Oh No! More Lemmings FAQ/Walkthrough v1.0
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Oh No! More Lemmings FAQ/Walkthrough

by dancingcabanaboy   Updated to v1.0 on
This walkthrough was originally written for Oh No! More Lemmings on the PC, but the walkthrough is still applicable to the Mac version of the game.

   ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
   OH NO! MORE LEMMINGS (PC)
   FAQ/Walkthrough v1.0
   Written by Snow Dragon © 2007.
   All rights reserved.
   Contact at [sdfaqs@gmail.com].
   ______________________________



   NOTE: This FAQ makes extensive use of the overscore character ( ¯ ), which
         is not a standard ASCII character but makes for a cleaner format.
         Please make sure you are viewing the FAQ in the proper encoding, as
         some browsers may read the character as gibberish.


   This FAQ is dedicated to my girlfriend April. The last six months with you
   have been the most fantastic time of my life. You have had a profound
   impact on me, and I can only hope my impact on you has been just as
   profound. I see things more clearly now because of you. You open my eyes in
   the morning, and close them at night. Thank you for being you. I love you so
   much, my sweetheart ... my angel ... my panda.


                                                                   Yours,
                                                                   -Jess
       

   = | =================
   = | TABLE OF CONTENTS
   = | =================

   1  Introduction
   2  How to Play
     2.1  Title Screen
     2.2  Vital Statistics
     2.3  Field of Play
   3  Helpful Tips & Techniques
   4  Appendix of Traps
     4.1  General Environmental Hazards
     4.2  Brick Traps
     4.3  Snow Traps
     4.4  Mine Traps
     4.5  Gold World Traps
   5  Walkthrough
     5.1  A Few Things to Remember
     5.2  Tame
     5.3  Crazy
     5.4  Wild
     5.5  Wicked
     5.6  Havoc
   6  Credits & Copyrights

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   = | ============
   1 | INTRODUCTION
   = | ============

Hello all, and welcome to this FAQ-slash-walkthrough for Oh No! More Lemmings,
the pseudo-sequel to one of the greatest puzzle games of all time starring
everyone's favorite green-haired rodents who walk mindlessly off of ledges and
into the gaping maw of death. The Lemmings series is a strong favorite of mine,
and this is my third FAQ for the series, so it looks like I'm well on my way to
a Lemmings legacy here!

If this guide feels incredibly similar to my Lemmings guide, it should. ONML
plays identically to Lemmings in all respects. It's not really a true sequel -
more of an expansion on the themes and play style of the original (Lemmings 2:
The Tribes is the real sequel). Some sections are nearly the same as the
original, although slightly rewritten for clarity and brevity and other such
important things. There's not a whole lot I had to change, aside from the
walkthrough, of course.

One important thing to note about this walkthrough is that it was written based
on the PC-CD version released by Slash Corporation in 1995, in which it was
paired with the original Lemmings on a single disc. In the transition from
floppy disk to CD, a few very small but integral changes were implemented, the
most notable of which is that the height from which Lemmings "splat" was
increased by a few pixels, although this is not as significant in ONML as in
the original Lemmings.

If you feel a burning within your loins to get in contact with me regarding
this or any of my other FAQs, feel free to e-mail me at [sdfaqs@gmail.com] with
your questions, suggestions, requests, or complaints, or if you just want to
drop a line and wish me well. Make sure you put the name of the game you're
e-mailing me about in the subject line, as that will decrease the chances of
the message getting deleted on sight quite substantially.

That's all for that, so let's dig into the game!

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   = | ===========
   2 | HOW TO PLAY
   = | ===========

Lemmings games are easy to get into. The controls are simple and the interface
is intuitive, making it easy to get sucked in. And once you've checked into the
Lemmings hotel, you don't check out too easily.

There are three main screens that you'll be dealing with throughout the course
of the game: the title screen, the vital statistics screen, and the field of
play. Below you'll find detailed explanations and reasonable facsimiles of how
they look, which are taken straight from my Lemmings FAQ because the title
screens of the two games are exactly identical.


   --- | ----------------
   2.1 | The Title Screen
   --- | ----------------

Diagram:


        F1-----------o  F2-----------o  F3-----------o  o-------------o
        |            |  |            |  |            |  | (up)        |
        |  1-Player  |  |    New     |  |            |  |        TAME |
        |            |  |   Level    |  |            |  | (down)o-----|
        o------------o  o------------o  o------------o  o-------------o

                        ESC----------o  F4-----------o
                        |            |  |pictures of |
                        |    Exit    |  | methods of |
                        |    DOS     |  |  control   |
                        o------------o  o------------o


1-Player: Although obliquely worded, this is the button that kicks things off.
          Contrary to what it implies, there is no two-player mode in Oh No!
          More Lemmings. Press F1 to start on the game's first level (or on the
          level you entered a password for). On the Macintosh version of the
          game, this button is more helpfully titled "Let's Go!"


New Level: Another button with a different function than what it suggests.
           Instead of allowing you to create your own levels, when you press F2
           you will be prompted to enter a ten-letter password. If correctly
           entered, the level that corresponds with the password will appear
           on the screen, and you will be taken to the title screeen. Press F1
           once this happens to play the level you entered the password for.


Music & Sound: The F3 key toggles between music and sound, sound only, and
               complete silence (the option seen in the diagram above). There
               is no option for music only.


Difficulty: Press Up and Down to toggle between the game's five difficulty
            levels (Tame, Crazy, Wild, Wicked, and Havoc). Tame is the easiest,
            and Havoc is the hardest. If you choose a difficulty rating without
            entering a password, you will start on the first level of that set.


Exit to DOS: When the insane difficulty of the game bears down too hard on your
             soft, tender brain, simply press the Esc key to return to DOS or
             Windows or whatever you're running the game out of.


Control: Press the F4 key to go to a screen where you can choose and calibrate
         a method of control. Because the Lemmings games often necessitate
         adept reflexes and lightning-quick movements, especially in the later
         levels, I strongly recommend using the mouse, which is the most
         intuitive peripheral and therefore the best choice for this game. (And
         also the reason why the console ports are all but unplayable. Don't
         even get me started.)


   --- | ----------------
   2.2 | Vital Statistics
   --- | ----------------

Prior to each level, you will see this screen, which allows you to soak in all
the information and get an idea of the kind of havoc the level in question will
be playing on your senses. It lists everything you need to know except for how
many of each task you are given, which you will learn and plan your strategy
around accordingly once you enter the level.

Diagram:


           o------------------------------------------------------o
           |                                                      |
           |                       (map)                          |
           |                                                      |
           o------------------------------------------------------o

                           Number of Lemmings  ??

                           % To Be Saved       ??

                           Release Rate        ??

                           Time         ? Minutes

                           Rating              --


Map: The map shows a small-scale version of what the level will actually look
     like.


Number of Lemmings: Shows you the total number of Lemmings that will be present
                    in the level. There can be anywhere from one Lemming in a
                    level to 80.


% To Be Saved: You must save a pre-determined amount of Lemmings in each stage;
               this is expressed in this field as a percentage. To calculate
               just how many Lemmings the percentage entails, take out a
               calculator and multiply the total number of Lemmings by the
               percentage, which you should express as a two-digit decimal
               number. For example, if there are 80 Lemmings in a stage, and
               the stats screen says you have to save 75% of them, you would
               multiply 80 x .75, which equals 60. You would have to save 60
               Lemmings to achieve the minimum 75%-saved requirement.


Release Rate: This number is an expression of how fast the Lemmings will fall
              out of the starting hatch, ranging from 1 to 99. At a release
              rate of 1, you will see one Lemming fall out of the hatch roughly
              every three seconds. Conversely, if the release rate is 99, the
              Lemmings will pour out of the starting hatch at great speed. It
              may be necessary to raise or lower the release rate in order to
              make a level more manageable, although you cannot take it lower
              than what it initially started out at (and some levels start with
              the RR at 99 - yikes!). Another handy use of the release rate is
              to set it to 99 once a path to the exit has been made so that all
              Lemmings who have not yet entered the level make their way out of
              the hatch faster.


Time: In this game, the amount of time you have to beat a level is always a
      whole integer. You may be given anywhere from a measly one minute to an
      ample nine to beat a level.


Rating: This simply tells you what difficulty set this level is a part of. The
        five difficulties are Tame (ridiculously easy), Crazy, Wild, Wicked,
        and Havoc (hair-pullingly hard).


   --- | -------------
   2.3 | Field of Play
   --- | -------------

Here is where all the actual gameplay takes place. On this screen you will
start assigning your Lemmings commands in your valiant attempt as their divine
intercessor to transport as many of them as possible to safety. Below the
screen is a row of icons that allow you to select tasks, raise and lower the
release rate, and do a couple of other things as well. This is also the section
where the various Lemming tasks will be explained in terms of what they do and
the effects they have in the short and long term.

Diagram:


        --------------------------------------------------------------





                          a portion of the gaming area




       o--------------------------------------------------------------o
       | + | - |CLI|FLO|BOM|BLK|BLD|BSH|MIN|DIG|   |   |              |
       |   |   |   |   |   |   |   |   |   |   |PSE|NUK|   mini-map   |
       |???|???|???|???|???|???|???|???|???|???|   |   |              |
       o--------------------------------------------------------------o


Plus & Minus: These two buttons on the far left are the ones you use to adjust
              the release rate. The release rate can be set as low as 1 and as
              high as 99. You cannot set it below the initial release rate
              assigned for the stage.


CLI (Climber): A Lemming who is assigned to the role of climber will be able to
               scale walls. He can only climb perfectly straight walls, and
               will fall if he runs into a bump or other anomaly. A Lemming who
               is turned into a climber stays a climber for the rest of the
               level, or until he dies - whichever comes first.


FLO (Floater): Turning a Lemming into a floater equips him with an umbrella,
               which he will deploy when falling from high distances; this
               prevents him from falling to his death via the process known as
               "splatting". As with climbers, floaters stay that way until they
               reach the end of the level or die.


**One important word of note: A Lemming can be both a climber and a floater at
  the same time. When this condition arises, the game labels the Lemming an
  "Athlete". Since the game uses this terminology, I do as well, and so it
  would behoove you to commit it to memory since it will be used extensively in
  the walkthrough. It's easy to remember: an athlete is simply a Lemming that
  is both a climber and a floater.

  Let's carry on.


BOM (Bomber): When you click on a Lemming to make him a bomber, a five-second
              detonation timer appears over his head. At the end of the five
              seconds, the Lemming explodes, never to see the light of another
              day. Although usually applied to blockers, situations will arise
              in which the task must be applied to walkers as well. Generally,
              you should aim to use as few bombers as necessary in order to
              keep your chances of victory intact. Lemmings can't bomb through
              steel under normal circumstances (some exceptions are listed in
              later sections).


BLO (Blocker): When a Lemming is made into a blocker, he will stand stock-still
               with his arms extended. Other Lemmings who walk into him will
               turn around and start walking in the other direction. Although
               they can usually be used abundantly in the earlier levels, later
               stages will not give you blockers, forcing you to find more
               creative ways of keeping your herds contained. (Alternately,
               there is also the scenario in which you ARE given blockers but
               cannot use them because doing so would mean keeping too many
               Lemmings from reaching the exit and finishing the stage just
               short of the minimum percentage.)

               Usually, the way to clear out blockers is to blow them up with
               either a bomber or the nuke button (next to the mini-map).
               However, special situations do exist in which a blocker can be
               freed from his task without having to blow him up, and indeed,
               this is sometimes necessary in the completion of later stages.


BLD (Builder): Arguably the most frequently used function in the game, the
               builder constructs a twelve-tile bridge situated at a 45-degree
               angle. When he is on his last three tiles, you will hear a
               clicking noise indicating that he is about to run out. When he
               shrugs, you can either continue building or let him walk.


BSH (Basher): Bashers punch through a wall in a straight horizontal line, and
              will continue to do so until they reach the end of the wall or
              until they hit steel.


MIN (Miner): A Lemming who is turned into a miner will take up his pick-ax and
             start hacking through the ground diagonally in the direction he
             was facing when you clicked him. Lemmings can't mine through
             steel, with some minor exceptions of course.


DIG (Digger): Diggers get down on their knees and tunnel through the ground
              in a straight vertical line with their bare hands. Lemmings can't
              dig through steel, although again, there are some exceptions to
              this rule.


PSE (Pause): Represented by an icon that looks like a small set of paws.
             *groan*

             Anytime you need to stop the action, click this icon or press F11
             and the game will stop. Click or press again to resume.


NUK (Nuke): When all hope of saving any more Lemmings has faded, or if you've
            already saved the minimum percentage and are too impatient to save
            the rest, this is the button for you. Double-click it or press F12
            twice to turn every remaining Lemming into bombers (Lemmings will
            also stop flowing from the hatch, if they still were). 

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   = | =========================
   3 | HELPFUL TIPS & TECHNIQUES
   = | =========================

The Lemmings games are easy to learn, but difficult to master. Sure, you can
dive right in and pretend you know what you're doing, but if you don't gather
your bearings soon, the game will own you in a hurry. Fortunately, there are a
lot of little things you can do that will step up your game a lot. If you can
learn these little tricks and put them to good use as you play, the game should
be a little easier to get the hang of.


1. Hot keys
¯¯¯¯¯¯¯¯¯¯¯
This is probably the most important thing you need to get used to doing if you
are to have any hope of succeeding. Each task on the taskbar can be selected
with one of the F keys; a list of the F keys that correspond to each command
follows.

   F1 - Lower release rate
   F2 - Raise release rate
   F3 - Climbers
   F4 - Floaters
   F5 - Bombers
   F6 - Blockers
   F7 - Builders
   F8 - Bashers
   F9 - Miners
   F10 - Diggers
   F11 - Pause the game
   F12 - Nuke all the Lemmings (press twice)

The hot keys are a godsend, and allow you to do a lot of things you can't
normally do with the mouse. You can assign tasks faster, raise and lower the
release rate quickly, and select tasks on the taskbar while the game is paused,
which is something you can't do with the mouse. Learn them, and learn them
well; ONML is much more demanding than its predecessor in terms of precision
and reflex.


2. Check out the level
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Before the level starts, pause the game with the F11 key and take time to look
at the materials allotted, look for traps or other things to watch out for, and
form a plan of action. This is generally advisable before just about any level
that's not in the Tame category, and on levels with a short time limit, pausing
right before things start will give you a two- or three-second edge, which
often makes all the difference in one-minute levels.


3. Stretchy bridges
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
When a builder runs out of tiles, he will shrug and then proceed to walk off
the bridge. If you wait until he gets to the very edge before clicking him
again, you can get a little more length out of your bridges, although they will
not be as tall as perfectly constructed bridges.


4. Knocking the ground out from under a blocker
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
If you have to use a blocker but still have to save him in order to make the
minimum percent for the level, you can mine or bash the ground directly under
him, which will make him fall and become a walker again.


5. Zigzag stairs
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
A zigzagging staircase is often a good way to escape from a holding cell
created by a digger or from a two-blocker blockade, and is often necessary when
you aren't given enough bombers or climbers to do the job.


