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- This solution was leeched off the ever-expensive CompuServe by Nightwing.
-
- LEMMINGS
-
- INTRODUCTION
-
- This walkthru is based on the IBM VGA version. The other formats for
- LEMMINGS should use the same puzzles for levels with the same numbers. But
- in case they do not, I have also listed the titles to each of the levels to
- make finding a particular level easier. Most levels are simply a question
- of knowing what to do and when to do it. But there are a few levels that
- cannot be explained completely in a walkthru, or where these solutions may
- not save all of the needed lemmings. In these cases, I have provided one
- access code to the next level. (There are many access codes for each level,
- but all will work on any computer.)
-
- "Block off the (left/right)" means make the first lemming heading towards
- the (left/right) into a blocker. Exact locations are not important, since the
- blockers are usually only used to keep other lemmings from walking to their
- deaths.
-
- At the end of each level, if there are any remaining lemmings (blockers,
- those trapped in pits, etc.), they can simply be nuked with the "Armageddon"
- command. You should also speed the release rate to 99 if there is a safe
- path to the exit; this will cause lemmings not yet released to fall faster.
-
- A "scout" is one lemming that goes ahead of the rest (use a blocker to hold
- the rest back) to clear a safe path.
-
- SOLUTIONS TO THE FUN LEVELS
-
- Fun 1 - "Just dig!" - As the name of this level suggests, all you need to
- do is turn one lemming into a digger to dig through the floor trapping the
- lemmings. As long as you don't dig directly under the exits (where the
- lemmings just coming out would die from the fall), you can dig anywhere.
-
- Fun 2 - "Only floaters can survive this" - Turn all of the lemmings into
- floaters.
-
- Fun 3 - "Tailor made for blockers" - Block off the right end of the highest
- platform. Then, block off the left of the next platform, and the right of
- the third. You should not do anything to the fourth platform, but block off
- the left of the fifth (bottom) one. Block the right side of the bottom floor
- where the exit is.
-
- Fun 4 - "Now use miners and climbers" - Mine through the floor to free the
- lemmings. Then, make all the lemmings climbers.
-
- Fun 5 - "You need bashers this time" - Bash through the two vertical
- objects. Then, bash through the lattice surrounding the exit where it meets
- with the floor. (This will take several different bashers.)
-
- Fun 6 - "A task for blockers and bombers" - Turn one of the lemmings into
- a blocker, and then bomb him. (You can do this anywhere along the
- platform.) Then, do the same to a lemming that is next to the vertical
- obstacle.
-
- Fun 7 - "Builders will help you here" - Build stairs to give the lemmings
- a way to get over the miniature cliff. Then, build over the pit. If you use
- the first lemming to do this, only a few lemmings will fall into the pit,
- and you should meet your quota.
-
- Fun 8 - "Not as complicated as it looks" - Use the first lemming to block
- passage to the right. The other lemmings will turn around and head to the
- exit.
-
- Fun 9 - "As long as you try your best" - Bash through the column in the
- middle of the screen. If you need to, use a blocker to keep other lemmings
- (that have turned back before there was a path through the column) from
- reaching the grinder.
-
- Fun 10 - "Smile if you love lemmings" - Turn all lemmings into floaters.
- Block off the right end of the floor at the bottom of the screen.
-
- Fun 11 - "Keep your hair on Mr. Lemming" - Make the first two lemmings
- athletes. After the first one has gotten over the obstacle, turn him into a
- blocker. The other athlete will change directions after bumping into the
- blocker, and before he climbs back over the obstacle, change him into a
- basher. This will free a path to the exit for the rest of the lemmings.
- Bomb the blocker.
-
- Fun 12 - "Patience" - Bash through the obstacle in the middle of the
- screen. Block off the left end (with a lemming that has bounced off the
- obstacle). Build out of the pit using two builders.
-
- Fun 13 - "We all fall down" - Wait for the first lemming to get close to
- the right edge of the platform, and turn him into a digger. When the next
- lemming comes close to the hole that the first lemming has created, turn him
- into a digger. Repeat for all of the lemmings. (Diggers do not die from
- high falls.)
