan is the same, but remember
- that you can extend a ramp faster by making additional builders start at
- the extreme end. You should have lemmings landing safely across the gap
- after using only four builders. The fastest way to close the gap the other
- way is to build under the first ramp instead of trying to match up with the
- top of it.
-
- 24. **Take a running jump.....** The first lemming bridges the gap. Others
- can assist, or delay by building sooner. Everybody drops down and turns
- around at the far end. Any lemming builds from the pit before the exit up
- toward the exit. I cannot imagine why this level is rated "Taxing."
-
- 25. **Follow the leader...** This is like Fun 19, but there aren't any
- diggers. So while the first lemming goes on to build the exit ramp, use the
- second to bash into the keyhole, and the third to make a turn-around in the
- preceding mound.
-
- 26. **Triple Trouble** Lemmings from the top, left, and right entrances
- will use the prefixes "T", "L", and "R" respectively. T1 digs just past the
- rightmost bump on top of the floating exit stone. T2 digs just before the
- same bump. T3 digs immediately upon landing, then builds so as to turn
- around. T3 digs again near the left-hand side of the stone. Notice that T2
- should stop digging by himself upon reaching a little cavity along the
- interior wall where he's digging.
-
- Make one of the left-entrance lemmings (we'll call him L1) a climber. He
- should build from about the second rivet of the steel block. Meanwhile, T1
- should commence mining outward when he's level with the exit. T3 should do
- the same. T1 will fall to his death, but T3 will be saved by L1's ramp. L1
- has bumped his head and turned back. When he arrives again, he should be
- able to close the gap from his ramp to the one cut by T3. On his next pass,
- he can bash through to the exit. Any left-entrance lemming can build once
- to release all the left-entrance lemmings.
-
- While all this is happening, make a right-entrance climber, R1. He'll do
- the same things that L1 did, except that his corresponding ramp is already
- cut. When he's finished, build the right-entrance lemmings out of their
- hole. Good luck getting one that's walking the right way.
-
- 27. **Call in the bomb squad** Block the ends of the entrance platform.
- Build, block, and bomb your way through the underside of the exit platform.
- You might find it easiest to build right-to-left at first, then turn
- against the excavated wall to end up going left-to-right.
-
- 28. **POOR WEE CREATURES!** This is another level where you can follow
- either the high road or the low one. I first found my way over the high
- road, as follows. Make the first lemming a floater just before he lands.
- Make him a climber before he meets the pole to his right. He climbs the
- pole and walks out on the arm which extends toward the right. Building once
- against the bulb at the end of the arm turns him around and he builds once
- to reach the thin platform over the entrance. Building against the wall
- after dropping down turns him again. He drops down one more level and then
- builds from half-way across that cube. Building twice plus a few more steps
- makes a ramp where incoming lemmings can land in safety. The leader
- immediately bashes into the side of the pillar and out through the arm.
-
- After dropping down into the rocks and crystals, the leader has to bash
- once more to clear a path towards the exit. You can delay the next few
- lemmings by making the leader bash at the base of the blocking crystal
- while the next lemming bashes lower down. Build over the electric arc and
- raise the release rate to 99.
-
- This solution for following the low road is entirely due to Frank O'Neill.
- Make the first lemming a floater. Let him turn around against the pillar
- and make him a builder from the leftmost bump on the base. (Click on him an
- instant before he gets to the top of the bump.) One build plus four or five
- steps of the second should close the space under the left-hand overhang,
- and he should climb and turn around landing on the steps he just built. As
- he lands, make him build back toward the pillar. Nine steps into the third
- build he hits the pillar and turns around. Instantly make him build again.
- This should start saving the falling lemmings at the end of your build.
-
- Closing the space to the overhang is important, as this traps all the
- following lemmings in a closed loop. When the builder comes back to the
- pillar, make him a basher and as he finishes his tunnel and starts
- floating. Make the next lemming through the tunnel a blocker right on the
- lip of the tunnel. When the floater hits the lower ledge, make him build
- and use the last two builds to get him across the water. Make him a basher
- to tunnel over to the other side of the crystals and on towards the exit.
- This requires one or two basher clicks depending on how high he is when he
- starts digging.
-
- He can now go all the way to the exit except for the electric arc just
- before the end. You should still have left 1 miner and perhaps 1 basher.