6. Breaking the fall
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
If you're out of floaters or weren't given any to begin with, you can dig at
the edge of a very high ledge, then bash when there is enough height so that
they can drop to the bottom without splatting.


7. Holding cells
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Remember this one, because you're going to be using it a lot in situations
where you are not given any blockers. Creating a holding cell is simple. First,
have any Lemming start digging. (Typically, it will be the second Lemming out
of the hatch who does this, since usually the first one will go on to lay out
the path for the others.) When the hole is deep enough to start holding the
other Lemmings, cut it off by making the digger a builder. When you are
finished with the holding cell, you can build a zigzagging staircase to make
your way out, but make sure it doesn't exit the hole at the wrong end and send
the Lemmings to their graves!

You can also make a holding cell by having two miners mine in opposite
directions, then having each one build when the mined tunnels are deep enough.


8. Turning around on steel
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
To turn around while walking on steel, have the Lemming you want reversed build
one or two steps, then mine. After he hits the steel and makes that *tink!*
sound, he will start walking the other way.


9. Digging through steel
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
In the How to Play section, it is often noted that you cannot dig through steel
normally, although there are exceptions. This is the major one. If you dig
through any diggable surface at the same time as you dig through the steel, and
if out of the two substances the diggable surface is the majority, you will be
able to go through steel. You will need to be able to perform this move to beat
certain levels.


10. Building over blockers
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Sometimes when you have two blockers encasing the rest of the Lemmings, the
surface they are all standing on is too thin to blow up. In that case, you will
have to get a builder to go over the blockers. The builder will automatically
turn around when he touches the blocker. The tricky part, however, is making
sure the bridge emerges from above the blockers in the correct direction, which
when the blockers are crammed together tight is largely a matter of chance.


11. Walk 'n' bomb
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Occasionally it is necessary to make Lemmings bombers as they are walking when
you don't have the blockers needed to make them stand still on a precise spot.
Many levels will make you do this just to give you a hard time, but when the
situation arises in which you have to employ this method, I will clearly
indicate the exact moment(s) when you are to set off the bomber.


12. Digger = basher
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
If you have to get through a relatively thin wall and don't have any bashers at
your disposal, have a climber go up to the top of the wall, then dig as many
times as is necessary to clear out the wall (usually only once or twice).


13. Pass-through blocker
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Turn a Lemming into a blocker as soon as he hits the ground upon falling out of
the exit hatch. The other Lemmings will pass through him and continue to the
right, but when they come back to him, he will perform his duties as normal. A
great space-saver.


14. Fast scroll
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
If there are things going on in a far-off part of the level that you need to
quickly turn your attention to, you can either hold the right mouse button as
you scroll the screen to make it go faster, or you can click the general area
in question on the mini-map to go there instantly.


Keeping all these handy little tricks in mind should help immensely, especially
in this game - now that the creators were apparently aware of several of these
occurrences, they made them necessary to the completion of several stages, so
you would do well to commit them to memory and employ them whenever you get the
chance. 

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   = | =================
   4 | APPENDIX OF TRAPS
   = | =================

For your cross-referencing convenience and sadistic pleasure, here is a list of
all the traps and hazards lying about that will tear your precious creatures
apart. The traps in this game are much deadlier, and much more blood is shed
when they come into contact with these traps, so you REALLY don't want to get
caught in these babies. And you thought shredders and fire blowers were bad -
wait until your blue-skinned charges get caught up in some of these doozies!


   --- | -----------------------------
   4.1 | General Environmental Hazards
   --- | -----------------------------

Bottomless pits: Any place where you can see black lining the bottom of the
                 screen is an abyss from which there is no return. Any Lemming
                 who goes down here ain't comin' back.


Liquid: Lemmings cannot swim or walk on water, so anything liquid is yet
        another death sentence (as if they did not already encounter death at
        every turn). When they fall in, they will flail for mercy that is never
        granted, then disappear under the waves forever. Usually you will pass
        over liquids by building bridges over them, although this is not always
        necessary or doable. Here is the type of liquid you will encounter in
        each area:

        Brick - quicksand
        Snow - freezing water
        Mines - waving vines
        Gold World - popping gold and blue spheres


Arrowed walls: Not really a trap, but it does greatly limit your progress in
               most cases. Arrows on a wall mean that you can only bash through
               the wall in the direction that those arrows are pointing, and
               you can bet that those arrows are almost always going to be
               pointing against you, in which case you will have to go over the
               wall and have a climber bash or mine through the other side. It
               is not a trap, as stated - just a huge pain in the butt, and
               one worth mentioning, at that.


   --- | -----------
   4.2 | Brick Traps
   --- | -----------

Bottle capper: Any Lemming that has the misfortune of walking beneath will be
               smashed flat.


Ketchup wheel: When a Lemming passes through one of these, the wheel will turn,
               the Lemming will get sucked through, and they'll come out the
               other side a bloody pulp.


   --- | ----------
   4.3 | Snow Traps
   --- | ----------

Hidden stalactite: Often very well hidden, if a Lemming passes underneath one
                   of these, he'll get sliced right in half by it. Very bloody,
                   very messy, and even a little disturbing, truth be told.


Cold air blower: Any Lemming that runs into the vapor emitted by one of these
                 will be torn apart by the sheer coldness of the air being
                 blasted.


   --- | ----------
   4.4 | Mine Traps
   --- | ----------

Lizard: The lizard sits patiently, waiting for any Lemming to approach him so
        that he may snatch him up with his long tongue. These guys aren't
        really a nuisance until the game's final stages, and even then they are
        easily avoided by building over the spot that triggers the tongue.


Vine: Sometimes you will notice a small curled piece of grass sticking up out
      of the ground. Like the stalactites in the snow levels, these are often
      quite well hidden and must be either built over or dug around.


   --- | ----------------
   4.5 | Gold World Traps
   --- | ----------------

De-atomizer: Don't get in the way of one of these giant ray guns, unless you
             want your Lemmings zapped into absolute nothingness.


Vacuum tubes: They suck - literally. Don't get underneath them.

_______________________________________________________________________________
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   = | ===========
   5 | WALKTHROUGH
   = | ===========


   --- | ------------------------
   5.1 | A Few Things to Remember
   --- | ------------------------

Just a couple of things to keep in mind before you start the game:

1. Multitasking is often essential to victory. There are several techniques
   that will help you out to this end; if you do not remember them or are not
   aware of them, refer to section 3, "Helpful Tips & Techniques", before
   starting.


2. Every level listing will look similar to the diagram below:

                       _______________ _____ ______ ______
   ## // Level Name   | # of Lemmings | XX% | RR Y | Z:00 |
                       ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯¯¯ ¯¯¯¯¯¯

   XX represents the minimum percentage of Lemmings that you must save, Y is
   the release rate, and Z is however many minutes you have to complete the
   level (always a nice round number).

   The difficulty rating is not listed because each level is of course filed
   under its appropriate subsection.


3. No passwords are provided. You can write them down yourself, and besides,
   half the fun is in finally conquering a tough level and writing down the
   password with a triumphant mad cackle.


4. For this walkthrough I will be returning to the step-by-step format, since
   the game requires such precise motions and clicks that this is the best way
   to go about explaining each level solution. Plus, it's a lot better than
   trying to glean the information from a huge messy paragraph, no? Steps are
   arranged numerically.


Now that that's out of the way, let's dive headfirst into Oh No! More Lemmings!


   --- | ----
   5.2 | Tame
   --- | ----

Writing a bunch of level solutions for the Tame levels would be insulting to
your intelligence as well as mine. Only two or three steps are required to beat
each level. Its main purpose lies in getting newbies used to the game, or in
getting those who haven't touched the series in a while reaccustomed to the way
it works. Be warned, however, that if you're new, the transition from Tame to
Crazy is a very harsh one, and you will be expected to know and do things that
were not even hinted at in the Tame levels.

All levels in the Tame difficulty have the same vital stats - 50 Lemmings, save
50% of them (25), release rate of 1, and 4 minutes to complete the level. We're
going to list each stage and what to do quickly, just to get these out of the
way, because the odds are if you need help with the game, it sure as heck ain't
with one of these levels.


01 // Down and Out Lemmings -- Dig twice.

02 // Rent-a-Lemming -- Bash twice.

03 // Undercover Lemming -- Bash as needed.

04 // Downwardly Mobile Lemmings -- Use two blockers, then bash to the left.

05 // Snuggle up to a Lemming -- Dig three times (in different spots to avoid
                                 splatting), then bash left as needed.

06 // Intsy-Wintsy...Lemming? -- When the first Lemming is right up on the
                                 green crystal, have him bash. He should go all
                                 the way through the wall in one go.

07 // Who's That Lemming -- Bash through the giant rock and build to the exit.

08 // Dangerzone -- Bash or mine twice.

09 // And now this... -- Build left.

10 // New Lemmings On The Block -- Have the first Lemming bash near the top of
                                   that first incline such that he makes one
                                   straight line to the exit.

11 // With Compliments -- Bash three times.

12 // Citizen Lemming -- Bash three times.

13 // Thunder-Lemmings are go! -- Build as needed.

14 // Get a little extra help -- Let them walk down to the third floating
                                 ledge and build at the edge of it, then bash
                                 twice.

15 // Not just a pretty Lemming -- Bash, then build at the ice stalagmite.

16 // Gone With The Lemming -- Dig, bash, dig.

17 // Honey, I Saved The Lemmings -- Wait for them to start coming back up the
                                     staircase, then mine twice.

18 // Lemmings For Presidents! -- Bash as needed.

19 // Lemming Productions Present... -- Mine four times.

20 // Custom built for Lemmings -- Bash through the gold wall and build to the
                                   exit.


Now things start to get decidedly tougher.......


   --- | -----
   5.3 | Crazy
   --- | -----

                                      _____________ _____ ______ ______
01 // Quote: "That's a good level"   | 50 Lemmings | 96% | RR 1 | 3:00 |
                                      ¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯¯¯ ¯¯¯¯¯¯
1. Make the first Lemming out of the hatch a climber.
2. Turn the second one into a blocker near the edge of the starting platform.
3. When the climber reaches the top of the wall, have him dig three times. When
   you go to dig the fourth time, you need to make sure that he is facing left
   and that he is to the left of the exit.
4. Make the climber a blocker as close to the left wall as possible, then blow
   him up. If you were close enough, the rest of the Lemmings should be able to
   walk through the hole he made to the exit. Raise the release rate to 99 and
   allow all the Lemmings to make it to the exit.


                      _____________ ______ _______ ______
02 // Dolly Dimple   | 80 Lemmings | 100% | RR 99 | 4:00 |
                      ¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯ ¯¯¯¯¯¯¯ ¯¯¯¯¯¯
1. Assign climber duty to the first Lemming that approaches the wall to the
   left.
2. While he is climbing, click the digger button (or press F10).
3. When he gets to the top of the wall, let him walk a short distance, then
   make him dig. You must leave a thin bit of wall remaining so that the others
   don't come through the floodgates.
4. Continue to allow him to dig. When he reaches the lowest possible point that
   he can reach without falling through, turn him into a builder.
5. Cut the bridge off about three steps in by digging again.
6. Return your attention to the others. Position the cursor three-and-a-half
   bricks from the wall on the left, which is now a thin sliver. Start building
   left. (This part involves a little bit of luck, since in the herd of
   Lemmings it is difficult to tell who is going left and who is going right.)
7. Build up to the top of the thin wall, but not past it. The Lemmings should
   walk to safety. Be sure to save them all now!


                                       _____________ _____ _______ ______
03 // Many Lemmings make level work   | 50 Lemmings | 96% | RR 80 | 4:00 |
                                       ¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯¯¯¯ ¯¯¯¯¯¯
 This is one of those stages where you are given only two bombers and have to
 set off their fuse in exactly the right spot to prevent splatting. Here goes!

1. The ledge that the Lemmings start on has three silver bars in it. As soon as
   the first Lemming walks past the far left one of those three, set him off.
   He will stop near the edge of the platform and blow a hole in it before any
   of the others can splat.
2. Behind the long staircase ahead is a 2x3 platform made of tiny squares. For
   the second bomber, start his timer as soon as he is parallel with the
   horizontal line on that platform. If executed correctly, the Lemming will
   walk up the stairs and onto the 2x3 platform, and then, a split-second after
   he drops off the edge, he will blow up, creating a dent in the 2x3 platform
   that reduces the falling height enough to save the others.


                         _____________ ______ _______ ______
04 // Lemming Express   | 20 Lemmings | 100% | RR 99 | 3:00 |
                         ¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯ ¯¯¯¯¯¯¯ ¯¯¯¯¯¯
1. A line of twenty Lemmings will pour out of the start hatch. Along the top
   row you will see that the gold platforms are separated by a number of holes.
   Let the Lemming train walk, and then, just before the last gap in the top
   row, have the last Lemming in line build up to it. Try not to use any more
   than four bridges in this process.
2. While the rest of the Lemmings walk through the winding tunnels, have him
   start building at the edge near the lethal popping spheres to the exit. They
   should all make it to the exit with seconds to spare.


                          _____________ ______ ______ ______
05 // 24 hour Lemathon   | 80 Lemmings | 100% | RR 1 | 4:00 |
                          ¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯ ¯¯¯¯¯¯ ¯¯¯¯¯¯
1. The first Lemming needs to build over to the H-shaped rock formation. Have
   the builder function ready, then let him walk off the top rock and onto
   the one just below it. That second rock is very small, and so click the
   mouse furiously to make sure he builds over to the H-rock as soon as he hits
   the ground.
2. This is the first of many levels in which, due to the inability to use
   blockers on account of having to save all of the Lemmings, you will have to
   make a holding cell for the others. Do this by making the second Lemming a
   digger as soon as he falls out of the hatch.
3. Make sure that you're paying attention to the builder as well. When you're
   sure that he will be safe inside the H-shaped rock, return to the digger and
   have him build to cut off the hole. Try to do this so that the hole is as
   small as possible, but not so small that they can walk out when the digger
   performs the cut-off build.
4. Have the first walker build to the exit.
5. Now, you must get the others out of the hole by building as well. Get on the
   right side of the digger's hole, then when you think a Lemming is facing
   left, have him build. When he hits that wall, get on the left wall of the
   digger's hole and build right. You should be making a zigzagging staircase,
   which is usually the method one uses for clearing out the safety holes. Make
   sure the hole exits to the right, although this is largely a matter of luck
   since having all the Lemmings crammed together makes it difficult to see
   which direction they are facing. If you perform it properly, however, the
   Lemmings will walk the correct path to freedom.


