Oh No! More Lemmings FAQ v8.0
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Oh No! More Lemmings FAQ

by GavLuvsGA   Updated to v8.0 on
Oh No! More Lemmings FAQ
                (For the Mac)

by GavLuvsGA

Please write to GavLuvsGA@aol.com or XPhileScaper1121@aol.com, but PLEASE,
PLEASE, PLEASE put "Oh No Mopre Lemmings" in the heading, and also NO IMs or
attachments. And please do not request foreign language FAQs; feel free to
translate my FAQ into a foreign language, but ask my permission first.

Version 8, 17 - 09 - 2003

Copyright notice

The contents of this FAQ are the property of the author. Copying of any part
of this without including my name is basically not allowed.

Revision history

Version 2 (15 - 08 - 2000)

Corrected title to Level 85, and added extra note.

Version 3 (16 - 0 - 2000)

Got CORRECT title to Level 85 (was informed wrongly).

Version 4 (05 - 09 - 2000)

Made a few improvements, and added note to Level 84.

Version 5 (18 - 12 - 2001)

Revised solution to Level 71 (Wicked)

Version 6 (26 - 03 - 2003)

Added easier solutions to Levels 90, 96 and 98 (Havoc)

Version 7 (21 - 04 - 2003)

Added a useful alternate solution to Level 22 (Crazy)

Version 8 (17 - 09 - 2003)

Corrected my solution to Level 95 (Havoc)

Contents

1 Introduction
2  The Skills
3   Special Techniques
4 Traps
5  Level Solutions (Tame--Wicked)

1 Introduction

Oh No! More Lemmings is basically a sequel to the original Lemmings, with all
the same skills, but different tunes and backgrounds. Also the difficulty is
very different too; whereas the first 20 levels are easy, most of the others
are nothing like as straightforward as in the original game.
This guide is to help you get through the game without too many problems.

2 The Skills

Climber

Climbs walls, but will stop if it reaches an overhang and fall back down.

Floater

Turning a lemming into a floater will give it an umbrella, which it will use
to stop itself splatting if it falls off a high cliff. You can give a lemming
an umbrella even when it is seconds away from splatting and just this will
save it, even if it doesn't have time to get the umbrella out (a bit of
artistic license by the makers). A lemming can be both a climber and floater,
and is known as an athlete.

Bomber

Basically, turning a lemming into a bomber gives it five seconds before it
explodes, leaving a crater (or blowing away the floor if it is narrow
enough). It will only not make a crater if it blows up on steel. This can be
used to blow up blockers. Interestingly enough, if a lemming is set to blow
up and enters the exit, but doesn't quite make it, it'll jump in, then
suddenly appear outside the exit and explode, which is really quite wierd.
Nuking the level (double-clicking on the mushroom cloud at the  end of the
toolbar) will turn every lemming into a bomber,  from what I can make out, in
the order they fell through the trapdoor (i.e. first out is first to go).

Blocker

Stops lemmings from walking into certain areas, such as traps.

Builder

Builds bridges, and can be used to cross over chasms, water, or to avoid
traps. It can also be used to scale walls and turn lemmings round (this works
by turning a lemming into a builder when it is going up slope. Lemmings will
stop building if they hit their head, or use up their supply (12 bricks).
Yoiu will hear a clicking noise after the 10th brick.
Basher

Bashes horizontally, but not through steel, or the wrong way through a
one-way block.

Miner

Mines diagonally down, but has the same limitations as the basher. If you
mine down into a one-way surface, going ibn the opposite direction to the
arrows, the lemming will turn around.

Digger

Digs downwards, through anything but steel. One word of warning, which may
come in handy in higher levels: when a digger finishes digging,itwill fall to
a point directly below the middle of the tunnel. When the other lemmings
arrive, they will actually fall to a point a few pixels to the side of this.
If the digger only just misses a hazard, the other lemmings could easily fall
into it.

3   Special Techniques

Reducing falling distances

If you have one lemming, who has to traverse a large drop and you have no
floaters, you could turn it into a digger, and it can dig down and may have a
shorter drop when it gets to the bottom of the material. To allow other
lemmings to get down with no problem, miners can also have this effect, and
even bombers (see level 23). Alternatively, one lemming could flkoat down and
become a builder, creating a raised platform that the lemmings can land on.

Dig, don't bash

On some levels you can remove ground that is in the way by having a lemming
climb a pillar and dig it away from the top.

A "Hole" Lot Easier

Instead of using two blockers to trap your lemmings and preventing them from
obliterating themselves, you could turn a lemming into a digger, and then
make it build to stop it when it is low enough to trap the lemmings. If you
want one lemming to walk on ahead, then make sure you know if the next
lemming will arrive before your digger has dug low enough, and walk on ahead.
A good guideline is that if the release rate is 30 or less, make the second
lemming into the digger. Anything above this, try doing this with the first
lemming.

Break up a bridge

Another way of containing lemmings can be achieved if faced with a vertical
wall, which must be built up. If you have no climbers (if you did, you could
simply make a climber go on ahead), then make a lemming into a builder, but
get a lemming to dig, or bomb through it, to prevent the others following the
builder up the bridge.

Digging upwards?