- Just in front of the arc mine, then bash, then block and nuke the poor wee
- creature. This allows the others to pass under the arc when they get
- there. (If you had one more builder, this would not be necessary, but
- that's lemming life). Finally, blow away the blocker who's stopping the
- others and let 'em come.
-
- 29. **How do I dig up the way?** Like Tricky 3, but with fewer builders and
- more lemmings to be saved. Make the first one an athlete and the second a
- blocker. The athlete will float down to the right and the others will fall
- down to the left. The athlete builds across the gap and then climbs the far
- wall of the canyon. Turn him around by digging and building just before he
- reaches the exit so that he can mine down to the base of the canyon wall.
- Free the other lemmings by bashing through the base of the plateau on which
- they first landed.
-
- 30. **We all fall down** Just like Fun 13 and Tricky 2, but with still more
- lemmings.
-
- 4.4 Mayhem Solutions
- --------------------
-
- 1. **Steel Works** The first five lemmings all become floaters. The first
- walks right into the pit. The second blocks soon after landing, the third
- builds after turning against the second, and the fourth blocks off the
- left-hand end of the platform. The fifth just wanders around helplessly.
- There should be enough space between the two blockers that the ramp doesn't
- extend over the left-hand blocker's head. The idea is to catch the incoming
- lemmings and hold them in that area.
-
- Meanwhile, the first lemming builds right-to-left in the deep valley to
- make a safe landing for the crowd to follow later. On meeting the left
- wall, he continues building toward the right. If he built twice to reach
- the left wall, he should make it over the top of the right wall on the
- first pass. Descending on the far side of that heap, he should start
- building when he's level with the floating block, before he drops into that
- annoying notch between the blocks. After building three times, he drops
- onto that block and builds again to reach the far side of the ocean. Once
- safely over the land again, he can dig through the current ramp to avoid
- hitting the wall.
-
- In the far right section, build back and forth up the chimney to reach the
- exit. Notice that the lower portion of the chimney is narrower than the
- upper, so you have to overlap your ramps differently to make efficient use
- of them. When the leader is safely headed for the exit, bomb the right-hand
- blocker to let loose the crowd. Bomb the left blocker to finish up.
-
- 2. **The Boiler Room** The first lemming builds from the left end of the
- landing platform while the second blocks the crowd. After building four
- times, the leader is just short of the hanging wall. He drops down to the
- middle platform and builds from its left end toward the pillar holding the
- exit platform. On meeting the pillar, he builds again toward the right and
- bumps his head. When he comes toward the right again, he builds again to
- close the gap, then builds toward the left. Each time he builds, he bumps
- his head and turns around. Continue building up under the exit platform,
- one brick at a time, until only a small gap remains. Block and bomb the
- leader to make a hole in the platform near the exit. Bomb the earlier
- blocker to free the crowd, and use any convenient lemming to fix the ramp
- leading to the exit.
-
- 3. **It`s hero time!** This is like Fun 24, but you have to save all the
- lemmings and you have fewer resources to work with. The first lemming needs
- to be an athlete, and the last should dig as soon as he's over the left end
- of the middle platform. After landing on the middle platform, the erstwhile
- digger bashes through the one-way barrier before the main body of lemmings
- reaches it going the other way. To avoid a fatal dip in the pool, the odd
- lemming should build while walking in the crevice that leads to it.
- Meanwhile, the athletic leader has climbed and floated off the right-hand
- end of the platform. Upon landing, he should mine through to the exit
- before walking into the crusher. He'll be done mining in time for the other
- lemmings to follow safely.
-
- 4. **The Crossroads** This is the same scene as Fun 25, but you must save
- every lemming using only bashers. The strategy is the same, however. Bash
- through the gridwork so that you enter the side of the spiderweb about
- halfway up. Bash at the lower right-hand corner of the web section you land
- in to make an exit for lemmings moving the right direction.
-
- 5. **Down, along, up. In that order** The scene is the same as Fun 28, but
- now builders are a precious resource. Dig through the upper three steps of
- the ladder, staggering the holes so that lemmings won't fall too far. Bash
- out the left side of the ladder from the last step so that all the lemmings
- are marching left along the ground. A few bricks from the left end of the
- platform, make the seventh lemming a blocker. At the last brick-to-brick
- joint, start building toward the bottom step of the exit ladder. Put
- another blocker under the step to keep the others from drowning, and a
- third one at the far right, under the entry staircase. Now there are two
- groups of lemmings circulating between blockers: the vanguard, who will
- build steps up to the exit; and the army which mills about while waiting.