                   _____________ ______ ______ ______
06 // The Stack   | 20 Lemmings | 100% | RR 1 | 3:00 |
                   ¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯ ¯¯¯¯¯¯ ¯¯¯¯¯¯
1. Start by pausing and raising the release rate to 99. This will keep the
   Lemmings together instead of spreading them out, which will prove useful
   considering what limited time you are given.
2. Make the first Lemming a climber.
3. Choose the builder function as he climbs the steel block, then when he gets
   to the top, start building at the second rivet from the right. He will run
   out of tiles just as he touches the ice pole, allowing him to climb up it.
4. Start digging when he reaches the right side of the ice pole. Let him dig
   until he gets down to where he can build over to the narrow corridor.
5. Time for some multitasking - as the climber nears the point where is low
   enough to build over to the narrow passage, make another climber.
6. The first climber should finish his bridge before you have to make the other
   climber dig through the second half of the ice pole. Have him build to the
   exit.
7. Make the other climber dig once he reaches the top of the ice pole. When he
   is level with where you made the other digger stop, have him build to cut
   off his digging.
8. You only have one bridge left now. Get a walker from the beginning close
   enough to the steel to build up to it, but preferably not too close so that
   he hits it and turns around. The concentrated herd of Lemmings should make
   it easily to the exit afterward with just over 30 seconds to spare.


                                     _____________ ______ ______ ______
07 // And now, the end is near...   | 50 Lemmings | 100% | RR 1 | 3:00 |
                                     ¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯ ¯¯¯¯¯¯ ¯¯¯¯¯¯
1. Make the first Lemming out of the hatch an athlete (climber + floater). He
   needs to climb over the wall to the left.
2. When he floats to the bottom level, have him build when he gets near the
   wall to turn him around. Otherwise, he will climb it and the wheel will
   grind him into Lemming paste.
3. You have to build a bridge of precise height up to the brick plateau that
   the steel columns are sitting on. Follow me closely here.
     In this area that your athlete is currently in, the floor is made up of
   one whole brick flanked by two half-bricks. The whole brick rests on top of
   a line dividing two other bricks below. You need to start building so that
   the left side of the builder's first tile is parallel with the right side of
   that line. It will take two bridges to make it up to the wall.
4. When the athlete's second bridge hits the wall, build into the other wall
   again to prevent climbing up to death.
5. Now, when the athlete is right up against the brick plateau, have him bash.
   If your bridge was built just right, the athlete will bash through and free
   the others by effectively knocking the ground out from under them. He will
   go straight through to the other side where the exit lies, and the other
   Lemmings will walk up the bridges he made and follow his path in due time.


                          _____________ _____ ______ ______
08 // KEEP ON TRUCKING   | 80 Lemmings | 93% | RR 1 | 4:00 |
                          ¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯¯¯ ¯¯¯¯¯¯
1. Increase the release rate to about 60, and have one Lemming go ahead while
   two blockers keep the rest of them back.
2. Have the one forging the path mine down to the ledge below.
3. On that ledge, you will notice a small green object sticking up out of the
   ground just ahead of where your Lemming lands. It is a vine that will reach
   up and drag him into the ground if he walks on it. Build one bridge over it.
4. Bash through the wall to the right.
5. Build three bridges over the pit of wiggling vines.
6. After that, you will need to use your three remaining bridges to build up to
   the crystal patch blocking the exit. Using the wiggly vine pit as a point of
   reference, start building at the top of the third rock over.
7. When you finish the first bridge, watch him shrug, then let him walk as far
   as he can without falling before starting the next bridge. If you do this
   correctly, he will stop just as his second bridge touches one of the
   branching crystals.
8. When he shrugs, start bashing.
9. At this point, pause, scroll over to your blockaded Lemmings, and blow up
   the blocker on the right.
10. Pause and return to the basher. When he gets to the small space between the
    crystal patch and the flat rock that the exit door rests on, make him
    build. This will give the other Lemmings access to the exit. He will turn
    around and walk back to the wiggly vine pit, but at this point it doesn't
    matter.
11. Wait for the others to reach the exit, then nuke the remaining blocker.


                                _____________ ______ _______ ______
09 // On the Antarctic Coast   | 20 Lemmings | 100% | RR 50 | 3:00 |
                                ¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯ ¯¯¯¯¯¯¯ ¯¯¯¯¯¯
1. Have the first Lemming dig as soon as he hits the ground. The release rate
   is high enough that one Lemming will walk out of the hole before it gets
   deep enough, which is what we want.
2. Don't make the hole so low that the Lemmings falling out of the hatch splat
   when they land, but build when it's low enough to cut off the hole without
   allowing them to escape.
3. The one that got away will make the path for the others. Bash as necessary
   until you reach a low ceiling with an icicle pointing down from it.
4. If your Lemming walks under that icicle, it will come down from the ceiling
   and impale him. There is a bit of a dip in the ground at a point just before
   it where you can bash and the Lemming will stop just after he passes the
   icicle. The bashing allows you to get low enough so you can avoid its range.
5. When the Lemming starts to walk up the hill, mine through it.
6. At this point, pause and scroll over to the herd in the holding cell. Have
   them bash their way out so they can start toward the exit. It's pretty
   crowded, so it's impossible to tell which way they're facing, so ..... good
   luck with that!
7. If they make it, return to your other Lemming and have him bash through the
   final wall to the exit. The others will follow suit shortly.


                  _____________ _____ ______ ______
10 // ROCKY VI   | 80 Lemmings | 98% | RR 1 | 3:00 |
                  ¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯¯¯ ¯¯¯¯¯¯
1. Make the first Lemming out a floater.
2. Have the second Lemming out bridge the gap between the grassy ground and the
   tree branch with one small bridge.
3. When the Lemmings start walking left, make the second one in line a blocker,
   allowing one to pass and make part of the path to the exit.
4. Have the lone Lemming at the top build up to the narrow crystalline passage
   and then over to the right-arrowed wall. He's done his job, so now let's
   leave him be.
5. All the while, keep an eye on your floater. There is one of those sneaky
   hidden vines that will reach up and pull him under. Build over it. He will
   hit his head and turn around.
6. When he starts to walk left again, make him a climber as well.
7. At the top of the steel wall, build a bridge that runs into the rock in
   front of the exit, but still allows walkers to walk over it to the exit.
8. When the athlete turns around, have him build over to the flat rock. You
   must make sure there is no gap between the bridge and the flat rock, and
   also make sure that the builder athlete does not hit the flat rock and turn
   around. To manage this, start building when the athlete is on top of the
   corner rivet.
9. You only have one bridge left. Start from the middle of the flat rock. He
   should shrug to indicate that he is out of tiles as soon as his twelfth one
   touches the wall.
10. Before he can turn around, have him bash through the wall.
11. As he is bashing, bomb the blocker. The large crowd will walk to safety,
    and the athlete will follow suit shortly.


                         _____________ _____ ______ ______
11 // No Problemming!   | 80 Lemmings | 10% | RR 1 | 1:00 |
                         ¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯¯¯ ¯¯¯¯¯¯
This level is as good a bit of high comedy as any puzzle game could likely
manage. It's so funny because it looks so complicated, and yet requires only
one step to complete (hence the lack of numbering for this one).

When you are brought into the stage, it appears as though you must build a long
bridge all the way up to the high exit, and must keep enough Lemmings from
splatting as you construct the bridge to reach the paltry 10% requirement - all
in the span of a single minute. However, a couple of attempts at managing this
solution will prove that it is indeed impossible to do so given the allotted
materials and time. So then, how to go about beating this strange stage?

Simple. Ignore this portion of the level and scroll all the way to the right.
There, you will find another entry hatch situated right smack dab in front of a
ridiculously accessible exit. There is only a small pit between the hatch and
the exit, and all you have to do is have one Lemming build up out of it. Set
the release rate to 99 after building.

You can roll your eyes all you want, but I defy you not to laugh at this one.

;D


                          _____________ _____ ______ ______
12 // Lemming Friendly   | 80 Lemmings | 93% | RR 1 | 3:00 |
                          ¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯¯¯ ¯¯¯¯¯¯
1. Put the release rate up to about 80.
2. Let one Lemming fall down in the small crack to the left.
3. Turn the one behind him into a blocker right next to the crack.
4. Make the Lemming who fell into the crack bash right.
5. When he gets through and falls to the thin ledge, have him bash through the
   pole at the end.
6. While he is bashing, get the builder function ready and then click him once
   he is through. (Hot keys will help you out here.)
7. Build one bridge up to the next pole. Make it so that the twelfth tile
   touches the wall, but the builder doesn't turn around.
8. Using hot keys, switch to basher and bash as soon as he is done with the
   bridge, then build again.
9. Bomb the blocker at the beginning.


                          _____________ _____ ______ ______
13 // It's a trade off   | 20 Lemmings | 50% | RR 1 | 3:00 |
                          ¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯¯¯ ¯¯¯¯¯¯
1. Have the first Lemming out of the hatch dig at the edge. You can allow some
   to go off the edge and splat; you only have to save 50% here.
2. As soon as Lemmings can drop without splatting, mine to cut off the digger.
3. Make him a climber.
4. Raise the release rate to 99.
5. He will climb to the top of the long wall. Wait until he is near the bottom
   of his fall on the other side before you turn him into a floater; this will
   save you a good bit of time.
6. Before the athlete walks to the exit, start mining.
7. After two pick-ax strokes, build. He will hit his own tunnel and turn
   around, but the hole will still be small enough that others can walk out of
   it.
8. When the athlete reaches the left wall, start mining as close to it as you
   can.
9. Once the others can walk into the mined tunnel and toward the exit, build to
   cut it off.


                                   _____________ _____ ______ ______
14 // Time waits for no Lemming   | 50 Lemmings | 90% | RR 1 | 4:00 |
                                   ¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯¯¯ ¯¯¯¯¯¯
1. Make the first Lemming out a blocker toward the edge of the cliff.
2. Make the second one a climber.
3. As soon as he gets to the wall at the top, have him dig.
4. When he gets to the bottom and the others start to walk up over the step,
   bash to cut him off.
5. Bash through the thin wall to the left.
6. Make a blocker near the left edge. Although your Lemmings may be lumped
   together somewhat and it may be hard to pick out a single Lemming, keep the
   cursor ahead of them and click furiously until some come in the crosshairs.
   This should help minimize casualties. At the absolute most, you should only
   let one Lemming get by and die.
7. Start building up to the middle tier of the central structure. Use the fifth
   brick from the left as your point of reference, and use the stretchy-bridge
   tactic if needed. Remember, however, that you can only use two bridges here,
   because you need the other two to get to the exit.
8. When you build to the exit, watch your height. For the first bridge, you'll
   be okay, but when you start building the second one, make any Lemmings who
   walk off the edge into floaters so that they can withstand the fall.
   Hopefully no big groups will be headed your way as you are building. Don't
   miss any of them - you need to keep as many alive as you can.


                                   _____________ _____ ______ ______
15 // Worra load of old blocks!   | 50 Lemmings | 88% | RR 1 | 3:00 |
                                   ¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯¯¯ ¯¯¯¯¯¯
1. At the start of this one you will need to build a bridge that meets the
   large steel wall. There is a hidden smasher trap in the narrow corridor that
   necessitates this building. Build three bricks away from the steel wall;
   that will seal the hole using only one bridge, and only two Lemmings will
   die at that low release rate.
2. When the hole is sealed, start a bridge to the left. Only build one, though.
   This just makes it easier to face left when the time comes to finish it.
3. Make one Lemming heading left a climber.
4. Here you get to employ a neat parlor trick that you'll use in later levels
   as well. Get the climber out to the far left edge, then build right before
   falling. Switch to the digger with F10, and when the builder's built three
   steps, have him dig. He should start digging through the steel, which of
   course you cannot do under normal circumstances, but the ledge created is
   big enough for the others to walk on.
5. About 3/4 of the way down, build left, then dig to cut off the bridge.
6. Set the release rate to 99 and finish the other bridge.


                        _____________ ______ ______ ______
16 // Across the Gap   | 16 Lemmings | 100% | RR 1 | 3:00 |
                        ¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯ ¯¯¯¯¯¯ ¯¯¯¯¯¯
 This one requires A LOT of multitasking, so stay on your toes!

1. Pause before everything starts and raise the release rate to 10.
2. Make the first Lemming a basher.
3. When the second Lemming hits the wall and turns around, make him dig through
   the long column spanning the entire screen.
4. Build once the basher gets to the end of his tunnel, then immediately stop
   the digger by making him build as well.
5. Just before the ex-basher hits the wall and turns around, make him bash
   through to the exit.
6. Build out of the digger's hole to the right.


                             _____________ _____ ______ ______
17 // DIGGING FOR VICTORY   | 50 Lemmings | 98% | RR 1 | 3:00 |
                             ¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯¯¯ ¯¯¯¯¯¯
1. Dig twice.
2. Bash to the right.
3. While the basher is bashing, place a blocker behind him inside the basher's
   tunnel.
4. When the basher reaches the ground level, build one bridge so that the final
   tile touches the oil drum. He will walk over it.
5. As soon as the walker reaches the top of the slope ahead, have him build to
   the wall. Do not stretch the bridges out any.
6. Start bashing through the wall.
7. Shortly after he starts bashing, bomb the blocker at the beginning of the
   stage.
8. When the basher is over safe ground, have him dig.


                    _____________ _____ _______ ______
18 // NO PROBLEM   | 50 Lemmings | 90% | RR 10 | 3:00 |
                    ¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯¯¯¯ ¯¯¯¯¯¯
1. Bash through the wall ahead. One Lemming will turn around and walk to his
   death; that's okay. You can kill as many as five Lemmings in this one.
2. Below the ledge of golden spheres is a zapper trap. It has quite a good bit
   of range on it, and will evaporate your poor Lemmings in a cloud of blue
   smoke if they get within its range. Therefore, you have to mine down to the
   plateau, but as far away from the zapper as possible. One Lemming will walk
   above the hole and die ahead at the vacuum tube trap, and only one at most
   will turn around (although it is possible to keep any from turning around if
   you start mining in one of the dips between spheres).
3. Make the second Lemming in line a blocker once they reach ground level.
4. Pause and raise the release rate to 99.
5. Make the Lemming that walked ahead build over the popping spheres. It will
   take three bridges. DO NOT cut the third bridge off early.
6. Once on safe land, mine a little bit and then start bashing.
7. When the basher is almost done, blow up the blocker.


                     _____________ _____ ______ ______
19 // DON'T PANIC   | 50 Lemmings | 90% | RR 5 | 3:00 |
                     ¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯¯¯ ¯¯¯¯¯¯
1. Pause before the level starts and raise the release rate to about 40.
2. The first two Lemmings out of the hatch need to be turned into walking
   bombers as soon as they turn left. Detonate them in the same spot so that
   the holes they make line up.
3. Once on the ground level, place a blocker out of the zapper's reach.
4. Build one bridge up to the plateau at right.
5. Start building on the right side of the middle sphere of the plateau, and
   put a blocker behind the builder near the left side of the plateau. (This
   may require a fair bit of multitasking.) If you start building here, it
   should take exactly three bridges to get to the top.
6. Build one bridge up to the ledge leading to the left-arrowed pole.
7. Make the builder a climber.
8. Once he reaches the top of the pole, pause, go back, and blow up the blocker
   keeping them from proceeding.
9. Return to the climber. When he turns left, have him bash through the left-
   arrowed wall.
10. When the train of Lemmings starts coming, have the first one in line dig
    near the exit.