-
- Fun 14 - "Origins and Lemmings" - Bash through the first column on the
- right. Build stairs to reach the floor in the next section (which is
- created by something that looks like a column on its side), then bash
- through the column to the right of the stairs. Repeat this pattern until the
- lemmings reach the exit.
-
- Fun 15 - "Don't let your eyes deceive you" - Bash through each of the
- three columns. Send a scout out after you have bashed through the third
- column, and build over the large pit (using 5 builders) and over the gap in
- the stairs near the exit (this will take 2 builders). Free the blocker.
-
- Fun 16 - "Don't do anything too hasty" - Send a scout to the right and
- block off the left side. Builds stairs to the exit (you will need 7) and
- destroy the blocker.
-
- Fun 17 - "Easy when you know how" - Bash through the two obstacles on the
- right. Turn the lemmings into floaters before they hit the ground.
-
- Fun 18 - "Let's block and blow" - Make a lemming a blocker as he passes
- over a chamber where there is no fire, and then bomb him. Keep on opening up
- passages into the "safe" chambers until the lemmings are on the bottom
- platform. Make sure to stagger the holes (don't line them up vertically),
- or else the fall might be too much for the lemmings.
-
- Fun 19 - "Take good care of my Lemmings" - Send a scout to the right, and
- block off the fall to the left. Build 4 times to reach the exit, and remove
- the blocker on the right.
-
- Fun 20 - "We are now at LEMCON ONE" - Build stairs over the first gap to
- the right. Bash through each of the thin columns and build over the gap
- next to the exit.
-
- Fun 21 - "You Live and Lem" - Bash through the two walls blocking the
- lemmings' path and build over the trap near the exit.
-
- Fun 22 - "A Beast of a level" - Bash through the trees (this should only
- take 5 bashers). Don't forget to block the left edge of the solid ground.
- After one of the lemmings is past the last tree, start building in a zig-zag
- pattern to the exit. (When the stairs hit the cliff or tree trunk, start
- building from the top of the stairs in the other direction.) Then bash
- through the tree that's surrounding the exit.
-
- Fun 23 - "I've lost that Lemming feeling" - Block off the pit to the
- right. Send a scout to the left, and bash through the wall until the
- lemming approaches a bottomless pit to his left. Build over this pit just as
- he is finished bashing. Then bash through the wall blocking the lower exit.
-
- Fun 24 - "Konbanwa Lemming San" - Use blockers near both ends of the
- platform. (Make sure that all lemmings are trapped in the middle.) When the
- pack of lemmings is heading to the left, and the first one is just above
- another smaller platform (the one to the left of the one-way rock), turn him
- into a blocker, and then bomb him. All of the lemmings should proceed to the
- left, jumping off the lower platform. Send a scout to the right, and use him
- to dig down to the exit (preferably to the left of the exit). Free the
- blocker.
-
- Fun 25 - "Lemmings, Lemmings everywhere" - Wait until the lemmings turn
- around, and then mine so that the lemmings fall into one of the larger holes
- in the lattice. Keep mining until they are about half way down the screen.
- Then bash towards the spider web on the far right. After the lemmings have
- entered the first ring of the spider web, bash into the horizontal chamber
- that is just above the exit, and mine to the left of the exit. You can also
- mine directly out of the spider web, but there is a chance of creating a
- fall that is too large for the lemmings to handle. Use blockers as needed
- to keep the lemmings from killing themselves.
-
- Fun 26 - "Nightmare on Lem Street" - Using both of the lemmings, build
- stairs to the right, over the gap. Then, use both lemmings to build up
- towards the exit. If the lemmings turn around before reaching the exit, have
- them build into the cliff where they started out. They should turn back
- towards the exit after hitting the wall.
-
- Fun 27 - "Let's be careful out there" - Send 3 scouts to the right and
- block off the left of the platform. Turn all of the scouts into floaters.
- Have one scout block near the exit and another block the left edge of the
- floor. The third scout should start building as soon as he turns to the
- right and continue until the stairs go past the end of the platform above.
- Have one lemming build over the blocker on the right of the platform. The
- lemmings should land safely on the staircase the scouts built. Remove
- blockers as needed.
