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- Holiday Lemmings 1993
- =====================
-
-
- Contents
- --------
-
- This File contains my Solutions and Scores for each Level of the IBM version of
- Holiday Lemmings 1993; These Solutions are not unique and there may be others.
- This File also contains the Codes for each Level.
-
- In the summary of Skills available for each Level, the following abbreviations
- are used :
-
- Cl = Climber, Fl = Floater, Bo = Bomber, Bl = Blocker,
- Bu = Builder, Ba = Basher, Mi = Miner, Di = Digger.
-
-
- This File is designed to be printed on a Printer with 80 lines of 80 columns
- per page.
-
-
- Holiday Lemmings 1993 is Copyright (c) 1991-93 Psygnosis Ltd.
-
-
- Les Litwin, [100144,3252], January 1994.
-
-
- Flurry Levels
- -------------
-
- Level 1 : Climbing to the Top!
- 10 Lemmings, Save 100%, Rate 50, Time Limit 6'00"
- 20 Cl 20 Fl 20 Bo 20 Bl 20 Bu 20 Ba 20 Mi 20 Di
- Saved 100%, Time Remaining 5'30"
-
- Increase the Rate to Maximum and convert all the Lemmings to Climbers.
-
-
- Level 2 : Floating Lemming Flurry Code = IJJLDLCCAD
- 20 Lemmings, Save 75%, Rate 25, Time Limit 8'00"
- 25 Cl 25 Fl 25 Bo 25 Bl 25 Bu 25 Ba 25 Mi 25 Di
- Saved 100%, Time Remaining 7'35"
-
- Increase the Rate to Maximum and convert all the Lemmings to Floaters.
-
-
- Level 3 : Holiday Mining Code = NJLDLCADAQ
- 80 Lemmings, Save 62%, Rate 40, Time Limit 7'00"
- 30 Cl 30 Fl 30 Bo 30 Bl 30 Bu 30 Ba 30 Mi 30 Di
- Saved 100%, Time Remaining 5'52"
-
- Convert the 1st Lemming to a Basher to bash through the snowman. Convert
- the 1st Lemming to reach the snow wall into a Basher also. Finally,
- increase the Rate to Maximum.
-
-
- Level 4 : Lemming Tracks in the Snow! Code = JLDLCINEAJ
- 50 Lemmings, Save 90%, Rate 25, Time Limit 6'00"
- 20 Cl 20 Fl 20 Bo 20 Bl 20 Bu 20 Ba 20 Mi 20 Di
- Saved 100%, Time Remaining 4'42"
-
- Convert the 1st Lemming to a Basher to bash through the snowball. Convert
- the 1st Lemming to reach the rock wall into a Miner (this may need more
- than 1 attempt). Finally, increase the Rate to Maximum.
-
-
- Level 5 : Holiday South of the Equator Code = LDLCAJNFAS
- 75 Lemmings, Save 33%, Rate 40, Time Limit 5'00"
- 20 Cl 20 Fl 20 Bo 20 Bl 20 Bu 20 Ba 20 Mi 20 Di
- Saved 98%, Time Remaining 4'20"
-
- Convert the 1st Lemming to a Miner when it is just to the right of the
- Hatch. Convert the 1st Lemming (going left) to a Blocker when it is just to
- the left of the Hatch. Increase the Rate to Maximum, and when all the
- Lemmings are safely descending the completed mine-shaft, convert the
- Blocker to a Bomber.
-
-
- Page 1 of 10
- Holiday Lemmings 1993
- =====================
-
-
- Flurry Levels (continued)
- -------------------------
-
-
- Level 6 : Lemming Snowfall Code = DLCIKLLGAK
- 80 Lemmings, Save 50%, Rate 20, Time Limit 9'00"
- 10 Cl 10 Fl 10 Bo 10 Bl 10 Bu 10 Ba 10 Mi 10 Di
- Saved 100%, Time Remaining 6'17"
-
- Convert the 1st Lemming to a Basher to bash through the pole; Then when the
- 1st Lemming reaches the top of the mound just past the pole, convert it to
- a Builder (5 or 6 times, to build a ramp up towards the broken pole).
- Convert the 1st Lemming to reach the broken pole to a Basher. Finally,
- increase the Rate to Maximum.
-
-
- Level 7 : Lemming Snowjourn Code = LCANNLDHAI
- 50 Lemmings, Save 50%, Rate 40, Time Limit 5'00"
- 20 Cl 20 Fl 20 Bo 20 Bl 20 Bu 20 Ba 20 Mi 20 Di
- Saved 100%, Time Remaining 2'41"
-
- Convert the 1st Lemming to a Basher at the bottom of the 1st ice crevasse,
- repeat this 2 or 3 times until the Lemming reaches the mountain at the
- right (be careful not to bash to the left). Convert the 1st Lemming to
- reach the icicles on the right-hand side of the mountain to a Basher also,
- repeating this as necessary until it reaches the Exit.