                         _____________ _____ ______ ______
20 // Ice Ice Lemming   | 20 Lemmings | 50% | RR 1 | 4:00 |
                         ¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯¯¯ ¯¯¯¯¯¯
1. Pause before the start and raise the release rate to ~50.
2. The first Lemming will come out of the hatch on the left. When he drops down
   to the next ledge, have him start building to the thin stalactite to the
   right.
3. Make two sets of two blockers - one for each starting hatch. Keep them on
   their respective starting ledges so they don't interfere with the builder's
   business.
4. Make the builder set the path to the exit. A couple of points worth noting:

   -> When you run into a thin stalactite, let the builder turn around and then
      use another bridge to make him hit his head before bashing through. He
      only takes one punch to get through them, which doesn't give you much
      time to switch to the builder function and click him. Use of hot keys is
      a must.
   -> When you get to the underside of the steel block that the second group is
      walking on, build as close to the edge as possible, then when he turns
      around, seal that hole with one bridge. After that, use the stretchy
      bridge trick until you are across.
   -> Watch out for the incredibly tiny gap next to the tall ice column near
      the end. It's only one pixel wide, but any space is small enough for
      Lemmings to fit their bodies through, so build over it to cover it up.

5. Once you start building the last bridge to the exit, blow up both sets of
   blockers.


   --- | ----
   5.4 | Wild
   --- | ----

                        _____________ _____ ______ ______
01 // PoP YoR ToP!!!   | 60 Lemmings | 88% | RR 5 | 4:00 |
                        ¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯¯¯ ¯¯¯¯¯¯
1. Concentrate on the hatch on the far right.
2. When the first Lemming comes out, wait for him to get to the wall on the
   left, then have him mine down. He will land in a chamber that looks like an
   upside-down T.
3. Wait for him to hit the wall on the right. When he turns left and walks down
   a little bit, have him mine again.
4. Down in the next chamber, bash to the left when he is at its lowest point.
5. Have the rest of the groups build to the right so they can reach the fourth
   group's area.


                       _____________ _____ ______ ______
02 // Lemming Hotel   | 80 Lemmings | 75% | RR 1 | 4:00 |
                       ¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯¯¯ ¯¯¯¯¯¯
1. Raise the release rate to about 80.
2. Let one Lemming go ahead and make two blockers to hold the rest.
3. While on this same floating cliff, dig, then when you're about halfway down,
   start mining through it.
4. Get as low as you can before bashing through the two ice pillars.
5. Build over the tiny pit ahead.
6. Ahead of the tiny hole, there are three snow hills. Start building up at the
   highest point of the third one.
7. Bash through the stalagmite at the top of the floating ledge.
8. After bashing through the next floating rock, you must get through a series
   of ice pillars separated by very thin holes. Whenever you start one bridge,
   switch to basher with F8 and have it ready for when he reaches the wall.
   Then, while he bashes, switch to F7 and have the builder ready for when that
   time comes. Above all, it is important that you make ultra-sure to build
   over the very thin holes. Holes are holes, and Lemmings can fall through
   them no matter how small they are.
9. Once you start building the final bridge to the exit, pause, return to the
   other group, and blow up the blocker on the right.


                         _____________ _____ ______ ______
03 // Lemming Rhythms   | 80 Lemmings | 81% | RR 1 | 3:00 |
                         ¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯¯¯ ¯¯¯¯¯¯
1. Pause and raise the release rate to 25.
2. As soon as the first Lemming hits the ground, make him dig.
3. One Lemming will escape the hole and walk out; have him dig a hole at the
   last possible moment before he walks off the edge. There should be a thin
   wall separating the two diggers.
4. Make the first one build to cut off the hole, then raise the release rate to
   99.
5. On the other digger, make him build to the right once he is ten bricks down.
   Use two bridges to get across to the second arch using the stretchy bridge
   trick.
6. For each arch in the sequence, build up to it using only one bridge, then
   build over the small gap at the end.
7. When you have finished building, have the digger mine out to the right. If
   you happen to have a spare builder left, you have two chances to get this
   right; otherwise, only one.


                           _____________ ______ ______ ______
04 // Meeting Adjourned   | 80 Lemmings | 100% | RR 1 | 4:00 |
                           ¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯ ¯¯¯¯¯¯ ¯¯¯¯¯¯
1. Have the first Lemming out dig. While he is digging, make him a climber.
2. Build to cut off the hole. He will run into the wall, turn left, and climb
   out in the direction you need him to walk in.
3. Max out the release rate.
4. Bash through the large rock to the left.
5. As soon as you are through it, start building to the end. While doing this,
   you will use all your bridges. If you run into any surfaces and turn around,
   you will have to start over, because you do not have enough bridges to spare
   to turn around and the rocks are too uneven for your builder to climb. If at
   any point you are about to run into a rock, quickly switch to basher using
   F8 and go through it before he turns around, then switch back to builder
   just as quickly (F7) and click him when he's through.
6. After building through to the end, return to the holding cell and bash out
   to the left. You only get one shot at this, so make it good.


                      _____________ _____ ______ ______
05 // Lemming Head   | 80 Lemmings | 85% | RR 1 | 4:00 |
                      ¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯¯¯ ¯¯¯¯¯¯
1. Make the first Lemming a blocker as soon as he hits the ground.
2. For the next two walls, blast through them using two blockers and bombers
   apiece. Put them as close to the walls as you can.
3. Ahead of that is a tiny hole just before the next wall. Using the segmented
   floor as your reference point, create two walking bombers about one-and-a-
   half segments away from the hole.
4. Near the corner ahead, detonate two more blockers.
5. A hole is now open to the bottom floor of the level. Start building to the
   exit about four lines from the wall to the right. Use stretchy bridges if
   needed.
6. Place a blocker in front of the bridge (but not too close) and another one
   on the other side.
7. Max out the release rate.
8. When the builder makes it to the end, blow up the blocker on the right.


                       _____________ ______ ______ ______
06 // Just A Quicky   | 80 Lemmings | 100% | RR 1 | 2:00 |
                       ¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯ ¯¯¯¯¯¯ ¯¯¯¯¯¯
1. Bash through the pole just to the left of the starting hatch.
2. At the foot of the fence-like column, have the first Lemming to get there
   start mining.
3. The next Lemming will walk out of his tunnel. Have him bash through the
   fence.
4. When he reaches the end of the fence, have the basher start building. Also,
   make any Lemmings who approach the end of the bridge before it is of
   sufficient length start building so they don't walk to their death.
5. When the bridge is long enough, max out the release rate.


                                _____________ ______ _______ ______
07 // You Take the High Road   | 80 Lemmings | 100% | RR 99 | 2:00 |
                                ¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯ ¯¯¯¯¯¯¯ ¯¯¯¯¯¯
 This level requires more multitasking than you've had to perform to this
 point. If you are not yet acquainted with hot keys, you had better get to know
 them for this stage! F11 in particular is your best friend here.

1. At the very beginning, pause and scroll all the way to the right.
2. Plug the thin hole between the two brick slopes with a builder. Make sure
   the first tile covers the hole completely and that no Lemmings get caught in
   the thin hole, then pause and scroll back to the left.
3. Bash through the two columns on the bottom half of the level, then pause and
   position the screen in the middle so that you can see what both halves are
   doing.
4. Bash through the five arched holes at the top half of the level, but pay
   attention to the bottom while doing so.
5. When the bottom Lemmings get to the steel alcove, have them build out using
   one bridge.
6. The top half will start walking along a series of diagonal bricks to a small
   pit area. As soon as the first Lemming touches the ground of that small pit,
   have him build to the left.

 Now both halves should make it to their respective exits in time.


                           _____________ ______ ______ ______
08 // It's a tight fit!   | 10 Lemmings | 100% | RR 1 | 1:00 |
                           ¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯ ¯¯¯¯¯¯ ¯¯¯¯¯¯
1. Pause before the level starts to give yourself about a three-second edge on
   time.
2. Raise the release rate to 20 for the first three Lemmings, then max it out
   for the other seven. Make all of them climbers before they reach the steel
   wall.
3. To gain a time edge, wait until each Lemming is near the bottom of his drop
   to make him a floater. Even if they do not finish deploying their umbrellas,
   they will reach the ground safely as long as they have been floaterized.
4. Have the first one in line build to cover the gap.


                             _____________ ______ _______ ______
09 // Ice Station Lemming   | 40 Lemmings | 100% | RR 50 | 4:00 |
                             ¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯ ¯¯¯¯¯¯¯ ¯¯¯¯¯¯
1. Pause and raise the release rate to 80.
2. Have the first Lemming out of the bottom hatch start digging at the top of
   the first small hill, right beside the hatch.
3. One Lemming will get by the digger. Immediately after he does, pause and
   switch to builder using F7.
4. Unpause and make him build at the foot of the small hill.
5. Cut off the digger shortly into his hole. Make sure the Lemmings in that
   space have ample walking room.
6. Concentrate now on the other builder. Have him build until he reaches the
   near-top of the snow wall, then when he reaches it, bash through it. If he
   turns around, you have a few spare builders to turn him around with as long
   you don't make any major goof-ups later.
7. At the other, build up to the rock wall, then over left to the exit.
8. Build the others out of their holding space to the right when the other
   builder is almost finished making the path to the exit.


                           _____________ _____ ______ ______
10 // Higgledy Piggledy   | 80 Lemmings | 75% | RR 1 | 4:00 |
                           ¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯¯¯ ¯¯¯¯¯¯
 As you play this level, keep track of how many Lemmings walk off into the
 abyss. You are allowed to kill as many as twenty.

1. Build at the top of the emerald hill.
2. Dig at the grass edge of the steel column.
3. When you are sufficiently low enough, build over. (By now, about ten
   Lemmings will have croaked from walking off into the pit. This should be the
   end of the casualties.)
4. After they turn around at the emerald column, build a small bridge up to the
   top rock.
5. Dig at the base of the first rock pillar.
6. Shortly after beginning digging, bash left to the exit.
7. Max out the release rate.


                              _____________ _____ ______ ______
11 // Mutiny On The Bounty   | 50 Lemmings | 98% | RR 1 | 3:00 |
                              ¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯¯¯ ¯¯¯¯¯¯
1. Make the first Lemming build to cover the small diagonal gap at the
   beginning.
2. When he turns around, have him build a small bridge to the other red pillar.
   This will keep all the Lemmings from walking to their death.
3. Make the second Lemming a climber.
4. The Lemmings can walk down the chain that is suspended over the quicksand,
   but not up it. Start building near the right edge of the middle link (the
   one hanging the lowest).
5. The climber will proceed to the long slope ahead. Near the top, bash through
   to decrease the falling distance for the others a bit.
6. Make the climber a floater near the bottom of his fall to save a few
   seconds.
6. Start from under the thin floating ledge here and start building up to the
   right. You want to build a two-tier staircase that hits the thin column on
   the right, then goes up and left to the wall of the large brick incline. Do
   this so that the other Lemmings will not splat when they head this way. You
   need to save at least one staircase for the other Lemmings so they can
   escape their holding cell.
7. When the athlete starts the next-to-last bridge he'll be needing, return to
   the other pack and build out.
8. Max out the release rate.
9. Mine through part of the bridge so the others can reach the exit.


                   _____________ _____ ______ ______
12 // SNOW JOKE   | 50 Lemmings | 80% | RR 1 | 3:00 |
                   ¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯¯¯ ¯¯¯¯¯¯
1. Raise the release rate to ~85.
2. Let two Lemmings go ahead and keep the rest between two blockers.
3. Make both Lemmings build one bridge each over the ice water at the same
   time.
4. When they are over the ice water, make them both climbers.
5. Once over the left-arrowed rock, have one start building across to the snow
   ledge.
6. The other climber needs to bash through the left-arrowed rock. Once he does
   that, you can let him walk to the water and drown.
7. After the other climber finishes building across to the snow ledge, make him
   bash through the wall.
8. Build at the edge of the other snow ledge in order to get over the trap that
   blows the frozen air (which will wreak havoc on your Lemmings' atomic
   structure).
9. At this point you have four bridges left to reach the exit. Build two
   bridges up to the right starting from the small hump just past the air
   blower, then one left, and one right.
10. When the builder starts the second bridge to the right, pause, return to
    the other group, and blow up the blocker keeping them back.
11. Bash through to the exit.


                           _____________ _____ _______ ______
13 // ONWARD AND UPWARD   | 80 Lemmings | 93% | RR 10 | 3:00 |
                           ¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯¯¯¯ ¯¯¯¯¯¯
 This level is a good lesson in economizing your time .... be prepared to spend
 about 500 tries on this one =D

1. The release rate for the level starts out at 10. Pause and raise it to 90.
2. After two Lemmings pop out of the hatch, pause and put it back down to 10.
   Another one will get out of the hatch at the same speed as the first two,
   but that's okay, because you need him to stay close anyhow.
3. Assign the first two to climbers.
4. Keep the cursor hovering around the third Lemming. When the other two start
   to climb the giant wall, turn that third Lemming into a blocker close to the
   wall, but not too close. Basically, if his arm isn't overlapping the wall,
   you're fine.
5. Return your attention to the two climbers. When the leader reaches the thin
   pole, turn him into a blocker.
6. Immediately after making that climber a blocker, pause and switch to miner
   (F9).
7. As soon as the other climber bumps into the new blocker, have him start
   mining left.
8. Blow up the blocker next to the thin wall.
9. The miner should end his tunnel right at ground level so that the rest will
   be able to walk up it. When he turns around, have him build over the
   quicksand.
10. As soon as you start the second bridge, blow up the other blocker and max
   out the release rate.
11. Bash through the wall when the builder finishes.
12. You have no more digging implements, so it's up to bombers to pave the rest
    of the path. As soon as the lead Lemming reaches the top of the staircase,
    set his five-second timer. He will blow a hole in the thin floor so that
    the others don't get caught in the wheel trap.
13. The rest of the pack should be hot on the bomber's tail. They will walk
    down into the next corridor.
      Ahead you will see a steel girder positioned vertically. This needs to be
    your reference point for the next walking bomber. Start his timer when he
    is one step away from the girder. Some others will walk past his hole and
    die in the quicksand below, but the rest will head for the exit. Make sure
    the number of Lemmings alive at this point is 75 - any less and you won't
    make it.


                 _____________ _____ ______ ______
14 // ICE SPY   | 80 Lemmings | 87% | RR 5 | 4:00 |
                 ¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯¯¯ ¯¯¯¯¯¯
1. Hover the cursor over the starting hatch. Right when the first Lemming pops
   out, make him a walking bomber. He will stop to explode just in front of the
   icicle trap, which will create a hole where the Lemmings can walk under its
   trigger point and safely move on.
2. Let one Lemming go ahead and keep the rest guarded by two blockers. Feel
   free to set the release rate to 99 as well.
3. Bash through the snow spike.
4. After he walks over the snow bridge, have him bash through the rock wall
   ahead at the highest point that he can.
5. He will fall into the hole between the two walls. Build a zigzag staircase -
   first left, then right.
6. Bash through the next wall, again at the highest point possible.
7. At this point, pause, return to the herd back at the start, and blow up the
   blocker keeping them back.
8. Your basher will now be on another snow bridge. You will have to mine to the
   exit, but if you wait too late to mine, you will get sliced by another very
   well-hidden icicle trap. Start as soon as he gets to the end of that snow
   bridge, which will put him still mining when he reaches the end of the wall.
9. Build to stop the miner from going through to the abyss.