You can also get lemmings up a cliff by getting a climber to the top, and
turning him round (usually by having it dig a little way down, then turning
it into a builder, and - when it turns round - into a miner. The other
lemmings can walk up the slope created.

Freeing Blockers

You can free a blocker if you get a lemming to bash, or mine, under its feet,
causing it to fall.

Bridges as blockers

If you get about four or five lemmings to be builders in a row, so their
bridges join up perfectly, they will form a barrier that the others can't get
past. This is easier said than done.

While the trap's busy...

Virtually all traps on this game can kill only one lemming at a time, so if
you have a large concentration of lemmings passing over the trigger for the
trap, one will die, but some will get past while that lemming is being killed.

4 Traps

There are eight different traps on the game. Here is what to look out for:

Grinding Wheels (Levels 27, 53, 55, 61, 80)

These basically drag the lemmings under and rip them to bits. The trigger for
this trap is roughly in the centre, but like virtually all traps, can be
avoided by building over (or digging under) the trigger.

Killer Plants (Levels 28, 30, 71, 93, 96, 97)

The most inconspicuous of traps, this is simply a small blade of grass, which
is often camoflaged against green surfaces on the later levels. When a
lemming steps on it it gets dragged underground.

Steam Throwers (Levels 29, 52, 75, 95, 99)

Basically the same as the flame throwers in the original game; these kill all
lemmings that fall or walk into them, and cover a large amount of ground.

Slicicles (Levels 29, 54, 81, 95, 99)

These are the most revolting trap in the game; located in celings, often
hidden, they come down to slice the lemmings in two!

Chameleons (or some sort of lizards) (Levels 30, 71, 97, 100)

These creatures basically sit around on some of the levels and wait for a
lemming to get about an inch infront of their mouths. At this point, they
will extend their long tongues and eat the lemmings whole. These cause a lot
of hassle on level 97!

Jackhammers (Levels 35, 55, 56, 61, 79)

Another "ceiling" trap, these simply pound the lemmings into the ground when
they walk underneath. Also occasionally hidden behind scenery.

Vacuums (Levels 38, 90)

Long, grey tubes, that suck the lemmings up as they walk underneath. Also the
least gory trap in the game.

Ray Guns (Levels 38, 39, 83)

Its just a pity the creators didn't make it so these posed more of a hazard.
These are activated when a lemming walks an inch or so infront of the barrel
of the gun, and then it gets zappped. Easily the most impressive trap in the
game.

5   Level Solutions

Note about access codes: These have been copied off notes I have made, and in
some cases the Us and Vs were hard to differentiate. If an access code does
not work, it may be that a U was typed instead of a V, or Vice-Versa. My
advice would be to try changing any Us in the code to Vs (or vice-versa) in
this situation.

Tame (Levels 1-20)

To include solutions to these levels would basically insult your
intelligence. You'll get through these with no problem at all, without even
using climbers, floaters, blockers or bombers.

Crazy

(Most of the solutions on this stage are just that!)

Level 21: Quote: "That's A Good Level" (No code required)

Put a blocker on the left of the main platform to the lemmings don't walk
into the gunge underneath, and turn the first lemming to reach it and turn
round into a climber. Time it to turn this lemming into a bomber just as it
begins to climb, so the lemmings can get through to the exit, but without
blowing up the platform. If this is too hard, then let the climber go all the
way up, then dig through the four platforms over the exit, making sure its
left of the exit, facing left, when it digs through the last layer. Then turn
this lemming into a blocker on the right of the pillar and then a bomber.

Level 22: Dolly Dimple (ACCESS CODE: FLCKHTTGBM)

This level easily proves that the crazy section (and the following ones) are
a lot harder than the tame section; the lemmings come out of two trapdoors on
a high platform. To save them, wait until a lemming is about to hit the left
hand barrier on the platform and turn it into a climber. When it is about to
fall, turn this lemming into a digger. It will keep digging until it is low
enough to survive the fall. Also, there should be a small part of the wall
not destroyed, which will prevent the other lemmings from spilling over the
side.
When this lemming lands it will be on a jagged platform, heading left towards
a flat section with the exit on. Just as it walks up the last small ridge,
turn the lemming into a builder, turning it around. Immediately turn it into
a builder again and keep going until it hits its head on the holding
platform. Wait until this lemming has almost got back to just under the point
it dug away the wall above, and turn it into a builder, so as to make a
higher platform, passing under the left end of the top level. You should have
one builder left; you may need this. Be very careful here; if the left end of
the section is very crowded, then wait; at some point, the amount of lemmings
will decrese slightly, and it will be easier to turn a lemming into a digger
just before it turns round. This lemming should begin to destroy what is left
of the end wall, and all the lemmings should fall safely onto the bridge you
made before. When your digger falls through the platform, it should head left
too. If it does head right, then use your last builder when it is about to
fall off the top of the ramp and it'll hit its head and turn around (you need
100% to progress).

There is an easier way. Michael Spencer sends this in (and honestly I feel
stupid for not thinking of this one):

"start a bridge aiming at the top of the left-hand
wall. Meanwhile, climb this wall, then dig just before he falls so there's
still a thin wall and the lemmings don't escape. Just before he stops digging,
build for two bricks then dig again. The lemmings can now survive the two-stage
fall all the way from the top, so just complete the first bridge!"