-
- Fun 28 - "If only they could fly" - Create 3 athletes. Block off both ends
- of the floor on the bottom of the screen. The third athlete should build
- stairs that reach to the highest or second-highest of the platforms without
- hitting any other platform. If necessary, build a second set of stairs to
- the exit. Then dig through the ladder that is holding the others.
-
- Fun 29 - "Worra Lorra lemmings" - Bash through any obstacle that is in the
- lemmings' path. Make sure to block the right end of the platform where the
- lemming enter. There is a gap in a pre-built staircase about half way to the
- exit. The first lemmings should bash through the bottom of the staircase
- after falling through. Use builders to create a staircase that starts in the
- hole the bashers created. This new staircase should clear any obstacles and
- provide allow the lemmings to reach a climbable slope. Bash through this
- slope and zig-zag stairs up to the exit.
-
- Fun 30 - "Lock up your lemmings" - Bash to the left out of the first trap,
- then right out of the second one, and left out of the third, to the exit. If
- you accidentally bash in the wrong direction, block the edge of the platform
- and bash again once you can see the lemmings' direction more clearly.
-
- SOLUTIONS TO THE TRICKY LEVELS
-
- Tricky 1 - "This should be a doodle" - Send a scout to build over the gap
- to the right of the entrance. Then bash through the obstacle blocking the
- exit and free the blocker.
-
- Tricky 2 - "We all fall down" - This is essentially the same as Fun 13, only
- with more lemmings to save. See the above solution.
-
- Tricky 3 - "A ladder would be handy" - Send a scout to the right and block
- off the left end of the hill where the lemmings enter. Build up to the exit
- level. If you cannot reach the exit with one scout, send two, with one
- blocking the right end of the platform. This will give you more room to
- build since you can start off from the left. Remove the blocker to let the
- lemmings reach the exit.
-
- Tricky 4 - "Here's one I prepared earlier" - Block off the left end and send
- 2 scouts to the right. Bash through the first obstacle. Turn both scouts
- into athletes, and after one has passed the second obstacle, make it a
- blocker. Bash through the second obstacle when the other scout reaches it,
- heading left. Bomb the scout that you turned into a blocker. Build over the
- gaps, letting the builder land on each of the objects along the way.
-
- Tricky 5 - "Careless clicking cost lives" - Send a scout to the right, but
- place the blocker on the arch, and not on the thin lattice. Bash through the
- chain connected to the first ball. Bash through the next three balls. Build
- to the ice crystals and then to the exit.
-
- Tricky 6 - "Lemmingology" - Make one of the lemmings an athlete, making sure
- that it heads to the right. Build a bridge between the second and third
- platforms, and then between the fourth platform and the exit. Turn the
- remaining lemmings into athletes, again making sure they are heading to the
- right.
-
- Tricky 7 - "Be there, seen it, done it" - Block off the right edge of the
- first pillar. Then, use two lemmings to build up to the next pillar. (The
- second builder will only repeat the first's work, but he will not fall off
- the edge of the stairs under construction.) Use a blocker to keep the other
- lemmings back, but make sure not to place it too close to the stairs (or
- else the blocker will take part of the stairs when it is removed). You can
- put the blocker slightly to the right of where it lands. Use both lemmings
- to build between each of the pillars. Make sure not to leave any gaps
- between the bridges and the next pillars. You do not need to build over a
- completed bridge, by the way. Also build once at the end of the last pillar
- (so the lemmings will land on solid ground), and turn the builders into
- floaters before they land. One lemming should block close to the exit, while
- the other should build as soon as it reaches the right end of the floor. The
- builder will hit the pillar and turn to the left. After it bounces off its
- partner, have it build to hit the pillar again. (This time, you will have to
- use several sets of stairs.) Once the builder has completed its task, it
- will turn back to the left. Build so that the lemmings who will eventually
- jump from overhead will land onto the new staircase. (If you have used two
- builders on each pillar, you should use all of your building points.) Then
- free the blocker holding the others back.
-
- Tricky 8 - "Lemmings Sanctuary in Sight" - Send a scout to the left, but
- place the blocker as close to the gap in the floor as possible. Have the
- scout build over the gap. Let it turn back to the right, and build over the
- gap in the other direction. (Start the building early enough that the
- builder will not hit his head on the other bridge.) Now have one of the
- trapped lemmings build over the blocker. The scout should then build up to
- the higher platform from the far left of the first platform. On the next
- platform, build to the right when the lemming is standing over the middle of
- the entrance. When he hits the wall and turns to the left, immediately build
- to the next platform. Repeat this for this new platform, although start
- building only when the lemming approaches the gap in the floor. To reach the
- highest platform, you will should build over the gap, and then build up to
- the platform after the lemming has walked off the stairs.