-
-
- Level 8 : Vacation in Gemland Code = CINNLDLIAR
- 50 Lemmings, Save 100%, Rate 1, Time Limit 3'00"
- 1 Cl 0 Fl 0 Bo 0 Bl 8 Bu 3 Ba 0 Mi 2 Di
- Saved 100%, Time Remaining 0'26"
-
- Number the crystal formations from left to right, starting with the one
- underneath the Hatch.
-
- Convert the 1st Lemming to a Climber immediately. When the Climber reaches
- the vertical crystals of the 2nd formation, convert it to a Basher. When
- the Climber reaches the top of the single sloping crystal (3rd formation),
- convert it to a Builder (4 times, to build a ramp over the 4th formation to
- finish above the left-hand side of the 5th crystal formation). When the
- Climber reaches the right-hand vertical crystal (of the 5th formation),
- convert it to a Basher; Then when it reaches the left-hand edge of the 1st
- sloping crystal, convert it to a Builder (the ramp should just reach the
- left-hand side of the metal blocks of the Exit level, so that the Builder
- does not turn around). Convert any "trapped" Lemming to a Builder to build
- a ramp to the right allowing the Lemmings to "escape" (this may require
- more than 1 attempt). Finally, increase the Rate to Maximum.
-
-
- Level 9 : A Block from Home Code = CAJJMDLJAD
- 80 Lemmings, Save 93%, Rate 20, Time Limit 4'00"
- 10 Cl 10 Fl 10 Bo 10 Bl 10 Bu 10 Ba 10 Mi 10 Di
- Saved 98%, Time Remaining 2'39"
-
- Convert the 1st Lemming to a Basher to bash through the pile of snowballs;
- Meanwhile, convert the 1st Lemming to reach the last snowball on the left
- to a Blocker. Convert the 1st Lemming to reach the area between the metal
- blocks (the area to the right of the metal block below the bouncing
- snowman) to a Digger while it is still walking to the right; When the
- Digger is below the bottom of the right-hand metal block, convert it to a
- Basher (it should then bash a tunnel to the right). Increase the Rate to
- Maximum and when the last Lemming has emerged, convert the Blocker to a
- Bomber.
-
-
-
-
-
-
-
-
-
-
-
- Page 2 of 10
- Holiday Lemmings 1993
- =====================
-
-
- Flurry Levels (continued)
- -------------------------
-
- Level 10 : 32 Lemmings Below Zero Code = IKHMDLCKAL
- 32 Lemmings, Save 78%, Rate 32, Time Limit 7'00"
- 32 Cl 32 Fl 32 Bo 32 Bl 32 Bu 32 Ba 32 Mi 32 Di
- Saved 93%, Time Remaining 3'43"
-
- Convert the 1st Lemming to a Blocker when it reaches the top of the peak to
- the right of the Hatch. Convert the 2nd Lemming that goes left to a Blocker
- when it is at the left-hand side of the Hatch (at the top of the peak).
- When the "free" Lemming is above the point where the 2 sloping ice levels
- meet, convert it to a Miner. When the Lemming reaches the top of the last
- mound (to the right of the "island"), convert it to a Builder (3 times, to
- build a ramp up to the "island"); Then when it reaches the depression just
- to the right of the centre of the "island", convert it to a Builder again
- (4 times, to build a ramp up to the top of the metal blocks); While
- building the last part of the ramp, convert the left-hand Blocker to a
- Bomber. When the Builder reaches the flattish area on the left-hand slope
- below the Exit, convert it to a Builder again (twice, to build a ramp up to
- the Exit). Convert the remaining Blocker to a Bomber.
-
-
- Level 11 : At Home in a Cave Code = NJOLHCELAD
- 80 Lemmings, Save 97%, Rate 10, Time Limit 4'00"
- 10 Cl 10 Fl 10 Bo 0 Bl 10 Bu 5 Ba 5 Mi 5 Di
- Saved 100%, Time Remaining 2'27"
-
- Convert the 1st Lemming to a Digger when it reaches the right-hand side of
- the Hatch, then when the hole's depth is about the same as the height of 2
- Lemmings, convert the Digger to a Miner (you have to wait until the hole is
- deep enough to "trap" the Lemmings). Convert the 1st Lemming to reach the
- right-hand slope to a Basher, (1 Lemming might get past and start to ascend
- the slope, if this happens, convert the Lemming to a Miner when it is about
- halfway up the slope). When the Basher breaks through, increase the Rate to
- Maximum.