-
- When the ramp to the first step is done, make the first lemming onto the
- step a blocker at the extreme left end. The next lemming should build
- toward the blocker. If you get the spacing right, the builder will build to
- the blocker, turn around, and build to the edge of the next step. Repeat
- this process three times to make a path to the exit. Bomb the blocker who
- holds back the crowd. After the crowd clears, bomb the other blockers.
-
- 6. **One way or another** This is like Tricky 9, but you must save every
- lemming. Since there wasn't any reason to kill them before, use the same
- stategies. The only catch is that there aren't any climbers, so separate
- the advance man for the right-handed solution by digging through the ramp
- behind him. Repair the ramp later to save the other lemmings.
-
- 7. **Poles Apart** This is like Fun 20, but there's a shortage of bashers
- and builders. The first lemming builds across the gap from the right-hand
- edge of the landing platform. The next two or three lemmings go for a swim.
- The first lemming across the gap digs into the second step to keep others
- >from climbing back up later. When he's deep enough, he builds to stop
- digging. Bash through the first two poles. Make somebody a climber. Atop
- the next pole, the climber digs down, then builds at ground level. He stops
- building just as he's touching the next pole, so he climbs again. Let him
- drop down and climb up the following pole, which he digs away. Skip the one
- after that, and dig away the last pole on the right. Build twice this time,
- to be sure of reaching the exit platform. Bash through the two remaining
- poles and you're done.
-
- 8. **Last one out is a rotten egg!** The first lemming builds from the
- right edge of the landing platform while the second and third block in the
- rest. When the ramp is finished, make the leader a climber and let him
- ascend to the top of the one-way barrier. Toward the right side of the
- barrier, dig. Consider a line drawn along the ramp extending into the
- barrier. When the digger reaches that line, build. He'll lay a step or two
- and turn around. Mine toward the ramp. If the miner emerges slightly above
- the ramp, just let him walk down and turn back when he meets the blocker.
- If he comes in a bit low, make him build to repair any damage to the top of
- the ramp. In either case, dig again as he approaches the right-hand end of
- the slope he just cut through the barrier. Bomb the right-hand blocker to
- let the other lemmings join him in the hole. Bomb the left-hand blocker
- when he's not needed any more. When the digger reaches the bottom of the
- barrier, all the surviving lemmings will drop out and walk to the exit.
-
- 9. **Curse of the Pharaohs** This is like Fun 29, but once again you have
- to save more with less. The first lemming blocks at the right-hand end of
- the pillar where they first land. Bash three times to reach the area with
- the twin stairs, the left set of which is broken. Bash through the bottom
- of the broken stairs so that the lemmings aren't all crowded in a tiny
- space. Finish as in Fun 29.
-
- 10. **Pillars of Hercules** There are at least four substantially different
- solutions here, as you can follow a lower or higher path to either the
- left- or right-hand exit. The descriptions here work for heading either
- left or right.
-
- Low road: Make the first few lemmings floaters. Start building back and
- forth between the pillars immediately. Lemmings will continue to die as
- they fall until your ramps reach slightly above the midpoint of the
- pillars, where they have short protrusions on the outer side. Once the
- falling lemmings are safe, send a climber over the top to the left or right
- and turn up the release rate. Dig through the platform at the top of the
- pillar to avoid a dangerous fall. When the climber is on solid ground
- again, build. If you're heading left, build up to the taller
- brick-on-a-stick. He'll bump into it, turn around, climb on the outside of
- the pillar, fall back, and return. Build across to the shorter
- brick-on-a-stick, and from there to the exit. If you're heading right,
- build over the perforated bridge to the brick, and from there up to the
- exit. Bash through the side of the pillar to release the rest of the
- lemmings onto the ramps.
-
- High road: The first two lemmings float down. The first climbs the right
- pillar and the second climbs the left pillar. As they reach the ends of
- their respective overhangs, they each build. They both bump their heads and
- turn around. At the edge of the space between the pillars, they build
- toward each other to seal it off. Other lemmings close up the little spaces
- at the outside ends of the outer ramps. Extend one of the middle ramps up
- to the sloping stone wall. (You might find it useful to take a scoop out of
- the wall with a basher.) Send a basher into the stone and cut the ramp
- behind him by digging so that he's alone. Turn up the release rate. Near
- the end of the stone, dig down until only a very thin support remains. From
- there, build toward the exit. The builder will bump his head repeatedly,
- but by building as far out as possible, you'll eventually clear the
- stonework and make it over the exit platform. Repair the cut ramp to bring
- on the remaining lemmings.