                                     _____________ _____ ______ ______
15 // THE SILENCE OF THE LEMMINGS   | 50 Lemmings | 80% | RR 5 | 3:00 |
                                     ¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯¯¯ ¯¯¯¯¯¯
1. More multitasking! Yay! Have the first Lemming out of the hatch on the left
   dig beside the steel wall.
2. Go over to the second hatch. When the first Lemming drops out of that one,
   make him a blocker on the middle of one of the brick arches there and blow
   him up. He should blow a hole straight through it.
3. One Lemming from that same hatch will run into him and turn around. Make him
   a blocker so that the rest don't walk up the slope and fall and go splat.
4. Return to the digger and have him start bashing.
5. Go back to the other hatch. The next Lemming who comes out needs to be made
   a walking bomber. He will walk into the other bomber's hole and blow one of
   his own that grants access to the bottom level.
6. Let one Lemming walk through the new holes so he can make the path for the
   rest, then close the rest from that hatch in with another blocker.
7. Keep your eye on the basher on the left the whole time. When he is
   completely finished with his tunnel, make him a blocker before he falls.
8. Max out the release rate.
9. Now focus on the single Lemming. Have him bash through the wall.
10. There is a dipping chain ahead. Build once you reach the middle of it.
11. After building, bash through the bottom of the incline ahead.
12. While he is bashing, pause and blow up the blockers keeping the rest of the
    herd back.
13. As soon as the basher finishes bashing, make him a walking bomber.
14. The rest of the herd will be approaching shortly. Wait for them to walk
    through the basher's tunnel. As soon as they drop onto the thin segmented
    floor, count three lines. When the lead Lemming touches the third line,
    make him a bomber. This will make him stop and blow a hole that allows the
    rest to walk to safety.


                            ___________ ______ ______ ______
16 // Take care, Sweetie   | 1 Lemming | 100% | RR 1 | 3:00 |
                            ¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯ ¯¯¯¯¯¯ ¯¯¯¯¯¯
1. When the sole Lemming in this stage pops out, make him build into the gray
   block next to the hatch so he will hit his head and turn around. DO NOT MAKE
   HIM A CLIMBER YET!
2. Build over the small hole that leads to a splatting drop.
3. Watch him as he drops to the bottom floor of the stage. Follow him as he
   walks to the right. Then, right at the start of the last brick above his
   head, start building up to the right.
4. As soon as that bridge hits the wall, build to the left. He should be closed
   in this narrow hole.
5. Have him climb when he is walking left. He will crawl up the wall and into
   the exit.


                                _____________ ______ ______ ______
17 // The Chain with no name   | 80 Lemmings | 100% | RR 1 | 3:00 |
                                ¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯ ¯¯¯¯¯¯ ¯¯¯¯¯¯
1. Assign the first Lemming to bashing through the three columns at the start.
   Because of the way they're arranged, it should only take two bashers to get
   through.
2. Make the second Lemming in line start mining down to the right to make a
   holding cell.
3. One Lemming will escape the hole and follow the basher. That's okay, but
   keep an eye on him all the same. Have the miner build to cut off his hole
   when it's deep enough.
4. Have anyone who walks to the left toward the death pit build in order to
   seal it in a hurry.
5. About this time, the ex-basher and the Lemming who followed him will be
   turning around. Have the one at the rear mine through the thin ground and
   pave the way for the rest.
6. Build to the exit. It will just barely take three bridges; bash to cut the
   third one off early.
7. Return to the herd and build right over the miner's tunnel.
8. Raise the release rate to 99 and let 'em walk.


                        _____________ _____ ______ ______
18 // Dr Lemminggood   | 80 Lemmings | 75% | RR 1 | 3:00 |
                        ¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯¯¯ ¯¯¯¯¯¯
1. The idea here is to bomb the Lemmings while walking so that they'll be as
   close to the thick walls as possible. To do this, start the first two off
   just two or three steps after they hit the ground.
2. For the next two, notice how the Lemmings coming out of the hatch land on
   the line between the gold segments of ground. Watch them from there, then
   detonate them halfway between the two lines ahead of that one.
3. For the third set of two, bomb them as they are walking through the hole
   made by the first set. You want them close enough to the third wall so that
   they make a passage through the wall, not the ground, allowing the rest to
   build from there.
4. When the passage is open, have every Lemming to approach it build only ONE
   bridge. You need to keep building until you are on the level with the high
   platform that leads straight to the exit. It's okay to lose a few Lemmings;
   you can afford to let twenty die total in this level, and you only killed
   six using bombers, so that gives you plenty of leeway.
5. Once the path is made, max out the release rate.


                       _____________ _____ ______ ______
19 // Lemmingdelica   | 80 Lemmings | 81% | RR 1 | 4:00 |
                       ¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯¯¯ ¯¯¯¯¯¯
1. Let the first Lemming drop down to the green crystal and have him build near
   the edge.
2. The second Lemming's walk will be timed just right so that he lands on the
   grass across from the crystal as soon as the other builder reaches it. Have
   that Lemming start making the path for the others to cross throughout the
   level.
3. Put a blocker on the grass between the two bridges. The first builder's
   bridge should touch the grass so that the Lemmings walk onto the bridge from
   the grass and not into the pit, thus creating an effective holding cell.
4. Focusing on the lone pathmaker building to various ledges: at the big rock
   up ahead, there is a teeny-tiny hole to build over. Seal the hole, then as
   he touches it, bash through it to speed things along.
5. Let him drop to the rock across from the three steel blocks spaced apart,
   then build up two bridges to the grass ledge. From that grass ledge, you can
   build an easy zigzag staircase from the ledge to the green crystal wall and
   from that wall to the exit.
6. Now return to the other Lemmings. You have no bombers, so you must build
   your way out. The good thing is that you should have plenty of builders to
   compensate for any screw-ups you might commit. Lemmings should still be
   flowing out of the hatch as well, so make one a blocker as soon as he hits
   the ground. This will make sure that just in case you end up building up and
   left to the steel platform you started on, no one will walk off the left
   side to their death.
7. The easiest way to build over the blocker is to build into him so that the
   builder turns around, then go up to the steel wall, and then to the right
   over his head. Once you have successfully accomplished this, max out the
   release rate.


                                     _____________ _____ ______ ______
20 // Got anything....Lemmingy???   | 30 Lemmings | 96% | RR 1 | 4:00 |
                                     ¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯¯¯ ¯¯¯¯¯¯
1. Have the first Lemming build as close to the edge of the staircase to the
   right as you can.
2. Make the next Lemming build a short distance behind him (this is for
   stalling so no one falls to their death just yet).
3. The third Lemming out is the important one. He will walk over the builders'
   bridges onto the next platform. Start digging so that he is going through
   the middle of the chain. What should happen is that one other Lemming will
   walk off the builders' bridges prematurely and splat, but the rest of them
   will land on the chain when they fall, allowing them to fall to the crane
   hook and then safely to the ground.
4. When you see that this is happening, pause and put the release rate up to
   99.
5. Build to the exit.


   --- | ------
   5.5 | Wicked
   --- | ------

                                         _____________ _____ ______ ______
01 // LeMming ToMato KetchUp fAcilitY   | 60 Lemmings | 80% | RR 1 | 2:00 |
                                         ¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯¯¯ ¯¯¯¯¯¯
1. Focus on the top hatch first. Wait for the first Lemming to pop out. He will
   land on the line between the two bricks. When he steps on the next line,
   turn him into a bomber.
2. Go to the bottom and make the other Lemming mine when he reaches the foot of
   the wheel grinder trap.
3. The bomber will blow up right when he gets next to the wall. Have the next
   Lemming to walk into this hole bash when he is right up against the wall.
   You'll be going through two normally unbashable surfaces (steel and the
   arrowed wall) at once!
4. Once through there, start digging through one of the steel girders,
   preferably the one on the left. Bomb through as needed.
5. Raise the release rate to 99 to empty the rest out.


                                  ___________ ______ ______ ______
02 // Introducing SUPERLEMMING   | 1 Lemming | 100% | RR 1 | 4:00 |
                                  ¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯ ¯¯¯¯¯¯ ¯¯¯¯¯¯
 There is only one Lemming in this stage, but he moves super-fast .... and so
 do the time and the scrolling! Don't waste any time - you'll need it here!
 Executing moves is difficult to time here, so you may want to pause before
 some of them to give yourself time to make sure you have the right task
 selected and you're prepared to click him when he's in the right spot.

1. Let Superlemming hit the brick wall to the right. When he turns around, have
   him dig over the T-shaped platform below.
2. When he walks off that T-shaped platform, have him bash through it when he
   turns around.
3. As he is walking to the next brick wall, turn him into a climber.
4. Scroll ahead to the five thin brick floors ahead. When he gets there, have
   him dig through the first four, but mine through the last one.
5. When he walks up the long brick incline, have him build at each hole. Bash
   to cut them off early and save yourself some time.
6. At the hole just before the exit, you need to have Superlemming dig at the
   pointed edge. Have him dig for 3-5 strokes (depending on how close to the
   edge you started), then build.
7. Bash to cut off the bridge before he hits his head.


                        _____________ ______ ______ ______
03 // This Corrosion   | 50 Lemmings | 100% | RR 1 | 3:00 |
                        ¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯ ¯¯¯¯¯¯ ¯¯¯¯¯¯
1. Have two Lemmings seal the gap to the right.
2. When they turn around, make one a climber.
3. Max out the release rate.
4. When the climber goes over the wall and drops down to the next ledge, have
   him build into the crane hook so he turns around.
5. Bash through the thin column when he climbs over the wall.
6. Build a bridge to seal the gap at right. When it is finished, have the
   Lemmings from the top dig down to this level.
7. The climber will return to the bridge that ran into the crane hook, climb
   the chain a little bit, and then walk through it and fall down to the steel
   block below. Have him build into the chain to turn around, and then over to
   the bottom floor.
8. Bash through the thin pillar.
9. Build OVER the exit so that the climber does not proceed through it. The
   others still need to escape too.
10. When you are past the exit, build to the wall.
11. When that bridge is finished, have a basher go through the bridge above (to
    minimize falling distance).
12. If the bridge in front of the exit keeps the others from getting through,
    dig through it, though this shouldn't happen.


                                        _____________ _____ ______ ______
04 // Oh No! It's the 4TH DIMENSION!   | 50 Lemmings | 60% | RR 1 | 4:00 |
                                        ¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯¯¯ ¯¯¯¯¯¯
1. There are four opening hatches in this level; fortunately, you only have to
   focus on two of them. The first Lemming will come out of the lower hatch;
   you can ignore this hatch completely. The second one will come out of the
   one across from that one. Have him build up to the steel wall to seal the
   hole.
2. The next Lemming will come out of the upper left-hand hatch. The platform he
   lands on consists of five blocks. Start bombing him when he is walking left
   on the second block from the left. He will stop right next to the thin
   column on the right.
3. When you've bombed through, have a Lemming from that hatch build over the
   exit.
4. Build to seal up the tiny gap between the floor and the stairs leading up to
   the arrowed wall.
5. Around this time, start having the Lemmings coming from the lower right-hand
   hatch start building up and left to the hanging staircase nearby. Make any
   Lemming who walks in the general direction of death a builder and watch for
   those who shrug (keep them going).
6. Bash through the right-arrowed wall to the right once a Lemming from the
   upper left has built over the exit.
7. When the ones from the lower right reach the exit, max out the release rate.


                    _____________ ______ ______ ______
05 // Chill out!   | 20 Lemmings | 100% | RR 1 | 3:00 |
                    ¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯ ¯¯¯¯¯¯ ¯¯¯¯¯¯
1. Have the first Lemming out dig after taking a few steps, then shortly after
   that, have him bash. The vertical hole (as well as all subsequent ones)
   needs to be short enough that the walkers can walk up out of it.
2. The second Lemming should turn around while the basher is bashing and walk
   toward the snow's edge. Have him build to the exit.
3. At this point, raise the release rate to 99.
4. While the Lemmings are pouring out of the hatch, you have to alternate the
   first one between digging and bashing. Dig and then bash, making sure you
   don't dig too far to trap any others in.
5. Once every other Lemming has turned around toward the exit, have the
   digger/basher bash out to the right.
6. Wait until he has fallen off the snow ledge on the far right end and until
   he hits the stalagmite nearby and turns around. Once he turns around, make
   him a climber.


                           _____________ _____ ______ ______
06 // PoP TiL YoU DrOp!   | 80 Lemmings | 37% | RR 1 | 8:00 |
                           ¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯¯¯ ¯¯¯¯¯¯
 A level that is far easier than it looks. You can actually ignore the outer
 two hatches completely, not use any bombers, and still make your goal.

1. The level starts with the view focused on the middle two hatches. That's
   great! They've already done the scrolling work for you! Have the Lemming on
   the left mine right and the Lemming on the right mine left so that both
   groups meet in the same hole.
2. Mine down to the wider chamber below.
3. In that wider chamber, wait for a Lemming to hit the left wall, then have
   him mine as soon as he turns around.
4. Max out the release rate, then when 50% have made it, nuke the rest for a
   pretty fireworks display.


                                        _____________ _____ ______ ______
07 // Last Lemming to Lemmingcentral   | 80 Lemmings | 90% | RR 1 | 2:00 |
                                        ¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯¯¯ ¯¯¯¯¯¯
1. Make the first Lemming out of the left hatch a walking bomber after letting
   him take about five steps.
2. Assign the first Lemming out the hatch on the right to block.
3. When the second Lemming pops out of the left hatch, detonate him in a spot a
   little bit ahead of where you detonated the first one.
4. The next Lemming will hit the blocker on the right. About the time that the
   second bomber explodes, he will be near the holes they made. Set his timer
   as soon as the second bomber explodes.
5. Make the next Lemming out of that hatch a bomber in a spot a little bit
   ahead of where you started that one.
6. Put a blocker on the third row down on the right so the Lemmings from the
   left hatch can make it.
7. Pause, max out the release rate, unpause.


                            _____________ _____ ______ ______
08 // A TOWERING PROBLEM   | 50 Lemmings | 90% | RR 1 | 4:00 |
                            ¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯¯¯ ¯¯¯¯¯¯
1. To beat this level you will have to explode the walls without making holes
   in the floor. Fortunately, this is relatively easy. For each of the first
   four Lemmings, make them a bomber about three-and-a-half segments in front
   of the wall they are supposed to blow up. While each one is counting down,
   make it a climber. This should allow them to crawl up just enough so that
   when they explode, they don't go through the thin floor, but the tiny piece
   left on the ground is small enough for the others to walk over.
2. When all four walls are successfully blown through, have any Lemmings to
   approach the edge start building toward the exit. You should have just
   enough builders for the task.
3. Max out the release rate when it's safe.