-
-
- Level 12 : Presents of Mind Code = JMDLCINMAS
- 80 Lemmings, Save 96%, Rate 50, Time Limit 4'00"
- 0 Cl 0 Fl 0 Bo 0 Bl 5 Bu 10 Ba 0 Mi 0 Di
- Saved 100%, Time Remaining 2'46"
-
- This Level requires frequent use of the Pause key to deal with the 2
- different sets of Lemmings.
-
- When the 1st Lemming from the right-hand Hatch reaches the snow cliff,
- convert it to a Basher. Meanwhile, when the 1st Lemming from the left-hand
- Hatch reaches the snowball, convert it to a Basher and convert the Lemming
- following it to a Builder (to slow it down). When the 1st Lemming from the
- left-hand Hatch is three-quarters of the way across the last block before
- reaching the gap, convert it to a Builder. Meanwhile, when the 1st Lemming
- from the right-hand Hatch, walking from right to left, reaches the top of
- the mound to the right of the angled gap, convert it to a Builder (to
- "bridge" the gap). Convert the 1st Lemming from the right-hand Hatch to
- reach the 1st snowball to a Basher; Repeating this for the 2nd snowball.
- Finally, increase the Rate to Maximum.
-
-
- Level 13 : Yo-yo Lem-lem Code = MDLCAJNNAL
- 80 Lemmings, Save 100%, Rate 1, Time Limit 4'00"
- 10 Cl 0 Fl 0 Bo 0 Bl 2 Bu 0 Ba 1 Mi 0 Di
- Saved 100%, Time Remaining 2'21"
-
- Convert the 1st Lemming to get halfway across the flat area at the top of
- the "stairs" (to the left of the ice bridge) to a Builder (to build a ramp
- up to the ice bridge); Convert the 3 Lemmings following it to Climbers.
- When the 1st Climber reaches the left-hand edge of the gap in the metal
- blocks, convert it to a Builder. Increase the Rate to Maximum. Convert any
- Lemmings that get trapped between the metal blocks to Climbers (when going
- left to right).
-
-
-
-
- Page 3 of 10
- Holiday Lemmings 1993
- =====================
-
-
- Flurry Levels (continued)
- -------------------------
-
-
- Level 14 : Marshmallow Land Code = DLCIJNMOAE
- 80 Lemmings, Save 93%, Rate 10, Time Limit 4'00"
- 10 Cl 10 Fl 10 Bo 10 Bl 10 Bu 10 Ba 10 Mi 10 Di
- Saved 98%, Time Remaining 2'24"
-
- Convert the 2nd Lemming to reach the top of the 1st slope to a Blocker.
- When the 1st Lemming is about a third of the way down the right-hand slope,
- convert it to a Builder (3 times, to build a ramp up to the dog's head - if
- the ramp is started from at the correct position, at the small notch, the
- ramp will just reach the dog's head and the Builder will not turn around);
- Increase the Rate to Maximum while doing this. Convert the Blocker to a
- Bomber when the Builder lands on the dog's head. When the Builder reaches
- the pillar, convert it to a Basher.
-
-
- Level 15 : Head for the Hills! Code = LCAOLMDPAQ
- 10 Lemmings, Save 100%, Rate 20, Time Limit 3'00"
- 10 Cl 10 Fl 10 Bo 10 Bl 10 Bu 0 Ba 0 Mi 0 Di
- Saved 100%, Time Remaining 2'36"
-
- Increase the Rate to Maximum. Convert each Lemming to a Builder when it
- nears the bottom of the crevasse (or anywhere on the right-slope while
- climbing out of the crevasse), forcing the Lemming to turn around and go
- left.
-
-
- Level 16 : The Long Way Around Code = CINNMDLQAK
- 50 Lemmings, Save 90%, Rate 20, Time Limit 4'00"
- 5 Cl 5 Fl 5 Bo 5 Bl 5 Bu 3 Ba 0 Mi 0 Di
- Saved 92%, Time Remaining 0'57"
-
- Convert the 5th Lemming to a Blocker when it is on the 1st mound to the
- right of the Hatch (above the 3rd snowball from the right on the level
- below). Convert the 1st Lemming to a Blocker when it reaches the top of the
- peak just to the left of the left-hand end of the snowball level below. You
- should now have 3 Lemmings between the 2 Blockers. Convert the 1st of these
- 3 Lemmings to a Blocker when it reaches the lowest point to the right of
- the left-hand Blocker; Then convert it to a Bomber. Convert the next of the
- 3 Lemmings, going from left to right, to a Basher when it is at the lowest
- point of the crater caused by the Bomber; Then when the Basher is just
- above a small flat area in the ceiling below, which in turn, is above the
- 4th snowball from the right on the level below, convert it to a Blocker and
- then convert it to a Bomber (the explosion should just break through -
- placement is critical if the Lemmings are to survive the fall). When the
- last of the 3 Lemmings reaches the ice wall, convert it to a Basher.