-
- 11. **We all fall down** Just like Fun 13, Tricky 2, and Taxing 30, but
- with even more lemmings.
-
- 12. **The Far Side** After bumping the wall and turning left, the first
- lemming should be a climber. The second lemming should build (just once)
- right-to-left starting two ramps away from the left side of the entrance
- pit. This incomplete ramp will make life much easier later on. The climber
- digs down in the dirt plug between the steel sections, then changes to
- bashing when he's low enough to get under the steel. He drops down to the
- next formation and again digs between the steel blocks. He can turn around
- by bashing against the left-hand steel block or by building momentarily. In
- either case, he should eventually bash toward the right so as to drop onto
- the little dirtball at the bottom of the scene. From there, he builds
- across to the mainland and tunnels between the steel blocks. Emerging on
- the far side, he builds back and forth to make a series of ramps to the
- exit. While he's doing that, finish the ramp started by the second lemming.
- This sends the rest of the lemmings on their way and avoids running out of
- time.
-
- 13. **The Great Lemming Caper** This scene is the same as Fun 26, but now
- there are only two builders. There are a surprising number of solutions
- here, of which I'll give two.
-
- My solution: The first lemming digs down along the right-hand edge of the
- stone pile where he landed. The second lemming digs immediately upon
- landing. The second lemming blocks himself in his hole about one and a half
- stones down, while the first lemming goes down two stones before commencing
- to build. He bumps into the capstone of the next pile and turns back. From
- the base of his ramp, he bashes toward the left right under the second
- lemming's feet. The second lemming drops down and walks toward the right
- while the first one bashes through the stone and drops into the holding
- area at the left. The second lemming bashes across the top of the next
- stone pile, builds across to the last one, and bashes through that. When
- he's far enough along, make the first lemming a climber so that he can
- ascend from the holding pen and follow his companion.
-
- Solution from Lionel Maiaux (L.Maiaux@frec.bull.fr): The first lemming
- builds from the right-hand edge of the first stone over toward the second
- pile. The second lemming digs immediately and eventually comes out the
- bottom. In preparation for that, make him a climber. The first lemming
- drops onto the top of the second pile. When he's over the left edge of the
- underlying stones, he digs. When he's just below the capstone (i.e., when
- there's air on his left), he bashes toward the right. He emerges on the
- right on a stone balcony. From the right edge of that, he builds over to
- the last stone pile and bashes through it to the exit. The second lemming,
- meanwhile, has descended all the way through the initial pile and climbed
- up the side of the second to join the path of the first lemming. This takes
- long enough that the way is complete by the time he gets there.
-
- 14. **Pea Soup** This level is unplayable in black and white because the
- little islands in the soup are invisible.
-
- 15. **The Fast Food Kitchen...** Just like Tricky 10. Time is shorter,
- though, so turn up the release rate at some convenient point.
-
- 16. **Just a Minute...** Dig through the thin stone overlying the small
- cavity. Bash toward the exit. Turn the release rate up to 99. You'll just
- barely make it in time.
-
- 17. **Stepping Stones** This level features an obvious solution which
- requires careful execution, and a much easier solution that's a bit more
- obscure. The obvious solution is to build across the stepping stones (three
- triple ramps for each span) while a blocker holds back the crowd, then dig
- out the blocker and use the last builder to stop digging.
-
- The less obvious solution is to plant a blocker toward the right, then
- build three times left-to-right to reach the vertical wall. Dig through the
- ramp so that the builder is the only lemming on it. Bash through the wall,
- and build back and forth (twice each way) in the narrow cavity to reach the
- level of the overhead stonework. Bash toward the right. Repair the ramp.
- When the basher is over the exit, mine or dig.
-
- 18. **And then there were four....** The only real difficulty here is
- paying attention to four streams of lemmings at once. I'll refer to the
- four populations as TR (top right), TL (top left), BR (bottom right), and
- BL (bottom left). Make BL1 and BR1 climbers, then make them build as soon
- as they've ascended the low retaining walls. While they're building, make
- TR1 dig at the first thin section of ground and make TL1 build twice to
- avoid falling. BL1 will eventually bump the wall and turn around. Make him
- build back and forth to make a path to the exit. BR1 should build just long
- enough to drop onto the far side of the water, then build back the other
- way to close the gap. Like BL1, he now builds back and forth to reach the
- exit.