                       _____________ _____ ______ ______
09 // How on Earth?   | 50 Lemmings | 90% | RR 1 | 4:00 |
                       ¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯¯¯ ¯¯¯¯¯¯
1. Assign the first Lemming out to build one bridge to the right.
2. Close the rest in with two blockers. Max out the release rate after doing
   this.
3. When the builder runs out of steps, turn him into a floater.
4. When building to the exit, you need to make him hit the wall just before the
   exit so that he turns around. (When building to the first crystal column,
   start from the middle of the ledge before it so that your staircase touches
   the crystal, and thus you won't have to build a bridge to seal the hole that
   he would normally fall into.)
5. The purpose of turning around is to build a bridge from near the bottom of
   the longest bridge you made (the one leading up to the crystal column) to
   near the beginning of the level. This is done in order to make a path for
   the other Lemmings, who cannot float and therefore would normally splat from
   that height.
6. Once the path is made, build out of the blocker hold. Since it is such a
   cramped space, building out in the right direction is largely a matter of
   luck, so cross your fingers!


                        _____________ _____ _______ ______
10 // Temple of Love   | 50 Lemmings | 96% | RR 20 | 4:00 |
                        ¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯¯¯¯ ¯¯¯¯¯¯
 Much like Upside-Down World from the first Lemmings, this is a level that
 requires exact things to be done at exact times in exact spots. It's very
 difficult to pull off even if you're going about it the right way! Also, it
 will help to keep the release rate where it is for this one (for building
 purposes near the end).

1. Have the first Lemming to approach the small hole to the right seal it up
   with a bridge.
2. Make one Lemming headed left a climber.
3. Make the one behind him build one bridge up to the wall to the left (one
   will have to bomb through it later and he won't be able to if he is standing
   on steel).
4. Let the climber climb the high red wall. Allow him to walk along it, drop,
   scale the steel wall, and turn around. Have him dig about a step or two
   after he reaches the top of the red wall. A few conditions must be satisfied
   here: 1) he must dig through part brick and part steel so that the wall to
   his right is thin enough to bomb through with a single bomber, and 2) he
   must land on the down-arcing chain below without digging through it.
5. When he lands on the chain, have him build so he hits his head. He will walk
   through one of the links to the ground below.
6. He is now at a corridor that opens up into a pit of quicksand below. Start
   building at the edge of the passage. You need to build in such a way that he
   hits his head and turns around at a point as far out as possible. Do not
   build too close to the edge of this hall, or he will keep going.
7. When he turns around, build up to the brick wall to the right to turn him
   around again.
8. He will walk toward the end of the long bridge he made. When you get to the
   point where he hit his head, let him walk a little farther than that before
   building out. If done correctly, he should continue the bridge as if he had
   not hit his head, and the bridge will look slightly stretched toward the
   top.
9. Build two more bridges from that point. On the fourth step of the second
   bridge, turn the builder into a blocker.
10. Return to the herd at the beginning. Put a blocker as close as possible to
    the wall that the original climber dug partway through. (About half of his
    body should overlap the wall.)
11. If he was close enough and if you dug enough of it out, the bomber's hole
    should just barely penetrate the entire wall, allowing the others to walk
    through it.
12. When they reach the blocker near the end, have one build the final bridge
    to the exit.


                    _____________ _____ _______ ______
11 // ROCKY ROAD   | 50 Lemmings | 80% | RR 10 | 4:00 |
                    ¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯¯¯¯ ¯¯¯¯¯¯
1. Have the first Lemming build up to the next floating rock cliff. Get as near
   to the edge as possible, in such a way that when the builder finishes, he
   will walk off and land on top of the rock sticking up below.
2. Assign two blockers to hold the rest back and max out the release rate.
3. Watch out for the lizard trap up ahead! If you get too close he will
   ruthlessly and efficiently swat his tongue out .... he loves having Lemmings
   for lunch! Also on the ground level below, there is one of those sneakily
   hidden vine traps that reaches up and pulls the Lemmings under. What you
   need to do here is mine at such a point that the lizard's tongue cannot
   reach you, but that you also end the tunnel in front of the vine trap.
4. Bash through the tree ahead.
5. Wait for him to walk to the wall ahead. As soon as he turns around from it,
   have him build up to the floating rock to the left.
6. He should hit it and turn around. When he returns to the rock, have him mine
   through it to the left, then build to cut off the tunnel; this will turn him
   (and the rest when they get here) around.
7. Use one bridge to build up to the T-shaped rock to the right.
8. Build at a point as close to the right edge of the T-shaped rock as you can.
   You only want to use one bridge here as well.
9. As he walks to the right, have him mine down to the next area.
10. In this next area, if you look closely, you will see that there is another
    sneaky vine trap. Start digging before you reach it.
11. While digging, bash.
12. At this point, blow up the blockers from the beginning and have the others
    start heading this way.
13. You should have only two bridges left; use them to build to the exit.


                             _____________ _____ _______ ______
12 // Suicidal Tendencies   | 80 Lemmings | 97% | RR 60 | 4:00 |
                             ¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯¯¯¯ ¯¯¯¯¯¯
1. Let the first Lemming go ahead.
2. When you make the second Lemming a blocker behind him, make sure you
   position him directly over the vertical girder on the right, just a teensy
   bit to the right of its middle. Place a blocker somewhere to the left as
   well.
3. In the middle of the stage are three areas of identical setup, the only
   difference being that they get smaller in size as you move forward. At each
   one there is a pool of quicksand encased in steel, and above that, a thin
   ledge that touches a crane hook. For each of these, you must build up to the
   crane hook, which he will walk through, and then build as close to the right
   edge of the thin floor as possible. What will happen is that the bridge will
   bypass the first golf-tee-shaped brick thing you reach and will end in such
   a spot that he falls and lands on the left one of the next steel quicksand
   pool. As soon as you fall down to there, build to the next crane hook.
   Repeat until you have passed all three quicksand traps.
4. Mine down to the hanging ledge just in front of the exit.
5. Build to the exit.
6. Blow up the blocker at the beginning.


                                       _____________ _____ ______ ______
13 // Almost Nearly Virtual Reality   | 80 Lemmings | 87% | RR 1 | 4:00 |
                                       ¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯¯¯ ¯¯¯¯¯¯
1. Have a builder build across to the chain to his right.
2. While he is building, make a two-blocker holding cell. Make sure the blocker
   on the right is not touching the builder's bridge.

**You will have to be quick on the mouse button for these next several parts**

3. When the Lemming hits the chain, he will run into it. After he turns around
   and runs into the blocker, position the cursor at the bottom of the chain on
   the crane hook part where the Lemming will land when he walks through the
   chain. As he is falling, click the button furiously. If done properly, he
   will begin building to the steel block ahead as soon as he touches the hook.
     If he falls you will have to start over!
4. Repeat the process of building into a chain, building again after he turns
   around so that he does not walk off to the left and die, and then rapidly
   clicking so that he builds to the next chain as soon as he lands on the hook
   part, until you are at the bottom steel ground.
5. When you are two steel blocks away from the wall, start building up to it.
6. Once up to the next step, build as soon as the Lemming turns left.
7. When you have built a staircase up to the next ledge, build to the exit
   starting from the left edge of the second steel block from the right.
8. Once the bridge is near completion, release the rest.


                                    _____________ _____ ______ ______
14 // The Lemming Learning Curve   | 80 Lemmings | 98% | RR 1 | 3:00 |
                                    ¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯¯¯ ¯¯¯¯¯¯
1. Mine to the small ledge just below the one you start on.
2. Make the first and fourth Lemmings out of the hatch climbers.
3. Make the second Lemming out of the hatch a blocker as soon as he reaches the
   bottom level.
4. When the first climber reaches the top of the wall ahead, have him start
   mining toward the exit in the exact middle.
5. The other climber will be coming around about that time. He will run into
   the wall of the tunnel that the other climber is digging and head left. Have
   him mine down and left.
6. Once the miner ends his tunnel, it will still be a bit too high for the
   others to reach, so build one bridge up to it.
7. Max out the release rate.


                                        _____________ _____ ______ ______
15 // SPAM,SPAM,SPAM,EGG AND LEMMING   | 50 Lemmings | 80% | RR 1 | 4:00 |
                                        ¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯¯¯ ¯¯¯¯¯¯
1. The door is positioned too high for the Lemmings to safely fall out of it;
   therefore, you will need to make the first one a floater. Do this at the
   closest point to the ground possible. It is okay for a few Lemmings to die
   here (you only have to save 40 out of the given 50).
2. When he reaches the ground, let him walk right a little bit, then mine until
   he hits steel.
3. Build a bridge up to the left to decrease the falling height enough so that
   the remaining Lemmings coming out will not splat. In the time it takes to do
   all this, approximately four Lemmings will bite the dust.
4. As soon as the bridge is sufficiently long and high enough to catch the
   Lemmings coming out, bash to end it.
5. Let the floater go ahead and pave the way for the rest, then set a blocker
   up in an appropriate spot.
6. Pause and max out the release rate.
7. When the floater drops down to the ledge to the left, have him build as soon
   as he lands. The fall from this ledge is positioned so that it is just
   barely too short to get across to the ice wall to the left, which you will
   need to bash through.
8. End the bridge by bashing when the fall is safe.
9. Bash through the ice wall.
10. Once on the other side, build up to the floating snow mass to the left.
11. The vapor-blowing traps here are strategically positioned so that you can't
    just do a straight build to the exit. You will have to work your way around
    them. Start by mining through the floating snow mass deep enough to turn
    the others around, but not completely through it (build while mining to end
    your tunnel, of course).
12. Build up to the wall of snow up against the steel divider to the right, and
    then left to the exit.
13. While building, release the others by bombing the blocker.


                    ____________ _____ _______ ______
16 // Five Alive   | 6 Lemmings | 83% | RR 75 | 1:00 |
                    ¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯¯¯¯ ¯¯¯¯¯¯
1. Make the first Lemming a bomber directly above the left of the two red crane
   hooks.
2. Turn the last one into a miner so that he hits the steel and turns around.
3. While he is mining, make him a floater.


                       _____________ _____ _______ ______
17 // Down the tube   | 30 Lemmings | 96% | RR 10 | 3:00 |
                       ¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯¯¯¯ ¯¯¯¯¯¯
1. Build two bridges up to the orb in the middle so that the Lemmings do not
   fall down the titular tube to their deaths.
2. Make two climbers go up to the left.
3. Have the first one begin building to the left, and make the second one a
   blocker as soon as he lands on the ground on the left side of the wall.
4. Concentrate now on the builder. He is very high up in the level. What you
   should aim to do here is build a bridge so that it ends directly over the
   exit way down below. If it stops in the right place and the Lemmings are
   able to fall right in front of the exit, they will enter it instead of
   splatting like they normally would. To do this, start building left at the
   thin ledge nearest to the exit. Do not start building from the very edge,
   but rather just inward a little bit. If you do it right, the middle of the
   third step will be parallel to the left edge of the ledge you are building
   from. The builder will hit his head on the top boundary of the level, but
   will not turn around; he will walk forward and into the exit.
5. If you did this correctly, blow up your blocker and max out the release
   rate.


                                        _____________ _____ ______ ______
18 // LoTs moRe wHeRe TheY caMe fRom   | 60 Lemmings | 83% | RR 1 | 4:00 |
                                        ¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯¯¯ ¯¯¯¯¯¯
1. Build from the edge of the steel platform that you start on.
2. Make the first Lemming to walk off the bridge a climber.
3. As you may have guessed, hidden in that pointy narrow corridor is one of
   those slicing icicles of death. To make a way around it, turn the climber
   into a bomber after he climbs over the first climbable stalagmite, but a bit
   short of halfway to the next one. He should stop just short of where he
   would get sliced in two and make a hole so that the other Lemmings can walk
   under the trigger.
4. Create another climber. Let him climb over the first stalagmite, but mine
   through the second one.
5. After three strokes, start building. He should build over the bomber's hole
   while simultaneously creating a bridge high enough to pass the deathsicle's
   trigger point.
6. Build into a piece of ice to turn him around, then mine through the final
   stalactite.
7. At this point, have a walker from the herd behind mine through the first
   stalagmite, then build to cut him short before he goes through the bottom of
   the screen.
8. Have the climber who is mining build to the exit.
9. The other Lemmings should have run into a small piece of ice that they can't
   walk over. Build a bridge over it; you should have plenty of spares.
10. Set the release rate to 99.


                                     _____________ _____ ______ ______
19 // Up, Down or Round and Round   | 50 Lemmings | 82% | RR 1 | 2:00 |
                                     ¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯¯¯ ¯¯¯¯¯¯
 An impeccably designed level! .... This one requires precise timing!

 Also, several of the routes are uncrossable because there are hidden smashers
 that impede your forward progress. You cannot cross under the steel quicksand
 pool for this reason, nor can you go through the bottom of the level and up to
 the top (see how the level exit looks a bit funky? That's because there's a
 smasher jammed in it).

 Also (last thing, I swear), you can only kill nine Lemmings in this level.
 This stage's walkthrough will denote how many Lemmings should be dead or
 unsalvageable after each step in parentheses (e.g. (3)).

1. Let the first Lemming drop one ledge down, then have him build. Also have
   the second Lemming, who will walk on the first builder's bridge, build. Both
   will hit their heads at about the same time and turn around. (2)
2. Bash through the column as close to it as you can; if done correctly, the
   basher should take just one punch to get through it. (still 2)
3. Build two bridges starting RIGHT before you fall in the quicksand pool; the
   two bridges should be just enough to reach the ledge above and to the right.
   If you start too far away, stretch the second bridge as needed. (8)
4. Bash as close to the column in front of the exit as you can, again taking
   only one swipe to get through it. (still 8)
5. Build to close the minute gap between the top of the stairs and the platform
   where the exit lies. The builder will turn around and eventually walk to his
   death, but the rest will be safe. (9)
6. Max out the release rate and nuke all the stragglers.


                              _____________ _____ ______ ______
20 // The Lemming Funhouse   | 70 Lemmings | 97% | RR 1 | 2:00 |
                              ¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯¯¯ ¯¯¯¯¯¯
1. Have the first two Lemmings build as a stalling tactic. Make sure their
   bridges do not touch the steel wall over to the right.
2. The third Lemming should walk off to the right, hit the steel wall, then
   turn around and drop onto the triangular brick area. Build left, but leave a
   small gap so that the Lemming behind him can be employed in a stalling
   tactic as well.
3. Have the Lemming just behind that one build and fill the gap.
4. Before the other Lemming can reach the grinder wheel trap, make him a
   blocker.
5. The next two walkers should be relatively close to each other at this point.
   When both have hit the blocker and turned around, make the rear one block as
   well, creating a two-man holding cell while the other one finishes the level
   path.
6. Have the one that went ahead dig at the edge before falling into quicksand,
   but not all the way through.
7. A short way down, build left.
8. Build to the exit.
9. Bomb the appropriate blocker and max out the release rate.