- Increase the Rate to Maximum. When the Basher reaches the 1st gap, convert
- it to a Builder. When the Builder reaches the 2nd gap, convert it to a
- Builder again. Convert the right-hand Blocker to a Bomber. When all the
- Lemmings are in the tunnel going right, convert the remaining Blocker to a
- Bomber.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Page 4 of 10
- Holiday Lemmings 1993
- =====================
-
-
- Blitz Levels
- ------------
-
- Level 1 : OogiLemming! Code = CAJJNNHBBD
- 25 Lemmings, Save 88%, Rate 80, Time Limit 9'00"
- 25 Cl 1 Fl 0 Bo 1 Bl 15 Bu 1 Ba 0 Mi 1 Di
- Saved 100%, Time Remaining 3'52"
-
- Convert the 1st Lemming to reach the snow level to a Climber and a Floater
- while going right. After the Athlete climbs the 2nd pole, wait until it
- reaches the low point about a third of the way from the left-hand pole,
- then convert it to a Builder (forcing it to turn around). When the Athlete
- is about two-thirds of the way down the mound to the right of the pole,
- convert it to a Builder (to build a ramp up to the pole, otherwise the
- Lemmings will not survive the fall); The Builder should turn around before
- finishing the ramp. After the Athlete climbs the 3rd pole, wait until it
- reaches the low point about halfway to the metal wall, then convert it to a
- Builder (forcing it to turn around). When the Athlete is at the top of the
- small mound just to the right of the pole, convert it to a Builder (to
- build a ramp up to the pole as for the 2nd pole). When the Athlete is about
- a third of the way up the long ice slope at the right, convert it to a
- Digger. When the Athlete reaches the icicle, convert it to a Basher.
- Convert all of the remaining Lemmings to Climbers, but only when they are
- going from left to right.
-
-
- Level 2 : Lemmings Up High Code = IJJLFLCCBG
- 80 Lemmings, Save 100%, Rate 20, Time Limit 5'00"
- 0 Cl 0 Fl 0 Bo 0 Bl 11 Bu 1 Ba 0 Mi 1 Di
- Saved 100%, Time Remaining 2'54"
-
- Convert the 1st Lemming to a Digger when it reaches the small flat area
- just to the right of the landing area. Convert the Lemming that gets past
- the Digger to a Builder when it reaches the small flattish mound just to
- the right of the Digger (8 times, to build a ramp up towards the Exit).
- Meanwhile, when the hole is just deep enough to "trap" the Lemmings,
- convert the Digger to a Builder (to make it stop digging). When the last
- part of the ramp is started, convert any "trapped" Lemming to a Basher to
- bash right; When the Basher is level with the left-hand edge of the ramp,
- convert it to a Builder (to make it stop bashing, this may also allow some
- Lemmings to "escape"). Convert any "trapped" Lemming, going left to right,
- to a Builder to build a ramp out of the hole, allowing the Lemmings to
- "escape" (you only have 1 attempt at this). Finally, increase the Rate to
- Maximum.
-
-
- Level 3 : Check Your Hints! Code = NJLFLCADBD
- 80 Lemmings, Save 100%, Rate 20, Time Limit 6'00"
- 1 Cl 5 Fl 0 Bo 5 Bl 1 Bu 0 Ba 0 Mi 1 Di
- Saved 100%, Time Remaining 4'41"
-
- This level appears to have 13 Exits, but only 1 Exit is real; The answer to
- this level is given in the manual - it is the middle Exit that is the real
- one.
-
- After the 1st Lemming lands, increase the Rate to Maximum. When the 1st
- Lemming reaches the lowest point above the middle (7th) Exit, convert it to
- a Digger (if you do not start digging in the correct place, then some
- Lemmings will be able to climb out of the hole before it becomes deep
- enough). All the Lemmings should fall into the hole while it is still being
- dug (otherwise they will not survive the fall).