Level 23: Many Lemmings Make Level Work
(ACCESS CODE: LCALVTFHBT)

This is all up to timing; when the first lemming appears, you must turn it
into a bomber so it explodes just as it falls off the first cliff, blowing a
crater in the side. The lemmings will now survive the first drop. They will
then beging to climb some steps. Turn the first lemming into a bomber roughly
half way up the stairs and it should explode as it begins to fall off the
next cliff and the other lemmings will all reach the exit. This may take
several attempts to get right.

Level 24: Lemming Express (ACCESS CODE: CILTTFNIBS)

This level really does look impossible at first; you have a climber, a
floater and ten builders, a massive pit of bubbling acid to cross before you
reach the exit;  the lemmings come out at a release rate of 99 (and you can't
slow them below this) and you have to save 100%.
To complete the level, wait until the lemmings are about to pass under the
large gap in the platform over their heads, and turn the first lemming into a
builder. The others will walk on. When the builder hits its head and turns,
simply make it a builder again. Keep going unitl this lemming has progressed
onto the top platform and is heading right (it doesn't matter that the bridge
is unclimbable, as no other lemmings have to use it). Now simply build over
the acid; the other lemmings will not reach here until the bridge is
completed.

Level 25: 24 - Hour Lemathon (ACCESS CODE: CCHRUFLJBG)

As the lemmings reach the first pit, turn them into builders. Keep doing this
until the the bridge crosses the gap (you should only have to turn a couple
of lemmings into builders more than once. In the next section, build a bridge
out, and have another lemming dig through it so the others are trapped. Build
over to the exit, then build across the gap you made before.

Level 26: The Stack (ACCESS CODE: IHSVFLCKBO)

Turn the first lemming into a climber. When this lemming is two-thirds of the
way over the steel platform, turn it into a builder. The lemming should stop
building just as the bridge joins the ice pillar. If you're too far left,
it'll fall into the bottomless pit; too far right and the lemming will turn
round and you'll run out of time. The lemming should now climb the pillar.
Now turn one of the trapped lemmings into a builder to reach the top of the
steel block. When the climber reaches the top of the pillar, and is half way
across, turn it into a digger. When this lemming is almost level with the top
of the first bridge you made, turn another lemming who is about to reach the
pillar into a climber. When the digger is about level with the top of the
bridge, turn it into a builder. Watch the other climber, and when it reaches
the top of the pillar, turn it into a digger, and it will destroy the rest of
the pillar. Turn your first climber into a builder when it reaches the last
gap. As soon as the second digger is low enough that the lemmings can cross
over to where the exit is, make it into a builder and they should all start
heading to the exit.

Level 27: And Now, The End Is Near... (ACCESS CODE: LRUFLCALBK)

When the first lemming hits the wall on the right and turns, make it an
athlete. Now wait while the athlete climbs over the steel wall, and walks
towards the next wall. Turn it into a builder or it'll climb the wall and
walk into the trap. Now, when the athlete turns round, turn it into a builder
about half-way back to the wall on the right (where the other lemmings are
trapped). If you made him build in the correct place, it will hit the wall
just below the steel. Make the lemming into a basher; if all has gone right,
it will be low enough not to hit the steel, but high enough that the when the
basher goes underneath the trapdoor, all the trapped lemmings will fall into
the tunnel. Keep going until you bash through to the other side, and the exit.

Level 28: KEEP ON TRUCKING! (ACCESS CODE: RUFNCILMBF)

Turn the first lemming into a basher and have it bash through the first wall.
Keep the others trapped between two blockers. When the basher falls down
onbto the lower level, have it bash through the next wall on the right, and
then build over the fire pit. The next bridge is quite hard to do correctly,
but if you turn the lemming into a builder, just as it moves onto the
slightly raised platform about an inch to the right of the fire, it should
reach the green wall, which it should bash through. One on the other side,
make this lemming into a builder or it will probably carry on bashing. You
will probably have run out of builders now, so let this lemming fall into the
fire, before blowing up one of your blockers and freeing your trapped
lemmings.

Level 29: On The Antarctic Coast (ACCESS CODE: UFLCCHTNBM)

Make one of your lemmings into a digger, creating a hole so that only one
lemming walks past, the turn the digger into a builder so it doesn't dig off
the screen. Have your free lemming bash through any obstacles. Eventually
it'll arrive at the slicicle. To avoid becoming a banana - or rather, lemming
- split, turn the lemming into a builder. There are two walls remaining now;
bash through both and turn one of your trapped lemmings into a builder,
making sure they all head off  to the right.

Level 30: ROCKY VI (ACCESS CODE: FLCIHWUOBG)

Turn the first lemming into a floater and let it fall down to the floor. Turn
the next lemming into a builder to trap the others on the high platform. Turn
the floater into a builder to avoid the killer plant. Turn the floater into
an athlete. Make one of your trapped lemmings build left onto the green
platform. They will begin to troop onto it. Make the second lemming that gets
onto it into a blocker, but not too close to the bridge or when the blocker
explodes, you'll lose part of the bridge. One lemming will now be heading
towards the fire, so have him build across to the one-way section. Now, when
the athlete reaches the top of the wall on the left, turn it into a builder
so it creates a ramp up to the top of the small wall, and turns round. Have
this lemming build over to the grey platform, making sure the bridge touches
the platform, then another bridge, over to thge one-way block. Have him bash
through this and blow up the blocker to let all the lemmings through to the
exit.