   --- | -----
   5.6 | Havoc
   --- | -----

                          _____________ _____ ______ ______
01 // Tubular Lemmings   | 80 Lemmings | 95% | RR 1 | 4:00 |
                          ¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯¯¯ ¯¯¯¯¯¯
1. Let one Lemming go ahead and have two blockers hold back the rest.
2. Max out the release rate when this is done.
3. Bash and dig through the ice columns ahead as needed, building across the
   pits.
4. When you come to the steel corridor, you won't be able to see it, but there
   is one of those aggravating deathsicles hidden COMPLETELY from view, and you
   just have to know where to build to avoid getting executed. Start a bridge
   on the second rivet of the third steel block of the corridor (counting from
   the left). He will hit his head and turn around, but when he comes back, he
   will avoid the icicle.
5. Build over the tiny gap to the exit.
6. Return to the herd left at the beginning. Dig a short distance, then bash
   out to the right.


                                    _____________ _____ ______ ______
02 // Be more than just a number   | 30 Lemmings | 96% | RR 1 | 4:00 |
                                    ¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯¯¯ ¯¯¯¯¯¯
1. As soon as the first Lemming turns left after hitting the steel wall, have
   him build a bridge to the left (prep work for later in the level).
2. Make an athlete go over the wall to the left.
3. When he lands in the small hole below, have the athlete build to turn
   around.
4. He will walk toward the steel wall that separates the entry hatch from the
   exit. When he climbs up and turns around, have him build one bridge out to
   the left before he walks into the small hole he landed in earlier. This will
   decrease the height of the drop enough so that the others can get to the
   exit without splatting.
5. At the steel block to the far left, start building near its left edge. When
   you have built four steps out, dig. The athlete will dig part of the way
   through the steel and float down to the staircase leading down into the
   bottomless pit.
6. When he touches down on that staircase, make him block.
7. Send another climber over the wall from the beginning.
8. He will drop down and turn around at the blocker. When he is about to emerge
   from the small passageway leading to the right half, have him start building
   to the steel block parallel to the exit.
9. As soon as he turns around, build up left to the exit.
10. Finish the bridge from earlier to release the others.


                                        _____________ ______ ______ ______
03 // It's the price you have to pay   | 50 Lemmings | 100% | RR 1 | 4:00 |
                                        ¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯ ¯¯¯¯¯¯ ¯¯¯¯¯¯
1. Make the first Lemming bash through all three posts just to the right. Only
   one Lemming will turn around, which is exactly what you want to happen.
2. Have that Lemming build one bridge across the pit to the left.
3. At this point, pause and max out the release rate. The rest of the Lemmings
   will spend enough time walking for the other one to get his job done.
4. At the very edge where the gold floor turns downward, dig.
5. Near the bottom of the digging, build a bridge over to the left. Mine
   through to cut it off early.
6. Bash to the exit and wait for the others to come around.


                                  _____________ ______ ______ ______
04 // The race against cliches   | 20 Lemmings | 100% | RR 1 | 3:00 |
                                  ¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯ ¯¯¯¯¯¯ ¯¯¯¯¯¯
1. Pause before the level begins and raise the release rate to 99.
2. When the herd turns left, make the leader a climber.
3. Let him climb over the first pole, then dig at the foot of the second one.
4. Allow him to dig down for ten strokes - about three-quarters of the way
   down - and then start bashing left.
5. Count ice columns starting from the right. The ninth one stretches all the
   way from the floor to the snowy mass above; the basher should come out at a
   point shortly after the tenth such ice pillar.
6. At this point, pause and return to the herd at the beginning. When they are
   all walking left, start at the front of the line and make every last one a
   climber.
7. Pause again and return to the lone Lemming near the exit. Have him bash
   through the taller of the two remaining pillars.
8. After he climbs over the last one, make him build one bridge to the exit.
   The others should follow behind him, and you'll finish the level with about
   15 seconds to spare.


                                       _____________ ______ ______ ______
05 // There's madness in the method   | 20 Lemmings | 100% | RR 1 | 4:00 |
                                       ¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯ ¯¯¯¯¯¯ ¯¯¯¯¯¯
1. Have the first Lemming bash through the wall to the immediate right.
2. The second Lemming will walk toward the end of the basher's tunnel. As soon
   as you can possibly do so, have him start mining to the left when he turns
   around. If done at the right time, the tunnel will end at a point that will
   allow the Lemmings to fall safely to the ground level.
3. Build to cut off the basher.
4. Have a Lemming climb up the wall to the left. Just as he starts to climb,
   make another Lemming a climber - one who is about halfway to five-eighths of
   the way to the same wall. This should provide the proper distance you need
   to make a path to the end of the level.
6. Start the first climber off bashing through the wall to the exit.
7. The other climber should reach the basher when he is near the end of his
   tunnel, climb, and turn around and start walking back to the right.
8. At the exact halfway point of the wall in front of the exit, start mining
   down to the right. The tunnel should end so that the rest can walk up it to
   the exit. (Be sure to wait for the climber to make his way back around - you
   have to save 100% here.)


                              _____________ ______ ______ ______
06 // Now get out of that!   | 50 Lemmings | 100% | RR 1 | 4:00 |
                              ¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯ ¯¯¯¯¯¯ ¯¯¯¯¯¯
1. Let the first Lemming get by, and have the second one start mining as soon
   as he walks into the first dip (about three steps after he lands from the
   hatch).
2. Make the one that got away mine near the top of the hill, into the large
   chunk of snow that dips down.
3. When a Lemming turns around from the miner's tunnel near the beginning, have
   him immediately mine left.
4. Build to cut off both of those miners, thus making an effective holding
   cell.
5. Raise the release rate to 99.
6. Return to the Lemming mining through the dipping chunk of snow. He will have
   to make a zigzagging tunnel low enough so that the rest of the Lemmings will
   be able to fall to the exit. Build when you are very near a wall (don't wait
   too late or you'll go through), then as soon as you turn around, start
   mining again. Repeat this until that miner reaches the exit.
7. Build to the right out of the holding cell.


                              _____________ _____ _______ ______
07 // Creature Discomforts   | 20 Lemmings | 75% | RR 50 | 3:00 |
                              ¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯¯¯¯ ¯¯¯¯¯¯
1. Turn the first Lemming out of the hatch on the left side into a blocker as
   soon as he falls out.
2. Pause and rush over to the right.
3. Make the first Lemming out of this hatch build to the thin ledge just to the
   left using only one bridge. Make the Lemming behind him a blocker.
4. For now, concentrate on the builder. Stay with him until he reaches the exit
   door. You should use seven bridges in this process.
5. Once he starts building the final bridge to the exit, bomb the blocker that
   is holding the rest of the walkers on the right side of the stage back and
   send them to freedom.
6. Now return to the left side of the stage. You should have a mess of Lemmings
   trapped between a thin column and a blocker. Have a Lemming dig next to the
   thin column.
7. They will all fall down to the next tier. The last Lemming in line needs to
   bash through the wall to the right; the rest should walk into the enclosed
   pit to the left.
8. Pause and focus on the pit. You need to build to the left from the highest
   walkable point on the column. After doing this, return your attention to the
   Lemming heading to the exit.
9. After he bashes through the first wall, he will drop to a floor with two
   more ahead. Bash through the first, mine through the second.
10. When he drops to the next lowest tier, have him mine from the highest point
    of the column that he can walk to.
11. When the miner reaches the end and is about to fall, make him build. Only
    use ONE bridge.
12. The bridge should extend to the lower part of the platform upon which the
    exit is situated. While building, make him a climber.
13. Build the other Lemmings out of the pit to the right, then turn them into
    climbers as well.


                            _____________ _____ ______ ______
08 // Lemming about town   | 50 Lemmings | 90% | RR 1 | 4:00 |
                            ¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯¯¯ ¯¯¯¯¯¯
1. Make the second Lemming out of the hatch a climber.
2. When the first Lemming out hits the wall on the left and turns around, have
   him build one bridge up and to the right when he is standing on the line
   between the bricks.
3. After he starts building, raise the release rate to 99.
4. Focus on the climber as he climbs up the left wall. When he reaches the top,
   have him mine down near the middle. He should be able to drop into the
   enclosed space below and to the left, climb up the wall, turn around, climb
   again, and walk out of the tunnel he mined to the right.
5. Build across the pit to the long narrow platform. You must only use ONE
   bridge. However, this is very difficult to do, as you must build from the
   very tip in order to make it across. Barely any of the bridge (maybe two or
   three pixels) should be touching the floor. If you come up short, restart
   and adjust accordingly, because it is imperative that you only use ONE
   bridge to cross this part.
6. When you've made it past that, let him walk across the long ledge, building
   at the end.
7. As he approaches the exit, make him dig. Count up to four dirt tosses, and
   at that point, build to make him hit his own tunnel and turn around. At this
   height, it will also be possible for him to walk out the other way. Do this
   near the end of the platform leading up to the exit.
8. To reach the other Lemmings, you must mine to them in such a way that they
   must be able to use your mined tunnels to reach the exit. The first two
   times you mine, start just after the fourth block from the left. Starting
   from here makes a perfect tunnel.
9. At the last wall before the area with the other Lemmings, mine when you're
   right up on it.
10. When he mines through the final wall, the climber will circle the stage one
    more time. When he gets to the end of the long narrow platform, pause and
    return to the beginning. Have a Lemming build another bridge that goes into
    the mined tunnel created by the climber.
11. Right after assigning the builder, pause and return your attention to the
    climber. When he reaches the short gap prior to the exit, have him build.


                                        _____________ ______ ______ ______
09 // AAAAAARRRRRRGGGGGGHHHHHH!!!!!!   | 50 Lemmings | 100% | RR 1 | 4:00 |
                                        ¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯ ¯¯¯¯¯¯ ¯¯¯¯¯¯
1. Let the first Lemming hit the wall and turn around. He will build to the
   exit.
2. As each Lemming after that comes out of the hatch, make them climbers.
3. Here you will have to keep an eye on multiple elements simultaneously. Keep
   making climbers, but also watch out for your builder. When you hear the
   clicks, focus on him and continue his bridge.
4. When the first climber reaches the top, have him mine when he is over the
   row of columns below. (Remember to keep making the Lemmings pouring out of
   the hatch climbers, and also keep checking on your builder periodically.)
5. When one of the Lemmings hits the ground below the row of four tiny floating
   columns, have him mine down into the pit to the right.
6. Continue to make climbers and check on the builder until one of the climbers
   comes back to the left, approaching the large wall to the right of the
   entrance. When he reaches that wall, have him mine through it.
7. About the time the climber finishes mining through the wall, your builder
   should be near the exit. At this point, you can stop making climbers and max
   out the release rate. They'll all make it to the exit fairly quickly; the
   rest of the climbers won't be far behind.


                      _____________ _____ _______ ______
10 // Flow Control   | 21 Lemmings | 14% | RR 50 | 1:00 |
                      ¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯¯¯¯ ¯¯¯¯¯¯
1. You are confronted here with three vacuum tubes that will suck up your
   Lemmings. At the current release rate, they won't even get past the first
   one. To remedy this, pause before the hatch opens and jack the release rate
   up to 99.
2. When about five or so Lemmings have come out, pause and bring it back down
   to the initial rate of 50.
3. One or two Lemmings should escape the wrath of the vacuum tubes and head
   toward the exit. Have one of them that does build over the pit.
4. Raise the release rate to 99 once more.


                                    _____________ ______ ______ ______
11 // Welcome to the party, pal!   | 80 Lemmings | 100% | RR 1 | 4:00 |
                                    ¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯ ¯¯¯¯¯¯ ¯¯¯¯¯¯
1. Have the first Lemming out of the hatch dig near the wall to the right.
2. The second Lemming to come out needs to build over the hole that the first
   Lemming digs so that the rest will be contained while the digger attends to
   business up ahead. Hover the cursor over the digger's pit so that you don't
   accidentally click him instead of the walker.
3. Have the digger dig down three more times. At the last one, dig directly
   above the small patch of grass by the pit.
4. Build two bridges to the left, then one up to the right.
5. Build at the edge. You will use all twelve tiles. When the builder shrugs to
   indicate that he is out of steps, make him build as soon as he turns around.
6. At this point, you will have to make the builder build either left or right
   (as the situation warrants) as soon as he hits the wall and turns around. If
   you start with your back against the wall, the width of the space is exactly
   11 steps. Count from 1 to 11. When you reach 11, click the builder. If you
   can keep a steady rhythm going, you should be able to build to the top of
   this pit with minimal interruption. If he gets a step or two away from the
   wall, count to 10 instead of 11. You don't have much time, so try not to let
   your builder roam around in his space too much. You need to build a zigzag
   staircase upward, and you need to do so quickly.
7. When you build into the small corridor leading to the part with the green
   crystals, bash so that he doesn't hit his head and turn around (time is of
   the essence).
8. When he drops onto the first green crystal, build four steps out to the
   right, then bash to cut him off.
9. Pause and go to the Lemmings at the beginning. Dig through the bridge that
   is holding them in.
10. Return to your builder. Build to the left four or five steps, then bash to
    cut off that bridge early.
11. Build to the exit while the others make their way there.


                                     _____________ ______ ______ ______
12 // It's all a matter of timing   | 80 Lemmings | 100% | RR 1 | 3:00 |
                                     ¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯ ¯¯¯¯¯¯ ¯¯¯¯¯¯
1. If we number the hatches as the bottom left one being 1, the middle one
   being 2, and the top right one being 3, then the Lemmings exit the hatches
   in the following order:

      1, 2, 3, 2, 1, 2, 3, 2, 1, 2... (etc.)

   Keep this in mind as you play this level.
2. The platforms are made of four segments each. For the first three Lemmings,
   have each of them build on the left side of the fourth segment (counting
   from the left). This will allow them to touch down on the thin red columns
   below once they finish.
3. The fourth Lemming comes out of hatch #2. When he drops down to the red
   column, have him build.
4. The fifth Lemming comes out of hatch #1. Have him build while still on the
   segmented platform as a stalling tactic.
5. Pause here. The first Lemming should now be falling. Make him build when he
   hits the ground.
6. The builder on the middle platform will now shrug. Have him build along with
   the other one that's going.
7. After this, the builder at the top will shrug. Click him as soon as he hits
   the ground. As soon as you have him building, PAUSE IMMEDIATELY!!!
8. Concentrate on the middle ground once more. There is another Lemming walking
   toward death. Have him build as well; there are now three builders going in
   that one spot.
9. A Lemming is now walking to his death at the top area. Have him build to the
   wall along with the one that's going.
10. About this time, the bottom one as well as one from the middle should be
    turning around. Have both of them build to the exit. Extend the second
    one's bridge away from the first to get a little extra length. If done
    properly, there should be no casualties.
11. Set the release rate to 99.