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Page 5 of 10
- Holiday Lemmings 1993
- =====================
-
-
- Blitz Levels (continued)
- ------------------------
-
-
- Level 4 : Santus Lemmingus Code = JLFLCINEBM
- 80 Lemmings, Save 100%, Rate 30, Time Limit 6'00"
- 1 Cl 1 Fl 5 Bo 2 Bl 1 Bu 1 Ba 0 Mi 2 Di
- Saved 100%, Time Remaining 4'31"
-
- Convert the 1st Lemming to a Climber and a Floater. After the 4th Lemming
- lands, increase the Rate to Maximum. Let the Athlete start climbing the
- right-hand wall; Convert the 1st Lemming to reach the small depression near
- the right-hand wall to a Digger. When the Athlete lands on the ledge on the
- right-hand side of the wall, convert it to a Builder at the very edge of
- the ledge. Meanwhile, when the Digger gets about halfway down, convert it
- to a Basher to bash a tunnel through to the right.
-
-
- Level 5 : It Came Upon a Lemnight Clear Code = LFLCAJNFBF
- 80 Lemmings, Save 93%, Rate 1, Time Limit 5'00"
- 1 Cl 1 Fl 1 Bo 1 Bl 10 Bu 1 Ba 1 Mi 1 Di
- Saved 100%, Time Remaining 3'04"
-
- Convert the 1st Lemming to a Climber. When the Climber reaches the right-
- hand edge of the metal block, convert it to a Builder (3 times, to build a
- ramp up to the snow wall); Then just before the Builder turns around,
- convert it to a Miner. When the Miner breaks through the right-hand side of
- the snow wall, convert it to a Builder (3 times, to build a ramp to cross
- the gap). While building the last part of the ramp, convert any "trapped"
- Lemming, going right, to a Builder when at the top of the right-hand mound,
- to allow the Lemmings to "escape". Increase the Rate to Maximum. When the
- Climber reaches the last mound before the right-hand metal block below the
- Exit, convert it a Builder (to build a ramp up to the Exit).
-
-
- Level 6 : A Single Lemming. . . Code = FLCIJNLGBO
- 80 Lemmings, Save 100%, Rate 70, Time Limit 4'00"
- 0 Cl 0 Fl 5 Bo 5 Bl 1 Bu 1 Ba 0 Mi 1 Di
- Saved 100%, Time Remaining 2'08"
-
- After the 4th Lemming lands, increase the Rate to Maximum. Wait until the
- 1st Lemming turns left (at the far right-hand snow cliff), then convert it
- to a Basher to bash left through the snow mountain towards the Exit.
-
-
- Level 7 : Break on through. . . Code = LCANNLFHBL
- 60 Lemmings, Save 91%, Rate 30, Time Limit 4'00"
- 0 Cl 12 Fl 25 Bo 0 Bl 19 Bu 93 Ba 0 Mi 0 Di
- Saved 98%, Time Remaining 0'39"
-
- The Time Limit is fairly close on this Level.
-
- Convert the 1st Lemming, going left, to a Builder as it starts to descend
- the 4th peak from the left-hand wall, (4 or 5 times, to build a ramp up to
- near the top of the left-hand wall). Meanwhile, convert the 2nd Lemming,
- going left, to a Builder as it starts to descend the 2nd peak from the
- left-hand wall (twice) to build a ramp up to the left-hand wall to catch
- any Lemmings that fall off the 1st ramp (this ramp does not have to reach
- the left-hand wall, but it must end underneath the overhang further up the
- wall). When the 1st ramp is completed, convert any Lemming ascending the
- 1st ramp to a Bomber when it is above the centre of the 3rd peak from the
- left-hand wall (this should cause it to explode on the left-hand wall in
- the top left-hand corner). Convert the 1st Lemming to reach the left-hand
- side of the bomb crater to a Basher (this must be from the side of the
- crater, not from the crater's bottom). When the Basher is about two-thirds
- of the way through the wall, convert it to a Builder (to make it stop
- bashing). Then convert any Lemming, going right, to a Builder at a point
- just inside the tunnel (to build a ramp up to the top of the right-hand
- side of the crater).
-
- (continued)
-
-
-
-
- Page 6 of 10
- Holiday Lemmings 1993
- =====================
-
-
- Blitz Levels (continued)
- ------------------------
-
-
- Level 7 continued :
-
- Convert any Lemming, at the top of this new ramp, to a Basher (to bash a
- tunnel to the right). If the height of the tunnel is correct, then it
- should break through to the surface at some point before the Exit; Shortly
- after this occurs, convert the Basher to a Builder (to make it stop bashing
- and hopefully, build a ramp out of the tunnel to the surface). If required,
- convert any Lemming, going right, to a Builder when it is level with the
- left-hand edge of a gap in the tunnel's ceiling (to build a ramp out of the
- tunnel to the surface, this may require more than 1 attempt).