-
- Meanwhile, TL lemmings are approaching the left side of the water. Build up
- under the ramp left by BL1 to save most of them and eventually join the
- ramps. TR lemmings fall onto the ramps built by BR1, so they're safe. Put
- up ramps in the BL and BR landing areas to surmount the retaining walls.
- Raise the release rate and watch everybody go home.
-
- 19. **Time to get up!** This is like Tricky 11, but there aren't any
- bashers. To keep lemmings from falling too far off the ramp, build a second
- ramp underneath it, starting about half as far from the wall. Bomb two
- lemmings to break through the first wall, and one or two to break the
- second wall and reach the exit.
-
- 20. **No added colours or Lemmings** The second lemming blocks the crowd
- while the first one bashes, then builds. If he builds at the last possible
- moment, he'll bump the exit platform and turn around. He mines under the
- blockers feet to release the other lemmings. There's nothing to stop him,
- so he mines clear through the floor into the lower part of the scene. The
- last lemming walking up the ramp takes pity on him and mines through the
- last step of the ramp. He falls. Make both of the fallen lemmings climbers
- and they'll climb out to the exit.
-
- 21. **With a twist of lemming please** Same scene as Fun 4. Parachutes for
- everybody. (Turn up the release rate to 90 or so and click like crazy.)
- Make any lemming a climber. When he's over the left edge of the slot in the
- stonework, make him dig down. He should far enough right that there's air
- on his right. Dig down to the very last joint in the stones, then build
- over to the first little platform. Walk across and build again. He'll bump
- his head and turn back, retracing his steps all the way to where the other
- lemmings are waiting. When he's back again, build once more to reach the
- exit. Bash out of the holding pen to free the remaining lemmings. Good luck
- picking one that's walking the right way!
-
- 22. **A BeastII of a level** The second and third lemmings block in the
- crowd while the first one builds twice to reach the first chandelier. He
- bashes through the chain and again through the right-hand candle, then
- builds once to reach the next chandelier. Repeat the bashing and building
- to reach the large lumpy object. Bash, then mine to come out near the
- bottom right of it. Build three times, then drop onto the end of the bridge
- section. You could bash through each remaining obstacle, but it's easier to
- dig in about waist-deep, then bash across to the exit. Build to stop
- bashing, and build again at any convenient point to turn back toward the
- exit. Bomb the right-hand blocker, then the left-hand one when he's not
- needed.
-
- 23. **Going up.......** Build immediately as the first lemming lands. Keep
- building until lemmings are walking up the long diagonal tube. The first
- lemming walking down the tube should build toward the left fairly high up.
- Since he'll soon bump his head, build again with another lemming to squeeze
- through the wall. The first returning lemming at the bottom of the tube
- should bash to make a hole in the roof of the entry shelter. Now, lemmings
- returning down the tube, inside or outside, will come back to the entrance
- area. Some lemming walking down the outside of the should now commence
- building toward the big barrier. He needs to reach it as high as possible
- but without going to much outside the scene. After he's on his way, another
- lemming should bash the bottom of the ramp so that there aren't any
- needless fatalities. The fearless leader builds right up to the barrier and
- bashes into it. Make him a floater as he bashes along. He drops out the far
- end onto a diagonal bar which ends in a ball. Build against the ball to
- turn around, then build again to make a landing strip for the other
- lemmings. The leader bumps his head, turns around, and returns to the ball.
- Bash through it and he's home free. Repair the cut ramp and the other
- lemmings will follow.
-
- 24. **All or Nothing** You can only win by chance. What a useless level!
-
- 25. **Have a nice day!** This is the same scene as Tricky 13, and the same
- plan works. Turn up the release rate to finish in time, of course.
-
- 26. **The Steel Mines of Kessel** Make the ninth Lemming a blocker in any
- convenient place. Now you've got eight Lemmings circulating between the
- thick barrier on the right and a long twig on the left. Using only one
- builder, build up from the last twig toward the thick barrier. (This isn't
- absolutely required, but makes the next part easier.) Pin a blocker on the
- wall as high and far right as you can, and bomb him. Repeat five times. You
- might possibly get Lemmings trapped to the right of your blocker sometimes.
- In that case, bomb a trapped Lemming, not the blocker -- you'll make more
- progress that way.