-
- Tricky 9 - "They just keep on coming" - Block to the right, and send a scout
- to the left (as a floater). Build a bridge over the gap. Once the scout
- bounces off the first obstacle, build up to the left to provide a safe
- landing for the others. Then bash through the next obstacle and build over
- another gap. Remove the blocker to let the others through.
-
- Tricky 10 - "There's a lot of them about" - Send one scout from each
- entrance to the exit in the center and bash through the obstacle blocking
- the way. (It is easier to work one side at a time.) Then build up to the
- pillar next to the exit and finally to the exit. You may need to turn the
- scout into a basher after it has reached the exit, to stop it from building
- past the exit. Free the blockers on both sides.
-
- Tricky 11 - "Lemmings in the attic" - Build over the gap at the left end of
- the floor. When the second lemming is standing slightly to the left of the
- line between the first and second bricks to the left, turn it into a
- blocker. (If the blocker is in the correct position, the lemmings will fall
- on top of each other as they enter, making it easier to see their
- direction.) Once the builder on the left turns back to the right and is
- about one third of the way to the blocker, start him building until he
- reaches the wall on the right. Bash through to the exit. Then, one of the
- trapped lemmings should build over the blocker.
-
- Tricky 12 - "Bitter Lemming" - Turn all lemmings into floaters. Bash
- through the wall to the right and through the two pedestals on the left.
- Once one of the lemmings hits the pedestal on the right (where the exit is),
- make him build to the left to the pedestal in the middle. Place a blocker on
- the left end of this pedestal and build to the exit. (You might want to
- create the path to the exit while turning the other lemmings into floaters,
- since there is less chance for mistake when there are fewer lemmings
- wandering around.)
-
- Tricky 13 - "Lemming Drops" - Send a floater to land on the staircase to
- the right and block off both ends of the entrance platform. Build in a
- zig-zag pattern to create a safe landing for the other lemmings and to get
- out of this are. Continue building towards the top through the space in the
- middle of the screen. You should eventually create a path to a wooden
- platform just to the left of (and slightly above) the exit. Build to the
- exit and remove the blocker on the right.
-
- Tricky 14 - "MENACING!!" - Send a scout to the right and block off the
- left edge of the floor. Build over the gap in the middle of the floor and
- then build over the obstacles in the exit to reach the exit. Bomb the
- blocker on the right.
-
- Tricky 15 - "Ozone friendly Lemmings" - Pick any point and bomb four
- lemmings as the cross through this point. They should create a hole through
- the floor that allows the others to reach the exit.
-
- Tricky 16 - "Luvly Jubly" - Bomb one lemming just as it has entered. Once
- another lemming is in the pit created by the first and is heading to the
- right, turn it into a basher. It will bash through the floor and the wall in
- the middle of the screen. The pick a point and set other lemmings to explode
- as they pass through. They should create a hold that reaches the exit. (You
- may have to move the point slightly closer to pit the previous lemming
- created.)
-
- Tricky 17 - "Diet Lemmingoid" - Turn a lemming into a bomber just as he
- enters. Then set a second lemming to bomb when it is halfway under the
- fire-shooting object overhead. It should break through the thin obstacle to
- the right when it explodes.
-
- Tricky 18 - "It's Lemmingentary Watson" - When the first lemming is near
- the right end of the last column on the right, mine. There should be enough
- of the column left to the right to prevent any lemmings from jumping to the
- exit. Set the miner to explode just after he starts mining. You will
- probably also have to turn a few lemmings into builders (when they are on
- the left and middle columns) to give the miner time to finish his job. You
- might also need to use the floater to save one lemming.