-
-
- Level 8 : Presents of Mind II Code = CIOLLFLIBD
- 80 Lemmings, Save 100%, Rate 55, Time Limit 2'00"
- 0 Cl 0 Fl 0 Bo 0 Bl 3 Bu 2 Ba 0 Mi 0 Di
- Saved 100%, Time Remaining 0'26"
-
- This Level requires frequent use of the Pause key to deal with the 2
- different sets of Lemmings; The Time Limit is also fairly close on this
- Level.
-
- Convert the 2nd Lemming from the left-hand Hatch to a Basher when it
- reaches the bottom of the crevasse (to the left of the metal block near the
- top of the snow mountain), to slow the Lemming down. Convert the 1st
- Lemming from the left-hand Hatch to a Basher when it reaches the snowman.
- Meanwhile, convert the 1st Lemming from the right-hand Hatch, going from
- right to left, to a Builder at the very edge of the gap to the left of the
- snow cliff. Meanwhile, convert the 1st Lemming from the left-hand Hatch to
- a Builder at the very edge of the last gap before the Exit. Finally,
- increase the Rate to Maximum.
-
-
- Level 9 : Lemmings. . . The Motion Picture Code = CAJJMFLJBG
- 80 Lemmings, Save 93%, Rate 25, Time Limit 9'00"
- 2 Cl 10 Fl 1 Bo 10 Bl 30 Bu 10 Ba 10 Mi 10 Di
- Saved 98%, Time Remaining 2'05"
-
- Convert the 1st Lemming to a Climber and a Floater. Convert the 2nd Lemming
- to a Blocker when it is about two-thirds of the way across the flat area to
- the right of the cliff below the Exit. When the Athlete reaches the 1st gap
- in the ice slopes, convert it to a Builder (to "bridge" the gap). After
- falling off the end of the ice slope, convert the Athlete to a Builder
- again, to "bridge" the next gap in the ice slopes; Then after crossing the
- gap, wait until the Athlete is about a third of the way up the ice slope,
- then convert it to a Builder again (to force it to turn around). When the
- Athlete is just above the top of the previous ramp, convert it to a Builder
- (4 times, to build a ramp up to the underneath of the left-hand ice slope);
- The Builder should turn around before completing the ramp. After falling
- off the end of the ice slope, convert the Athlete to a Builder to "bridge"
- the next gap in the ice slopes. The Builder should turn around after
- completing the "bridge", when it does so, immediately convert it to a
- Builder again (3 times, to build a ramp up to the underneath of the left-
- hand ice slope); The Builder should turn around before completing the ramp.
- After falling off the end of the ice slope, convert the Athlete to a
- Builder again, to "bridge" the next gap; Then after crossing the gap, wait
- until the Athlete is about a quarter of the way up the ice slope, then
- convert it to a Builder again (to force it to turn around). When the
- Athlete is just above the top of the previous ramp, convert it to a Builder
- (4 times, to build a ramp up to the underneath of the left-hand ice slope);
- The Builder should turn around before completing the ramp. After falling
- off the end of the ice slope, convert the Athlete to a Builder to "bridge"
- the next gap; Then after crossing the gap, wait until the Athlete is about
- halfway up the ice slope, then convert it to a Builder again (to force it
- to turn around). After the Builder turns around, convert it to a Builder
- again when it nears the top of the earlier ramp to build a ramp to
- "overlap" the earlier ramp (this step is not necessary if there is no gap
- between the top of the earlier ramp and the surface of the slope).
-
- (continued)
-
-
- Page 7 of 10
- Holiday Lemmings 1993
- =====================
-
-
- Blitz Levels (continued)
- ------------------------
-
-
- Level 9 continued :
-
- After the Athlete crosses the gap, convert it to a Builder when it is about
- a quarter of the way down the ice slope (3 times, to build a ramp up to the
- underneath of the left-hand ice slope); The Builder should turn around
- before completing the ramp. After falling off the end of the last ice
- slope, wait until the Athlete is at the top of the mound just to the left
- of the Exit, then convert it to a Digger; When the hole is about one
- Lemming deep, convert the Digger to a Builder (so that it stops digging and
- climbs out of the hole leftwards). When the Athlete reaches the top of the
- next mound, convert it to a Builder (3 times, to build a ramp up to the
- underneath of the left-hand ice slope); While doing this, convert the
- Blocker to a Bomber. The Builder should turn around before completing the
- ramp, when it does so, wait until it is just over halfway down the ramp,
- then convert it to a Builder (twice, to build a ramp to the right towards
- the Exit over the hole dug earlier, and to "catch" the Lemmings as they
- fall off the end of the ice-slope above).