-
- After penetrating the barrier, you've got two Lemmings in your advance
- group. (All the rest are still waiting behind #9 -- remember him?) Build
- across the gap. Block and bomb one Lemming to get through the thin barrier.
- Use the last advance Lemming to build over the remaining obstacles and the
- trap.
-
- Bomb the blocker holding back the crowd, and you're home free with exactly
- 72 surviving Lemmings.
-
- 27. **Just a Minute (Part Two)** This is almost the same as Mayhem 16, but
- that handy cavity is missing. The first lemming bashes into the stone wall.
- The second lemming digs as soon as he's safely inside the tunnel, then
- bashes after he's deep enough to capture additional lemmings. Turn the
- release rate up to 99. You'll be done with a second or two to spare.
-
- 28. **Mind the step.....** Let the lemming walk up to the top and turn
- around. Start digging over the left-most floating brick. When he falls onto
- the brick, build about seven steps and then bash in order to drop so as to
- drop onto the next brick-on-a-stick. Build twice from there to reach the
- last brick-on-a-stick, then twice more to reach the first stone pillar.
- Bash into the pillar. Dig at the far side, then build over to the next one.
- This digging makes a handy backstop, as the lemming turns around during the
- next step. Bash through the next pillar, then build up toward the small
- hole in the stonework. The lemming will bump and turn back. When he returns
- and steps into the hole, bash through to the stone steps.
-
- Starting at the fourth step from the bottom, build up toward the left. A
- couple of passes might be needed in order to make a firm connection to the
- wall, as it's hard to avoid bumping the lemming's head. When it's safe,
- bash into the wall. The lemming should be high enough that there will be a
- break overhead where he passes the right-hand end of the brick arch. After
- he strikes the steel in the middle and turns back, build so as to climb out
- this overhead gap. Build across the crusher at the top of the arch. Bash
- through to the exit at the left end of the arch.
-
- 29. **Save Me** "Blockers on steps" is the theme of this level. The first
- lemming builds starting at the left-hand edge of the right-most brick,
- while the second and third lemmings block off the others. The builder
- builds four times, then blocks at the very top of his ramp. Build a
- left-to-right escape ramp that goes over the right-hand blocker's head.
- Build a right-to-left ramp from the top of the long ramp to the edge of the
- long overhead platform. They should meet without a gap. While the overhead
- ramp is in progress, you should extend the escape ramp once more so that it
- will catch lemmings falling from the growing overhead ramp. Near the left
- end of the overhead platform, plant a blocker with two lemmings to his left
- and the rest to his right. The two lemmings should build up to the pillar,
- and one should bash into it. Once he's safe inside the pillar, the basher
- digs down until he's so low that bashing again lets him fall out the little
- irregularity toward the left side of the bottom. This maneuver is
- important, as it makes it most likely that the other lemming is walking the
- right way when he falls out.
-
- If the two advance lemmings are very close together, delay one by making
- him build against some handy obstacle. After they're well on their way,
- release the other lemmings by building over the head of the blocker on the
- overhead platform. As the first lemming drops onto the platform above the
- exit, build and then block. Do the same as the second lemming drops onto
- the exit platform. After the body of lemmings goes to their reward, nuke
- the blockers.
-
- 30. **Rendezvous at the Mountain** This scene actually comprises two
- independent puzzles. The two groups of lemmings meet at the exit, but
- needn't ever interact. The first lemming (L1) comes from the left-hand
- entrance, but the first action is on the right. The first right-hand
- lemming (R1) blocks shortly after landing. L1 should start building from
- the edge of the last rock before the trap, and L2 should block the other
- lefties. When L1 has built far enough to avoid the trap, switch from
- building to bashing so that he can walk on.
-
- L1, the leading lefty, walks across the log and onto the mound. At the
- highest point he can walk to, make him bash through the mound. As he exits,
- he should build repeatedly to reach the corduroy bridge with the little
- signpost on it. Just before the signpost, mine. L1 will break through,
- bounce down the steep slope, and climb up to the exit. Release the
- remaining lefties by bombing L2.
-
- Any right-hand lemming should start building right-to-left, starting
- slightly left of the landing spot. Once he's built up some distance, cut
- the ramp with any other lemming so that the builder is alone. The builder's
- goal is to land on top of the cobblestone arch without bumping it and
- turning back. As he's about to walk off the left side of the arch, he
- should dig. If he's close enough to the edge, he'll drop off by himself at
- a chink between the stones part-way down. If not, switch from digging to
- bashing and he'll drop off anyway. He needs to bash through the signpost,
- mine and bash under the trap, and build up to the exit after surmounting
- the little mound just before the water. As he nears the exit, repair the
- broken ramp to let the other lemmings follow. Bomb R1 when they're gone.