Level 31: No Problemming (ACCESS CODE: LCAMTUFPBR)

This should be no problem - if you look carefully at the mini - map. Click to
reach the game screen and pause it. The trapdoor is at the top of the screen;
the lemmings will fall out to land on the platform right at the bottom of the
screen. The only other platform in sight is at the top right, where the exit
is. You also have to save 10% of your lemmings in one minute. Seems
impossible. Take the gfame off pause and watch the lemmings fall out. Do they
look like they're coming out at a release rate of 99?
If you looked carefully at the mini map, you would realise that scrolling
right will reveal another trapdoor, and several lemmings getting trapped,
with only a small wall in their way. Simply build to the top of this wall and
half your lemmings will exit and half will go splat!

Level 32: Lemming - Friendly (ACCESS CODE: BKMTUNLQBD)

I think Psygnosis may have been running out of ideas here; the first really
straightforward level on this section involves letting one lemming fall down
the gap to the left of the trapdoor and trapping the others with a blocker.
Have your single lemming bash to the right then cross the gaps, bashing
through the poles. Then free the trapped lemmings.

Level 33: It's A Trade-Off! (ACCESS CODE: CAIPTDMBCK)

Turn the first lemming into an athlete and the second into a digger, so all
the lemmings will get to the ground safely (speed up the release rate to 99,
or some will end up splatting.)
Wait until the athlete has climbed the large wall to the right and turn it
into aminer, so that it mines into one of the three holes in the middle of
the brickwork. Wait for this lemming to climb, then turn and turn it into a
miner again and it'll mine down to the alleyway underneath the large
overhang. Let it walk left, then mine through the left wall that the others
are trapped behind. When the miner gets through, turn it into a builder or
it'll mine through the floor. The lemmings will now start heading towards the
exit.

Level 34: Time Waits For No Lemming (ACCESS CODE: IHRTDMCCCE)

Make a blocker to stop the lemmings from spilling off to the right, then make
the second lemming into a climber. It will begin climbing the pole on his
right. When the third lemming hits this pole, make it bash through it. Bash
through the next pole. At the same time, watch the climber; when it reaches
the top of the pole, turn it into a digger. This seemingly poiintless move
actually destroys a barrier blocking the exit (you have only two bashers).
Have a lemming build up onto the middle platform in the structure that the
climber climbed before, so they begin to walk towards where the pole the
climber has now destroyed originally was. On a platform a few inches away to
the right is the exit; have a lemming build across to it, but make sure you
have a good idea when the others are going to start splatting from the fall
and start turning the approaching lemmings into floaters (you have ten of
these). When all the lemmings exit, nuke the two blockers.

Level 35: What A Load Of Old Blox! (ACCESS CODE: LPTDMCADCP)

Turn three or four lemmings into builders as they walk along, to connect with
the wall overhead and stop the others from walking down the alley, where two
jackhammers have been hidden in the ceiling. Now turn a lemming into a
climber when it is facing left (N.B: if it is facing right, your climber will
climb the right wall, cross the steel palatform and then climb the wall on
the right tot he top of the screen. For some reason, when lemmings on the mac
do this, rather than falling down, they climb INTO the wall and get trapped!)
He will walk along a platform, which consists of steel, interspersed with
brick. When it begins to cross the first brick section, turn it into a
digger. Now turn this lemming into a bomber so it blows up as close to the
bottom of the shaft as possible (before it falls out the bottom). If you're
low enough, you will blow through the bottom of the shaft and the lemmings
will be able to fall through (there fall will be broken in the crater itself
if the digger was far enough to the right as it will not have blown up the
steel. It there is some brick left, you can still make it; build the lemmings
out and to the left and have the first one fall into the hole and walk a
little to the left, until it is about to turn and make it dig. Some lemmings
may walk right and fall into the gunge, but you can't do anything about this.

Level 36: Across the Gap (ACCESS CODE: PTEMCKLECL)

Turn the first lemming into a basher; when the second lemming is in the a few
piuxels into the tunnel, make it dig a hole so the others are trapped, then
build so he doesn't dig too far. Make the basher build over the gap, then
bash through the next wall. Build your trapped lemmings out of the pit, but
make sure you get this right first time as you only have three builders.

Level 37: DIGGING FOR VICTORY (ACCESS CODE: TDMCCHVFCF)

Turn the first lemming into a digger just as it is about to turn around,and
turn the second lemming into a blocker. If you did the first step right, the
digger will be partly in the right-hand wall and will go on digging below the
holding platform. When this lemming is about half-way down, and roughly level
with the top of one of the layers of brick to the left (otherwise the others
will get trapped when you free them), turn it into a basher. Next, time it
right to turn him into a builder to cross the oil drum (this is easier than
it looks as they will get across if the bridge reaches only two-thirds of the
way up). Use only one bridge for this. Then have this lemming build off the
cliff towards the hanging wall on the right and have it bash through. When he
is nearly across the gunge, blow up the blocker. As soon as there is solid
ground under the basher's feet, turn it into a digger. They'll now all head
for the exit.