-
-
- Level 10 : The Wrath of Lem Code = IKHMFLCKBO
- 80 Lemmings, Save 100%, Rate 20, Time Limit 4'00"
- 0 Cl 0 Fl 0 Bo 2 Bl 5 Bu 3 Ba 1 Mi 2 Di
- Saved 100%, Time Remaining 2'50"
-
- This Level requires the use of the Pause key to deal with the 2 different
- sets of Lemmings.
-
- Convert the 1st Lemming from the right-hand Hatch to a Miner when it nears
- the rocks at the right-hand side, then, if the Miner does not stop by
- itself, convert it to a Builder to make it stop (the mining is necessary
- so that the Lemmings to not climb over the rocks). Meanwhile, Convert the
- 1st Lemming from the left-hand Hatch to a Builder when it reaches the top
- of the slope (just as it starts to descend). Meanwhile, if the gap between
- the first 2 Lemmings from the right-hand Hatch is small, then convert the
- 2nd Lemming to a Builder just before it reaches the left-hand slope, to
- slow it down. Convert the 1st Lemming from the right-hand Hatch to a
- Builder when it reaches the top of the slope (just as it starts to descend,
- this ramp must not meet the ramp from the other side of the gap).
-
-
- Level 11 : The Search for Lem Code = NJMFLCALBM
- 80 Lemmings, Save 100%, Rate 5, Time Limit 6'00"
- 1 Cl 0 Fl 1 Bo 1 Bl 8 Bu 1 Ba 1 Mi 1 Di
- Saved 100%, Time Remaining 3'34"
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- Convert the 2nd Lemming to a Digger when it is over the buried metal block
- and is to the right of the mound (to "trap" the Lemmings). Convert the 1st
- Lemming to a Builder when it reaches the extreme right-hand edge near the
- bottom of the right-hand slope (to "bridge" the gap to the metal block).
- When the Builder reaches the right-hand edge of the metal block, convert it
- to a Builder again (to "bridge" the gap); Repeat this for the next 2 gaps.
- When the Builder reaches the right-edge of the last metal block, convert it
- to a Builder to start building a ramp up towards the Exit (4 times); This
- ramp will not reach, unless it is "staggered" by not starting the next
- section of the ramp until the Builder finishes the previous section and
- starts walking. When the last part of the ramp is started, convert any
- "trapped" Lemming to a Basher (to bash a tunnel to the right). Finally,
- increase the Rate to Maximum.
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- Page 8 of 10
- Holiday Lemmings 1993
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- Blitz Levels (continued)
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- Level 12 : The Voyage Home Code = JMFLCINMBF
- 80 Lemmings, Save 87%, Rate 15, Time Limit 7'00"
- 0 Cl 0 Fl 2 Bo 0 Bl 0 Bu 0 Ba 0 Mi 1 Di
- Saved 97%, Time Remaining 4'56"
-
- If you look at the top level, you will notice a pattern in the sequence of
- depressions in the surface, a small depression is followed by a larger one
- and then the sequence repeats. Now if you go to the right-hand end of the
- top level and number the depressions from right to left, you will notice
- that the surface between the 8th and 10th depressions is lower than the
- surrounding area, and that consequently, the 10th depression is deeper than
- the others. Continue leftwards to locate the area between the 13th and 14th
- depressions. Now you are ready for this level.
-
- After the 4th Lemming lands, increase the Rate to Maximum. Convert the
- first 2 Lemmings to Bombers when they are halfway between the 13th and 14th
- depressions, they should both explode at the 10th depression and break
- through to the level below. Wait until the 1st Lemming begins to descend
- the short slope near the right-hand wall, then convert it to a Digger (to
- dig through to the final level and to stop the Lemmings from going
- leftwards).
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- Level 13 : The Final Frontier Code = MFLCEJLNBQ
- 70 Lemmings, Save 92%, Rate 40, Time Limit 7'00"
- 1 Cl 1 Fl 1 Bo 2 Bl 9 Bu 1 Ba 1 Mi 2 Di
- Saved 97%, Time Remaining 4'01"
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- Convert the 1st Lemming to a Builder when it reaches the right-hand side of
- the 1st cloud (to cross the gap to the cloud to the right and below).