-
-
- 4.5 Demo Solutions
- ------------------
-
- Regular demo levels:
-
- 1. **Builders will help you here** See Fun 7.
-
- 2. **This should be a doddle!** See Tricky 1.
-
- 3. **Hunt the Nessy....** See Taxing 14.
-
- 4. **Just a Minute...** See Mayhem 16.
-
- X-Mas demo levels:
-
- 1. **Jingle Lemming**
-
- 2. **Happy Holidays Mr Lemming!**
-
- 3. **A Lemming Holiday**
-
- 4. **The North Poles**
-
- 5. Challenges
- =============
-
- In many levels, it's possible to save more than is strictly required. The
- most dramatic example is Cascade (Tricky 25), where you need to save only
- 10 lemmings, but it's possible to save them all. In levels where saving
- 100% is already required, clever tactics lead to a savings on resources. In
- every instance of We all fall down (Fun 13, Tricky 2, Taxing 30, Mayhem
- 11), for example, you have just as many diggers as there are lemmings. But
- what if you only had half as many diggers, or one-third?
-
- This chapter challenges you to discover the extreme limits of Lemmings. To
- meet these challenges, you'll have to save more lemmings than you thought
- possible, and do it on a budget.
-
- 5.1 Save the Lemmings
- ---------------------
-
- In the interest of brevity, this section lists only the levels where it's
- impossible to save 100% of the lemmings, with a terse explanation for each.
- That's only 20 levels out of 120, so you've got your work cut out for you.
- If you can improve on any of the performances listed, please let me know.
-
- Fun 3 **Tailor-made for blockers** Save 47 of 50. Need three blockers to
- direct traffic.
-
- Fun 6 **A task for blockers and bombers** Save 48 of 50. Need two bombers
- to break barriers.
-
- Fun 18 **Let's block and blow** Save 65 of 70. Need five bombers to break
- five levels.
-
- Tricky 15 **Ozone friendly Lemmings** Save 6 of 10. (7 of 10 in PC version,
- I'm told.) Need four bombers to dig.
-
- Tricky 16 **Luvly Jubly** Save 45 of 50. Need five bombers to dig.
-
- Tricky 17 **Diet Lemmingaid** Save 48 of 50. Need two bombers to dig.
-
- Tricky 18 **It's Lemmingentry Watson** Save 9 of 10. Need one bomber to
- dig. But what are the two builders for?
-
- Tricky 23 **From The Boundary Line** Save 53 of 80. No way to save the ones
- that turn around.
-
- Taxing 6 **Compression Method 1** Save 45 of 50. Four will be crushed, and
- blocker is bombed.
-
- Taxing 7 **Every Lemming for himself!!!** Save 79 of 80. Need to use one
- blocker/bomber for crowd control.
-
- Taxing 16 **Mary Poppins` land** Save 79 of 80. Need one blocker/bomber to
- hold back the crowd.
-
- Taxing 19 **Bomboozal** Save 65 of 70. Need five bombers to drop five
- levels.
-
- Taxing 27 **Call in the bomb squad** Save 75 of 80. Need two blockers, 3
- blocker/bombers.
-
- Taxing 28 **POOR WEE CREATURES!** Save 63 of 80. It takes time to build a
- landing place. This is the fastest I can do it.
-
- Mayhem 2 **The Boiler Room** Save 79 of 80. One bomber clears the exit
- path.
-
- Mayhem 5 **Down, along, up. In that order** Save 76 of 80. Four blockers
- turn the builders as needed.
-
- Mayhem 10 **Pillars of Hercules** Save 70 of 75. It takes time to build a
- landing place. This is the fastest I can do it.
-
- Mayhem 19 **Time to get up!** Save 47 of 50. Two bombers blast the first
- barrier, one does the second.
-
- Mayhem 26 **The Steel Mines of Kessel** Save 72 of 80. Six blocker/bombers
- blast the thick barrier, one restrains the crowd, one cuts the thin
- barrier.
-
- Mayhem 29 **Save Me** Save 75 of 80. Two blockers guard the entry landing,
- one turns the ramp, two guide arrivals at the exit.