                        _____________ _____ ______ ______
13 // HIGHLAND FLING   | 80 Lemmings | 93% | RR 5 | 4:00 |
                        ¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯¯¯ ¯¯¯¯¯¯
1. Let the first Lemming bash through the wall at the highest point.
2. Put a blocker behind him on one of the round edges of the rock - that way
   when you bomb him, the Lemmings will still be able to walk up the cliff.
3. Put another blocker to the left of the entry hatch.
4. When the basher is finished, have him build over the vine pit with one
   bridge.
5. When he walks to the top of the first stalagmite, build two bridges over to
   the right. He will probably hit his head near the end of the last one and
   turn around; build as needed to get him going back to the right (try to only
   use about two bridges for this).
6. When he returns to the wall he built up to, mine through it. Let him get a
   fair distance down so he has room to build when necessary.
7. Build to keep the miner from going further once you're in the corridor that
   leads up to the exit.
8. There is a small vine trap that is barely visible near the start of the long
   grass platform. Build over that.
9. While he is building, blow up the blocker keeping the others back.
10. Build to the exit.
11. Wait for the others to make it to safety, then bomb the remaining blocker.


                              _____________ ______ _______ ______
14 // Synchronised Lemming   | 80 Lemmings | 100% | RR 40 | 1:00 |
                              ¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯ ¯¯¯¯¯¯¯ ¯¯¯¯¯¯
  This stage requires impeccable timing. Pausing between each and every step
  will help immensely!

1. Make the first Lemming (lower right chamber) a climber.
2. Make the second one (upper right) a builder as soon as he touches the floor.
3. When the first one reaches the top of the thin column, make him dig.
4. Ignore the third one for the moment, then make the fourth one (upper left)
   bash through to the left. Make sure he is not all the way up against the
   wall.
5. Return your attention to the third Lemming. Make him a climber.
6. While he climbs, have the Lemming in the top left bash once more, then build
   over the thin passage to the exit.
7. When the climber in the lower left chamber approaches the exit, build into
   the thin gray floor to turn him around.
8. Have the climber in the lower right chamber dig through the second column.
9. The climber in the lower left corner now needs to bash through the two
   arrowed walls. After starting on the first one, pause and press F7 to switch
   to builders.
10. Go to the upper right corner and have a Lemming build to the exit. The
    platform just before it is divided into two segments; start from the middle
    of the segment on the right.
11. Bash through the second arrowed wall (lower left area).
12. Max out the release rate.


                         _____________ _____ _______ ______
15 // Have an ice day   | 10 Lemmings | 80% | RR 20 | 6:00 |
                         ¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯¯¯¯ ¯¯¯¯¯¯
1. Assign the second Lemming out of the hatch to blocking duty. Situate him
   directly underneath the hatch. One Lemming will have passed, so it's up to
   him to create the path that will save the day.
2. Dig on the slope when you get near enough to the ground so that the others
   won't splat upon falling through the digger's tunnel. You don't have to take
   any measures to avoid the trap once you dig, because although they can walk
   up the hill it's situated on, they won't get hurt by it.
3. Build three bridges over the first ice pond (watch out for the icicle trap)
   and two over the second.
4. Bash through the last bit of snow before the next ice pond.
5. Once you slip through, build two bridges over said pond.
6. Build two bridges to the wall.
7. You should have nine bridges left at this point. Use six to build up to the
   left, approaching the exit. Start from the highest point of the hill.
8. When you start the final bridge that will drop you onto the ledge where the
   exit is, bomb the blocker at the start. When the long bridge is all done,
   you should have three left.
9. Build one bridge to the stump so that it touches it and allows the Lemmings
   to walk over it. (You can use two bridges if you start from too far away,
   but the time wasted isn't worth it.)
10. Once you clear the stump, you're still not done yet. The exit is snowed in
    a little, so to speak. Place a blocker directly in front of the door and
    have him blow a hole.
11. When the other Lemmings come around, have one build while inside the hole
    formed by the bomber. A short way through, he should stop and hop in, thus
    allowing the others to do the same.


                             _____________ _____ _______ ______
16 // Scaling the Heights   | 80 Lemmings | 90% | RR 50 | 2:00 |
                             ¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯¯¯¯ ¯¯¯¯¯¯
1. There is a tiny crack at the bottom that the Lemmings can slip through.
   When one gets into it, have him build to fill it. After about two steps, he
   will hit the wall.
2. As the Lemmings walk outward, turn one into a blocker about five or six
   rocks out.
3. Have a Lemming build one bridge left to get a headstart in that direction.
4. Make one a climber.
5. Wait until the climber scales the wall to the left. Once he is at the very
   top, make him mine.
6. He will go under the grass that the exit is sitting on. When he has mined a
   complete tunnel, build. After about two or three steps, he will hit his
   head.
7. Immediately after he hits his head, have him mine to the right. He should
   mine far enough down that the other Lemmings will be able to pass up through
   here when they build the bridge that connects to the wall.
8. While he is mining, add one more bridge to the headstart bridge you made
   earlier.
9. Wait for the climber to scale the wall once more, and as soon as he starts,
   build the third bridge.
10. Make the climber a blocker when he reaches the bridge where he hit his
    head.
11. A small group from the last bridge should be approaching. When they turn
    around, have the last one build up and right.
12. Build another bridge to the right and turn the builder into a blocker about
    four steps in.
13. From here, you should have one bridge left. If you build left, hooray; if
    you go right, you'll run into the blocker and turn around, so you're golden
    either way if you get this far.


                             _____________ _____ _______ ______
17 // Where Lemmings Dare   | 80 Lemmings | 97% | RR 20 | 2:00 |
                             ¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯¯¯¯ ¯¯¯¯¯¯
1. Make the first Lemming a builder when he's only taken one step. This way,
   the lizard across the way won't catch any with his tongue. If any Lemmings
   get caught by the lizard's tongue while the builder is building, you need
   to start over. Let the builder do his thing until he's done.
2. Somewhere underneath the bridge (preferably at the entrance to the narrow
   steel corridor), place a blocker, but let one Lemming go ahead.
3. At this point, pause and raise the release rate to 99.
4. The Lemming that walked ahead of the pack needs to build near the end of the
   corridor so that he builds two steps and hits his head. If you let him go
   too far, he will get eaten by the second lizard.
5. Build and hit his head again so that he walks left once more.
6. Build to the left while on the two steps that you laid down in step 4. This
   time, he should build out of the corridor and escape the lizard's lethal
   tongue.
7. Bash at the fifth step he lays down. He will fall toward the twirly twig
   sticking up.
8. While the Lemming is falling down to the twirly twig, pause and press F7 to
   switch to builders. The very millisecond he touches down on the twig, have
   him build. It should take only one bridge to get across to the next steel
   hallway.
9. When he reaches the green crystal hill, have him mine down to the left.
10. When you are above the exit, start digging straight down. This has to be
    positioned exactly right, because there are vine traps on both sides of the
    door, hidden very well in the grass. Generally, if the tunnel is directly
    over the letter U on the exit door, you're in the clear.
11. All you can do now is cross your fingers and see if you did it right.


                                 _____________ _____ _______ ______
18 // Lemmings in a situation   | 70 Lemmings | 97% | RR 99 | 4:00 |
                                 ¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯¯¯¯ ¯¯¯¯¯¯
1. Turn one of your Lemmings into a climber and have him climb out over to the
   right. To save time, don't make him a floater until near the very end of his
   fall.
2. Build at the very edge of the platform you fall to. The Lemming should hit
   the hook and turn around. If he builds through it and shrugs, start over.
3. As soon as he falls onto one of the small bricks just above the quicksand,
   start building. Build two bridges over to the left. When you build the two
   bridges, there should be a small gap left at the end.
4. The climber will fall through the tiny gap and start climbing the next wall.
   Soon as he reaches the top, start digging. Only dig down to the tan line.
5. Once you're down to that tan line, start bashing. The tan line must still be
   there, and there must be no gaps that the other Lemmings can fall through.
   You're going to be bypassing a lot by making this tunnel, but don't rest on
   your laurels just yet - precision is still required of you in the coming
   steps.
6. At the end of the bashing, build to keep from falling in the quicksand. The
   basher should build three steps, run into the small gray piece, and turn
   around.
7. Build so that the Lemming's head hits the nearby pole and he turns around.
8. He should be able to walk onto the small gray piece using the three steps he
   built to it. Once atop that piece, build two bridges to the pillar to the
   left.
9. Be ready for him to run into the pillar and turn around. As soon as he does,
   build up into the small hole. This should take only two bridges to do. If
   you use more than that, you're boned.
10. Once you make it up there, build two more bridges to the left, out away
    from the exit. When you start the second bridge, click on blockers and have
    the cursor ready. As soon as the builder shrugs to indicate that he is out
    of tiles, turn him into a blocker.
11. Scroll back to the beginning and have a Lemming dig directly above the thin
    red ledge. None of them must splat, but if you err on the side of caution
    and keep it more to the left than the right, they should all be safe.
12. The Lemmings will follow the path the climber made. When they reach the
    blocker, have one build. It should not matter whether you build left or
    right, since if you build right, it goes straight to the exit, and if you
    build left, the builder hits the blocker and turns around toward the exit.


                                     _____________ ______ _______ ______
19 // Looks a Bit Nippy Out There   | 80 Lemmings | 100% | RR 30 | 3:00 |
                                     ¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯ ¯¯¯¯¯¯¯ ¯¯¯¯¯¯
1. Have the first Lemming build near the bottom of the narrow crevice.
2. As soon as he starts to build, pause and raise the release rate to 99.
3. Let Lemmings fall until 76 are out. At that exact moment, pause and lower
   the release rate to about 50 or so.
4. Lemming #80 needs to build as soon as he touches the ground. If he falls
   through to meet the rest, restart.
5. He will build into the wall at right and turn around. Dig through the left
   side of the hill when you are on it, but not very far down. Still, you must
   make your hole such that nothing will be able to get through it - not even
   the climber must be able to crawl over it.
6. When your Lemming has made about four or five burrowing movements, have him
   build to the wall at left. He should reach it on the 11th or 12th tile.
7. Bash through to the left.
8. As he is bashing, go to where the rest of the Lemmings are and make a
   climber.
9. When he climbs up to the left, have him bash at or near the very top of
   where he is able to bash.
10. Once he comes out the other end, have him build over to the icicles hanging
    from the ceiling.
11. After making the builder build his second bridge, return your attention to
    the basher. He should be near the end of his deal by now. You will notice
    that the exit is partially snowed in. Dig directly above to clear the door
    for him and the others.
12. Return to the builder. He probably has hit his head and turned around by
    now. (If you're really lucky, it will only take two bridges to close the
    gap, but don't count on it.) You must close the gap between where he
    started building and one of the icicles so that no Lemmings can get through
    it. This should only take three bridges at most; if you use any more, start
    over.
13. After the gap is closed, have one of the mass of Lemmings in the narrow
    crevice build to the left. You only have two shots at this, so don't screw
    it up!
14. If done correctly, they should all walk up to the climber's bridge that
    touches one of the icicles. Find an isolated Lemming among the crowd and
    make him build up to the right so they can all get to the path leading to
    the exit.
      The only kink in the plan at this point is if the climber manages to pull
    one of those dumb graphical glitches and climb over the wall even though it
    appears there's something obstructing his path (which actually happens more
    often than you think, which is what makes this level so dang frustrating).


                               _____________ _____ ______ ______
20 // LOoK BeFoRe YoU LeAp!   | 60 Lemmings | 83% | RR 1 | 7:00 |
                               ¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯¯¯ ¯¯¯¯¯¯
1. First, scroll over to the entrance at left. The Lemmings fall into the crack
   facing right, then they turn left, then they turn right again. You must make
   one Lemming a bomber immediately following this sequence of about faces. Do
   it right when he starts falling after turning to face right for the second
   time. This will make a hole at the bottom that keeps the Lemmings from
   wandering over to the left and getting caught by the lizard. Also, this hole
   must not be too deep so that it blows a hole in the bottom of the screen,
   and it must also be deep enough to contain the climber when he comes back
   this way later on. You may want to try this step a few times to get a good
   feel for just where exactly to set off the walking bomber.
2. When you've made a sufficient hole, go over to the right. There is a small
   patch of green grass to the right of the entrance hatch located here. This
   is your landmark for this stage. You must set off all your walking bombers
   from this point. Start by making a series of three bombers, detonating each
   one as they reach the top of that landmark grass. Done correctly, they
   should create a passage down and to the left, to the left of the two thin
   trees located directly below the entrance.
3. When the Lemmings are starting to herd themselves into this little sub-
   division, again you need to use the green patch as your landmark. This time,
   detonate the Lemmings as they are facing left and as soon as they completely
   clear the green patch. You should need to use about four bombers for this
   task. If done correctly, you should have pretty much an unbroken tunnel on
   your hands, and the Lemmings on this side should start reaching the exit
   with ease.
4. Return to the left side. Make a climber/floater (athlete).
5. He will go up and to the right and will enter a large enclosure in which he
   is now safe. Mine to the left, a little bit past the middle of this space.
6. His mined tunnel will allow the other Lemmings to go up into where he was.
   When they reach the wall to the right, have one mine downward.
7. They will be able to walk all the way up the hill leading to where the other
   Lemmings are. Create a bomber at the very last rock of this hill, the one
   just past the green patch of grass at the top (which looks exactly like the
   landmark patch you've been using with the other half of the Lemmings). You
   should just barely only need one bomber, but wait and see if it pans out,
   and if it doesn't, make a second one in the same spot.
8. Max out the release rate and watch the Lemmings walk to victory.


When you save the necessary 83% in 20 Havoc, you are congratulated by the game,
being told that you are truly a Lemmings master. No fancy cinemas or even any
end credits - just the satisfaction of a job well done.


Congratulations on beating Oh No! More Lemmings!

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   = | ====================
   6 | CREDITS & COPYRIGHTS
   = | ====================

As always, thanks for sticking with me throughout this giant guide. I have a
clear and abundant love for the Lemmings series, as this is my third guide for
the series to date. I'd like to thank everyone involved in the project:

> Brian Sulpher for always pushing me to finish my unfinished FAQs.

> My girlfriend April, to whom this FAQ was dedicated at the very beginning of
  the document. Although she does not endorse the use of "cheat files" (as she
  calls them), she encourages anything that helps keep my writing skills at
  their sharpest. I love you, baby :*

> All my peers on the FAQ Contributor boards, especially those who particularly
  enjoy my work on the Lemmings series. Maybe Lemmings 2: Tribes is up next?
  Who knows what the future holds?


I'm proud to host this FAQ on the following reputable websites:

www.gamefaqs.com
www.honestgamers.com
www.neoseeker.com

These three websites represent the places where the guide was originally
submitted. If you want to use this guide on your website, you have my
permission to do so. Requesting permission is merely a formality (although it's
still just polite to do). The only thing I ask is that you not change any words
within the document, and that you credit me as the original author of the
document. You may convert it to HTML format if you wish to add screenshots.
Plagiarism is, always has been, and always will be strictly forbidden.

This version of this guide (1.0) is © January 8, 2007 by Snow Dragon, all
rights reserved. The latest version of this document, should I ever choose to
update it, can be found first at GameFAQs, Honest Gamers, and Neoseeker.

Thanks for reading my FAQ and have a great day!

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