Level 38: NO PROBLEM!(ACCESS CODE: EMCIIVTGCN)

Put a blocker on the left of the platform and have another lemming climb to
the right. It will climb a little way, then stop; quickly turn this lemming
into a miner and have it mine through to the other side. Make the miner build
so it doesn't mine through the floor (yet). As he walks along, pay attention
to the lower level; there's a raised bit, with a ray gun at the left. You
must turn the climber into a miner so it lands at the very end of the raised
bit; too far left and you'll be trated to a view of a lemming's skeleton and
too far right and it'll splat. The remaining obstacles are the acid pit and
the things that resemble loolipops, blocking the way (bash under these). Have
your trapped lemmings bash through the wall that's in their way, but do this
before the latter has finished as there is a VERY long way to go to the exit!

Level 39: DON'T PANIC ( ACCESS CODE: MCCMUTDHCL)

Let the lemmings walk down towards the ray gun, but when the second leming is
about to step off the raised platform, turn it into a blocker. Now wait until
the first lemming has turned as is about to pass under the platform where
your lemmings are trapped and make it build (this avoids the trigger for the
trap), and have the lemming build up to the next raised platform (if it turns
round, make it build again so it hits its head and turns). Make this lemming
into a builder at the top of the ramp, then turn it into a digger until it is
about half-way through the platform and make it bash towards the exit. Blow
up the blocker.

Level 40: Ice Ice Lemy (ACCESS CODE: CKLVVLKICM)

The first lemming comes out of the left hand entrance; let it fall onto the
steel platform below and have it build towards the icicle on the right. Make
the next lemming (from the other entrance) do the same. The next lemmings
that come out should be turned into blockers, on either end of both the
platforms they land on after appearing on screen. While doing this, have your
left-hand builder bash through the icicle and carry on building. Either do
the same with the other builder, or-if you think its easier- let it turn
round and have it build over to the side of the platform the other lemmings
are trapped on and concentrate on the first lemming until it builds to a
point over where your other lemmings are trapped. Return to the left-hand
bunch of lemmings and blow up the right hand blocker so they all go through
to where the other lemmings are. Now have your one separate lemming (if it
hasn't already started) bash through the icicle stopping it wandering to the
right and build over a series of platforms and bash through the wall, but do
be aware that there is a tiny gap between the steel and the door, so have
this lemming build first, then build over to the exit platform before freeing
your lemmings by blowing up the blocker trapping them (on the right, not the
one on the left).

Wild

Level 41: Pop YoR ToP!!! (No code required)

Simply have all your lemmings that come out of three of the trapdoors build
towards the remaining set of lemmings and turn one of the latter group into a
bomber. You should need two bombers to get through the floor. After this, use
your two miners. You should now have reached the lowest platform above the
acid bath. Now have a lemming bash through to the exit chamber.

Level 42: Lemming Hotel (ACCESS CODE: KIPWLKCKCG)

Trap all but one of you lemmings between two blockers and have thge first
lemming build over to the ice stacks and bash through. Half-way through, dig
down, then mine, before building over to the next platform. Turn this lemming
into a miner and mine down to the ground. Now, you have to time a builder to
get to (or near to) the top of the ball of ice with the stalagmites on the
top. Bash through these, then build over to the next ice block. Use your last
builders to build towards the last wall, then across to the exit (easier said
than done), before blowing up one of your blockers (the one on the right, of
course).
Note that you have only just enough builders to beat this one, making it one of
the most irritating levels in the game. Luckily, the rest of the Wild section
is easier.

Level 43: Lemming Rhythms (ACCESS CODE: LPUEMCGLCP)

The easy method:

Have the first lemming dig down just as it is about to fall off the platform;
have the second lemming do the same as soom as it lands, and there should be
a few pixels of brick left between the two tunnels. Pause the game and
increase the release rate to 99. About eight lemmings will end up falling too
far (i.e., when your second lemming gets too low). When your first digger is
about level with the second platform across the void, turn it into a builder.
When the other digger is almost level with this point, turn it into a
builder. Be sure to use your builders efficiently when crossing the gap (make
the leeming build when it has just passed the half-way point on each
platform, and then build over the hole in the exit platform. Have one of your
trapped lemmings bash through to the right.

Harder method (save 100%)

Before your second digger is low enough to splat some of your lemmings, make
it build. Now, when you turn the other digger into a builder, you should
decide whether you think the trapped lemmings will survive a fall on to here,
from where they are. If so, you're okay. If you're dubious, have one of them
dig again, and build when it is low enough (You will need to get your other
lemming to the exit without wasting ANY builders if you do this). Do the rest
of the level as normal.

Level 44: Meeting Adjourned (ACCESS CODE: SULICMMMCN)

Half-way across the tree top, have your first lemming dig down. The second
lemming will enter the hole, and turn. Hold your pointer just to the left of
the digger and when the other lemming is about to turn again, make it into a
basher. This lemming will get out to the left, while the others get trapped
between the two trees. Now bash trhough the stone and build towards the gap
in the steel wall, using the stone pillars as "stepping stones". One up to
the gap, build over to the exit and have one of your trapped lemmings bash to
the left to escape.

