From: ephraim@think.com (Ephraim Vishniac) Date: 8 Nov 1993 14:24:40 GMT Newsgroups: alt.lemmings,comp.sys.mac.games Subject: A Lemmings Walkthrough (Macintosh edition) 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...