-
- Tricky 19 - "Postcard from Lemmingland" - Create an athlete, and once he
- has climbed over his first wall, start bashing through the bricks to the
- right into the pit. After the athlete has climbed out of he pit and is about
- half of the way to the exit (from the pit), turn him into a digger. After
- four or five digs, turn him into a builder. He will turn to the left after
- building. Make him mine into the pit to meet with the other lemmings. You
- will have to find the precise location where the miner will meet with the
- others and give them a path to the exit, but not mine to oblivion.
-
- Tricky 20 - "One way digging to freedom" - Bash through the first obstacle
- to the right and block off the platform to the left. Create two athletes.
- Once the first one has climbed over the one-way obstacle, it should block
- while over a thick part in the floor. The other should bash through the
- one-way object when it heads to the left. Remove the blocker nearer to the
- exit.
-
- Tricky 21 - "All the 6's........" - Send a scout to the right. Bash
- through the right side of the first 6 and build to the middle 6. Bash
- through the left and then right sides of the middle 6. Then build to the
- third 6 and bash through to the exit. Free the blocker.
-
- Tricky 22 - "Turn around young lemmings!" Set the first two lemmings to
- explode from any point. They will create a pit from which the lemmings
- cannot escape. Build to the left out of this pit.
-
- Tricky 23 - "From the boundary line" - Turn the first lemming into an
- athlete and have the second athlete bash through the obstacle in the middle.
- Once the athlete has climbed out of the pit and is ear the exit, turn him
- into a digger. After digging a few times, turn him into a builder, and he
- will eventually turn back to the left. Get him to mine so that he hits the
- empty space underneath the pit and turns around towards the exit. From the
- pit, bash towards the hole the miner has created. (Even with this technique,
- some people have had a lot of trouble finishing this level. If you are
- also having trouble, the access code for #24 is "NMBMJNNGFW.")
-
- Tricky 24 - "Tightrope City" - Once the lemmings are close to the exit,
- make the second lemming from the right a blocker. Block the left end of the
- platform, and build to the exit with the scout. Then, one of the other
- lemmings should build over the blocker.
-
- Tricky 25 - "Cascade" - Turn the first and last nine lemmings into
- floaters. The first lemming should build over the gap, into the tall column
- blocking the exit. Bash through this column and build to the exit.
-
- Tricky 26 - "I have a cunning plan" - Use two bashers to get through the
- column and builders to keep the other lemmings occupied. Start mining in
- case any of the stairs is about to hit the middle column. (This is another
- difficult level that cannot be solved simply with an explanation. The access
- code for #27 is "CAJJMFMJFR.")
-
- Tricky 27 - "The Island of the Wicker people" - Put blockers on both edges
- of the platform. Use any combination of diggers, miners, and bashers to give
- the lemmings a safe landing. (It is best to make little use of diggers,
- since the lemmings will huddle together and it will be harder to see
- individual lemmings.) Once the lemmings have fallen through, block the left
- end of the floor and send two athletes over the one-way obstacle. After the
- lemmings have climbed over it, the first one should block near the right end
- of the screen. The other one should bash through the one-way obstacle. Build
- up to the exit with any remaining lemming.
-
- Tricky 28 - "Lost something" - Send a scout to the right, and block off the
- left. Build up to the rock that seems to float in the air. The exit is on
- the bottom off the rock (sitting on the steel floor), towards the middle.
- Bash, mine, or dig to find it. Free the blocker on the right.
-
- Tricky 29 - "Rainbow Island" - The first lemming should bash through the
- top arch. The others should dig into the arch just below the entrance on the
- right, into the chamber. Only the first lemming should be out of this
- chamber. Once he is to the right of this chamber, dig down, and almost
- immediately after falling, dig again, making sure not to get caught in the
- the grinder. Bash through three walls to the right to reach the exit. The
- other lemmings should bash to the right through the chamber wall, so they
- can follow the path created by the first lemming.
-
- Tricky 30 - "The Crankshaft" - Mine down to the right, through the column.
- Send two athletes over the next column to the right. After crossing over,
- the first should be turned into a blocker, so that the other turns to the
- left. Mine (to the left) through the column. One of the lemmings below
- should build up to the hole created by the miner. Remove the blocker and
- repeat to reach the exit.
-
- LEMMINGS is published and distributed by Psygnosis, Ltd.
-
- This walkthru is copyright (c) 1991 by Jason Strautman. All rights reserved.
-