Level 45: Lemming Head (ACCESS CODE: UDMCAHVNCM)

This is fairly easy; let the lemmings fall to the bottom and blow up the two
walls using blockers and bombers. Now, be sure to start a bridge in the
correct place so it reaches the platform with the door on, but keep an eye on
the lemmings and before the first one falls down the hole to the left, turn
it into a blocker.

Level 46: Just A Quicky (ACCESS CODE: LKCIHVWOCN)

Build to the left, and have a basher bash through the bridge so the rest of
the lemmings stay trapped, then bash through the pillar. Use two miners as
you go through the criss-cross mesh section and then build over to the next
platform. The exit is in a small box-shape and guess what - they can fall into
it with to problems. Thw first time I saw this I was convinced they had hidden
a trap, or that the lemmings would not survive the fall, it just seemed to
easy. Psygnosis are messing with our minds by putting one of the nastiest
levels (Lemming Hotel) near to the start of the Wild section.

Level 47: You Take The High Road... (ACCESS CODE: MCALVUDPCS)

This is like two levels rolled into one; two sets of lemmings with their on
exits. Ignore the bottom left lemmings and concentrate on the others. You
need to quickly plug the small gap in the pyramid-shape to avoid losing any
lemmings down it. Use a builder, and it should continue to the platform
overhead. Turn the first lemming to step onto the platform into a climber and
have it climb the small wall, then dig down into the first airsace and bash
through the rest of the wall (this will require several bashers because of
the airspaces) and build over the gap between the two raised sections of
brick. Have the trapped lemmings bash through the rest of the wall.
Go to the other lemmings; turn one into a basher to get through the first
pillar. The next one is harder though; you can't bash through (evidently its
one-way, but the arrows are camoflaged). Instead, climb up it and dig down
from the top (similar to Level 26). They will walk up some steps and begin to
cross a chain, hanging in an arc-shape. For some reason, when the lemmings
cross this (or indeed, any identical ones, all found on the Wild section -
see also levels 51 and 55) they will get two-thirds of the way and then fall
through to whatever is below, so you must have a builder build to the top of
the steel block that is blocking the lemmings' way after they fall down.

Level 48: It's A Tight Fit! (ACCESS CODE: CILWVEMQCN)

Easy! Turn each lemming into an athlete (it may be a good idea to speed up
the release rate so they al get out in time), and when the first lemming
reaches the miniscule gap, make it build so the bridge reaches the irregular
wall that they can't climb. The exit is behind them.

Level 49: Ice Station Lemming (ACCESS CODE: CCHSTFMBDR)

This is probably the first level where half the lemmings can just walk into
the exit unhindered (I bet you expected there to be a slicicle hidden in the
ceiling). It's quite simple; turn one of the trapped lemmings into a builder,
heading either way and have another lemming dig not bash) through the bridge
to keep the others trapped on the floor. Bash through the wall, build over to
the opposite wall and back again to the exit before freeing your lemmings.
Easy!

Level 50: Higgledy Piggledy (ACCESS CODE: KHRTFMCCDJ)

Rather straightforward again; build iover the first pit; use a few lremmings
but don't worry if you lose some. Have a lkemming dig down through the green
stiuff before it falls down the next pit and build over again. Build to the
top level and  when the first lemming arrives at the first wall, make it dig
down a little way, then have it bash under the walls (you don't have enough
bashers to simply go through each one individually) and you should get enough
lemmings to the exit.

Level 51: Mutiny on the Bounty (ACCESS CODE: MRTNICADDJ)

Turn the first lemming into an athlete; turn the second lemming into a bomber
when it is about to land on the landing platform. It will blow up, leaving a
crater the other lemings can't get out of. Next, turn one of the trapped
lemmings into a builder to get them out to the right of the pit. When the
athlete is half-way over the chain, turn it into a builder to avoid the
non-existent part at the end. Let this lemming  float down to the right of
the exit, then turn it into abuilder until it hits the flagpole then make it
build again when it turns around, creating a ramp to stop the lemmings fro
splatting. There should be one or two builders left, so build your lemmings
to the top of the wall, blocking them. Let the athlete walk down the bridge,
climb the pole and turn before making it into a miner to allow access to the
exit.

Level 52: SNOW JOKE (ACCESS CODE: STFMCILEDO)

Turn your first lemming into a climber and make it build across the icy
water; make the next lemming into a blocker. Put a blocker on the left of the
platform and use a third blocker to isolate one lemming between the
right-hand blocker and the other lemmings. When the builder finishes
building, let it climb over the one-way section and build towards the ice
block. Now, blow up your rightmost blocker. When the climber turns and
reaches the one-way block, make it a basher. If this lemming hasn't finished
by the time your second lemming arrives, either:
1) Turn this lemming (Lemming 2) into a climber and when the other lemming
(lemming 1) is about to fall into the water turn it into a blocker (or let it
drown).
2) Let lemming 2 turn round and turn it into a blocker to stop lemming 1
being killed.
If lemming 1 has finished bashing when lemming 1 arrives, let it walk through
and turn lemming 2 into a blocker, but far enough left so the other lemmings
aren't blocked when they fall off the bridge above.
Whichever lemming didn't become a blocker should go back to the ice block on
the right and bash through. Just before this lemming falls off the platform
(to certain death), make it a builder. It should just about make it past the
steam thrower. Now use your last builders building up the shaft towards the
exit. Try and get it right so your last bridge finishes at least half way up,
and facing right, so the lemming can bash through the ice wall. Blow up the
blocker (which one do you think?), and all the lemmings can exit.