-
-
- 5.2 Other Challenges
- --------------------
-
- Tricky 21 (Going their separate ways) with no floaters?
- Taxing 5 (The prison) via lower exit?
- Taxing 17 (X marks the spot) via any of **three** exits?
- We all fall down with half as many diggers? One third?
-
-
- 6. Challenge Hints
- ==================
-
- 6.1 Fun Challenge Hints
- -----------------------
-
- 6.2 Tricky Challenge Hints
- --------------------------
-
- 6.3 Taxing Challenge Hints
- --------------------------
-
- 6.4 Mayhem Challenge Hints
- --------------------------
-
-
- 7. Challenge Solutions
- ======================
-
- 7.1 Fun Challenge Solutions
- ---------------------------
-
- 7.2 Tricky Challenge Solutions
- ------------------------------
-
- 7.3 Taxing Challenge Solutions
- ------------------------------
-
- 7.4 Mayhem Challenge Solutions
- ------------------------------
-
- 30. **Rendezvous at the Mountain** The first lemming (L1) comes from the
- left-hand entrance, but the first action is on the right. The first
- right-hand lemming (R1) should dig immediately upon landing. As R1 starts
- digging, L1 should start building from the edge of the last rock before the
- trap. He'll eventually be blocked by a dangling root, but only after L2 has
- walked safely past him. When R1 is deep enough to keep other lemmings from
- walking off to the right, he builds. R2 lands at this point and bashes left
- after bouncing off the wall of R1's pit. From this point, the left- and
- right-hand sides can be worked separately.
-
- L2, the leading lefty, walks across the log and onto the mound. At the
- highest point he can walk to, make him bash through the mound. As he exits,
- he should build repeatedly to reach the corduroy bridge with the little
- signpost on it. Just before the signpost, mine. L2 will break through,
- bounce down the steep slope, and climb up to the exit. Release the
- remaining lefties by bashing the retaining root.
-
- Any right-hand lemming should start building right-to-left, starting
- slightly left of the landing spot. Once he's built up some distance, cut
- the ramp with any other lemming so that the builder is alone. The builder's
- goal is to land on top of the cobblestone arch without bumping it and
- turning back. As he's about to walk off the left side of the arch, he
- should dig. If he's close enough to the edge, he'll drop off by himself at
- a chink between the stones part-way down. If not, switch from digging to
- bashing and he'll drop off anyway. He needs to bash through the signpost,
- mine and bash under the trap, and build up to the exit after surmounting
- the little mound just before the water. As he nears the exit, repair the
- broken ramp to let the other lemmings follow.
-
-
- 8. Challenges Requiring Patches
- ===============================
-
- Call in the bomb squad, with more builders, one bomber.
- The Boiler Room, with two diggers, 100%.
-
- 9. Patching Lemmings
- ====================
-
- 9.1 Macintosh
- -------------
-
- These patches apply to Lemmings 1.4.2 for the Macintosh.
-
- To make the manual lookup dialog accept any answer, in CODE 2, at offset
- 0x1F58, change B06D DB60 670C to 3B40 DB60 4E75.
-
- I got tired of the passwords for individual levels in Lemmings, so here's a
- patch I wrote to get rid of them. In CODE 3, at offset 0xD68, replace
- exactly 88 bytes (11 lines in ResEdit's general editor) with the following
- 88 bytes (11 lines) of garble:
-
- 48E7 1F18 47ED CFB6
- 4245 101B 0C00 0030
- 6D14 0C00 0039 6E0E
- 4880 0440 0030 CAFC
- 000A DA40 60E4 0C45
- 0078 6E1A 4A45 6F16
- 5345 3B45 DBC8 2005
- 48C0 81FC 001E 3B40
- DBF8 7001 600A 426D
- DBC8 426D DBF8 7000
- 4CDF 18F8 4E75 4E75
-
- You should update the corresponding dialog to make the prompt more
- appropriate. I changed item 4 of DITL 2001 to read "Enter level number (1 =
- Fun 1, 31 = Tricky 1, 61 = Taxing 1, 91 = Mayhem 1):" so that I won't
- forget this is a patched copy.
-
- 9.2 Amiga
- ---------
-
- 9.3 PC
- ------
-
- --
- Ephraim Vishniac Thinking Machines Corporation ...for by error of some
- ephraim@think.com 245 First Street calculator the vessel often
- Cambridge, MA 02142 splits upon a rock that should
- have reached a friendly pier...
-
-