- Convert the 2nd Lemming to a Blocker under the right-hand side of the Hatch
- and convert the 3rd Lemming to a Blocker under the left-hand side of the
- Hatch. When the Builder reaches the highest point on the next cloud,
- convert it to a Digger; Then when the hole is about one Lemming deep,
- convert it to a Basher (to bash right). When the Basher reaches the right-
- hand edge of the cloud, convert it to a Builder (3 times, to cross the gap
- to the right-hand cloud, don't worry if the Builder hits its head on the
- underside of the cloud above the top of the ramp and turns around, it will
- come back). After landing on the right-hand cloud, wait until the Lemming
- is on the flat area on the right-hand side of the cloud, then convert it to
- a Builder (4 times, to build a ramp up to the cloud on top of the metal
- blocks). When the Builder lands on the metal blocks, convert the right-hand
- Blocker to a Bomber. Meanwhile, when the Builder lands on the cloud below
- the metal blocks, convert it to a Builder (to cross the gap to the Exit).
- Finally, when all the Lemmings have made it to the Exit, Nuke the remaining
- Blocker.
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- Level 14 : The Undiscovered Country Code = FLCMJLMOBJ
- 80 Lemmings, Save 100%, Rate 10, Time Limit 9'00"
- 0 Cl 0 Fl 0 Bo 0 Bl 0 Bu 10 Ba 10 Mi 10 Di
- Saved 100%, Time Remaining 7'59"
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- The Exit for this Level is hidden somewhere in the snow.
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- Convert the 1st Lemming to a Miner as it begins to ascend the left-hand
- slope. When the Miner is about 3 blocks from the left-hand wall, convert it
- to a Basher (to bash a tunnel to the left). Increase the Rate to Maximum.
- When the tunnel face is 1 block from the left-hand wall, convert the Basher
- to a Digger (to dig a shaft down to the hidden Exit).
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- Page 9 of 10
- Holiday Lemmings 1993
- =====================
-
-
- Blitz Levels (continued)
- ------------------------
-
-
- Level 15 : The Needs of the Many. . . Code = LCANNMFPBE
- 15 Lemmings, Save 53%, Rate 50, Time Limit 8'00"
- 11 Cl 11 Fl 5 Bo 0 Bl 2 Bu 1 Ba 0 Mi 0 Di
- Saved 53%, Time Remaining 5'54"
-
- Convert the first 11 Lemmings to Floaters as they emerge (ignoring the
- other 4). Convert any Lemming, going right, to a Climber; Then when the
- Climber is about halfway up the right-hand wall, convert it to a Bomber (to
- explode at the top of the wall). Convert any Lemming, going right, to a
- Climber. Wait until the Climber reaches the bomb crater, then when it turns
- left, convert it to a Builder to build a ramp across the gap (the ramp must
- start inside the crater, otherwise the other Lemmings will not be able to
- climb up the wall). When the Climber, going right again, is just over three
- quarters of the way down the slope, convert it to a Builder (to build a
- ramp up to the ice at the top of the right-hand wall). Meanwhile, convert
- all the remaining Lemmings to Climbers (but only when they're going right).
- Convert the 1st Lemming to reach the snowman to a Basher. Convert the 1st
- Lemming to reach the top of the "stairs" to the right of the snowman to a
- Bomber (to explode against the right-hand wall); Convert the 2nd Lemming to
- a Bomber when it is halfway between the top of the "stairs" and the small
- depression further to the right (to explode at the right-hand side of the
- previous bomb crater and blow a hole in the wall).
-
-
- Level 16 : The Next Lemeration Code = BMNNMNLQBI
- 50 Lemmings, Save 96%, Rate 30, Time Limit 5'00"
- 0 Cl 0 Fl 5 Bo 1 Bl 1 Bu 1 Ba 1 Mi 0 Di
- Saved 96%, Time Remaining 3'32"
-
- Convert the 1st Lemming to a Bomber just before it reaches the 3rd
- depression from the right-hand end of the upper level (to explode at the
- right-hand end to create a "ledge" allowing the Lemmings to survive the
- fall to the lower level). Convert the 1st Lemming to reach the right-hand
- wall to a Basher. Meanwhile, convert the 3rd Lemming after the Basher to a
- Miner as it nears the right-hand end of the upper level (to slow it down).
- Increase the Rate to Maximum. Wait until the 1st Lemming reaches the centre
- of the depression almost directly above the left-hand side of the metal
- blocks surrounding the Exit, then convert it to a Bomber (to explode above
- the small rock blocking the gap leading to the Exit). Meanwhile, at the
- left-hand end of the lower level, wait until the 1st Lemming starts to
- descend the final slope, then convert it to a Builder (it should stop
- building almost immediately, but only after "bridging" the small gap to the
- icicle).
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- Page 10 of 10
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