Level 53: ONWARD AND UPWARD (ACCESS CODE: VNICCHVFDO)

Turn the first two lemmings into climbers. Turn the third lemming into a
blocker as it approaches the wall on the right. This may seem pointless, but
you'll see why in a moment. The two climbers wil be able to fall off the
right-hand side of the steel with no problem, and when the first climber
reaches the narerow section of brick, make it a basher, and then turn it into
a blocker. Now, when the other climber turns, make it into a miner so it
creates a passage that the others can walk up. Too far left and it'll be too
far off the ground; too far right and the miner won't stop. Blow up the
blocker you just made. The miner will turn around when it hits the blocker
(N.B., if the blocker wasn't there it will climb the left-hand wall and splat
when it falls. Also, the other lemmings would walk up towards the drop into
the gunge and it would be difficult to make a blocker without more than one
lemming walking past because they'll be tightly packed together.) When the
climber reaches the gunge, build over it and bash through the triangular
block. Now blow up your other blocker. The next bit is really frustrating;
turn the climber into a bomber so it explodes obn the thin horizontal
platform leading to the trap, but make sure you do it before the lemming gets
turned into mincemeat. When the other lemmings arrive, turn the first one
into a bomber so it explodes right before it hits the steel block at the end
of the second narrow platform (otherwise he'll blow up a hole over the
gunge.) If this is done correctly, the lemmings will fall onto solid ground
and reach the exit.

Level 54: ICE SPY (ACCESS CODE: NICOHWVGDM)

Trap all but the first lemming between two blockers, and turn the first
lemming into a digger before it it sliced. When it is farf enough down, bash
through the platform. Let this lemming carry on, bashing through any
obstacles and building up the shaft. After the shaft, the lemming will walk
down a slope to a horizontal platform. Turn it into a miner and then bash
through the platform as you did before; there's a slicicle hidden in the low
ceing ahead (only its tip is visible). Blow up your right-hand blocker.

Level 55: The Silence of the Lemmings

Turn the first lemming from the right hand exit ino a blocker and when they
turn, bash through the slope on the left, lowering the drop. Also, turn the
first lemming from the left exit into a digger, and when it gets a little way
down, into a basher. On the lower platform, turn a lemming into a blocker
before it reaches the jackhammers, and then bash through the right-hand wall.
When  another lemming enters the tunnel the basher is making, turn it into a
blocker and when the basher finishes, wait for it to get haf-way over the
chian, then build over the dangerous bit. Blow up the right-hand blocker, and
time your lone lemming to blow up on the narrow platform above and to the
left of the exit. When the others arrive they'll fall onto another platform
below this one; turn one into a bomber again. Do the same on the platform
below. On the last platform, turn a lemming into a blocker to the right of
the gunge, before blowing it up unless you're sure you can time it to blow up
in the right place.

Level 56: Take Care, Sweetie (ACCESS CODE: CIMVTNIIDK)

Rather than taking the obvious route (which is impossible), turn your one and
only lemming nto a builder so it hits its head and turns round. Build over
the small gap, then left the lemming fall down the next shaft (it'll
survive), and land in a passage below. When it reaches the shaft at the very
right, make it into a builder, so it builds to a point a little way up the
wll on the right. As soon as it turns, build up to the wall on the left. Let
this lemming turn and as soon as it turns and is facing left again, turn it
into a climber. It will now climb up the shaft to the exit.

Level 57: The Chain With No Name (ACCESS CODE: CAHRVFMJDH)

Get the first lemming to bash through the three poles; turn the second
lemming into a blocker, and when the third lemming is about to fall down the
small gap to the left, make it build across to the wall. Make the first
lemming mine down through the first two narrow platforms, before building
over to the exit. Then get one of your trapped lemmings to mine under the
blocker, which will fall and start walking again. Turn the miner into a
builder to stop it going down too far.

Level 58: Dr. Lemminggood (ACCESS CODE:IHRUFMCKDQ)

When the first two lemmings appear, turn them into bombers, to get through
the gold bars. Keep doing this until you've got through the thrid wall (that
is, just left of the end of the lowest platform, before the series of narrow
platforms with wider bits at either end (I'm afraid I can't explain it more
clearly than this...), and build across to this series of platforms. You
only need one builder, but if you want to save as many lemmings as you can,
turn every lemming into a builder. They should fall onto a platform, with
only a tiny gap before the exit, so get a lemming to build over it. If you're
as far right as you can go, it'll make it before turning round (if you want
to save this lemming, make it into a builder again so i hits its head.)

Level 59: Lemmingdelica (ACCESS CODE: LRWFICELDP)

Turn the first two lemmings into builders to get from the green platform to
the grey one with the moss on it, and make the first lemming build on to the
next lot of platforms while you should trap the other lemmings on a the
platform, using two blockers. Build across the series of platforms, then
build across the tiny gap before the roack face and bash through this, then
continue down and build over some more hanging platforms, then build up the
shaft to the exit. You have no bombers, so build over the blocker to the
right to free the other lemmings.

Level 60: Got Anything...Lemmingy? (ACCESS CODE: PUFMCIMMDF)

Let the first lemming walk up the steps and turn it into a builder. Turn the
second lemming into a builder too. When the first lemming arrives on the next
platform, have it dig down directly over the chain, and it should stop after
it gets through the platform. One lemming may be killed, but the others
should get down without splatting, using the hook to break their fall. If
more than one lemming dies, restart the level. Now, build out of the pit on
the left to exit.

Wicked

Level 61: LeMming ToMato KetchUp fAcilitY

The first two lemmings who come out of the bottom exit should be turned into
bombers, one just right of where you made the first bomber. If this is done
right, you should create a hole that the lemmings will turn round in and walk
out again towards the exit. Meanwhile, you also have to turn the first lemming
from the top exit into a climber and time it to turn this lemming into a bomber
so it explodes as it is climbing the one-way blow, but is now high enough so
ordinary walker lemmings can'tenter the crater. Turn the next lemming from this
trapdoor into a climber and bomber so it blows up the remainder of the wall;(
N.B. if it is too close to the steel, then it'll have no effect on the wall.)
Then time another bomber to explode at the top of the first grey shaft, and it
should blow a crater through to the next airspace down (if not, use another
bomber). When the next lemming falls into the
airspace, have it dig down to the next one and then mine to the left and your
remaining lemmings will all reach the exit.

Level 62: Introducing SUPERLEMMING! (ACCESS CODE:IHRTGNGCFP)

This level only has one lemming, but it goes pretty fast; when the lemming
comes onto the screen, let it hit the wall and turn round and then turn it into
a miner. Eventually it'll hit the steel and turn, so turn it into a digger so
it lands on the raised platform below. Have this lemming bash through the four
blocks of brick, then when it gets up the slope, have it mine through the first
in the series of narrow platforms, and dig through the others, making sure he
is to the far right and facing right when he goes through the last platform
(obviously). Then build over the first four gaps. Don't build any further as
it'll hit its head and turn round. Instead, dig down so it lands on the raised
plaform and bash through the wall on the
right. When it turns, make it into a builder so it reaches the wall on the left
of the shaft. With any luck, it'll hit the wall just as it runs out of bricks;
if so, turn it into a climber. If not, let it turn, and hit the right
wall, and turn again before making it into a climber. When it climbs to the top
of the wall, make it bash through the next wall, and exit the level (N.B. Do
not waste any time as there is only just about enough for you to complete the
level).

Level 63: This Corrosion (ACCESS CODE: MCALVUFPDF)

Turn the first two lemmings into builders to join up with the steel wall on the
other side of the gap, then have another lemming climb the wall to the left.
Let this lemming fall down to the middle platform, and build off from the far
left. When it his the chain, it will turn, and climb up the steel block on the
right; have this lemming bash through the pillar and build over the gap on the
right. Now let the lemming turn and walk back to the chain, which it will walk
through. When this lemming lands on the steel block below,
turn it into a builder; it will hit the second chain and turn again; have it
build over to the lowest platform, an dbash through the pillar. Now buildover
the exit and have the climber build over the gap again. Now turn one of your
lemmings who is trapped on the top bridge into a digger. Likewise, dig through
the lower bridge, but wait until all of the lemmings are on the middle level or
some may end up splatting if you're not careful.

Level 64: Oh No! It's The 4TH DIMENSION!
(ACCESS CODE: CILVUFMQDO)

There are four sets of lemmings that must reach the exit in the middle. I have
included separate instructions for each:

Top Left

Bomb through the platform the lemmings fall onto, making sure they don't blow
through the pillars on either side or they'll splat, then once on the lower
level, bash to the right.

Top Right

Similat to level 61, turn a lemming into a climber and a bomber so it blows up
as it climbs the one-way section. Keep doing this until you have blown a
passage through the middle. If needed, use a builder to reach this passage.

Bottom Right

Build over to the steel wall above the gaping hole to the right, then build
left until you reach the stairs (you will lose a few lemmings here).

Bottom Left

As soon as the first lemming lands, have it build up the wall, then build over
each of the gunge pits, to the bottom right trapdoor. They will then exit via
the bridges mentioned above. You don't need to save these ones as you are
likely to save enough from the other three, but it is more fun if you save more
than are required.

Level 65: Chill Out! (FCHRVLLBEL)

Most easily the hardest level on the wicked section; you have to turn the first
lemming into a digger, and when it is about half way through the snow platform,
turn it into a basher. The next part is much easier said than done, but you
have to keep the lemmings from exiting the tunnel and getting trapped until
you've had a chance to build over the tiny gap between the lemmings and
the exit. The only problem is you only have one builder, and the ground slopes
down to the right, so if the basher bashes too far, it will break out and
you'll have to start over again, so you have to wait till the basher is close
to breaking out and turn it into a digger, and then a basher again before they
are too low for the lemings to get into the passage to the left.
Be aware that if there is a very narrow section of ground left between the
passage and the open air, when the digger starts digging, the lemmings may be
able to squeeze through it (this is extremely frustrating). When there is
plenty of room between the basher/digger lemming and the trapdoor, and there
aren't too many lemming heading left, have a lemming bash left from the
entrance to the tunnel and build over to the exit. Do not let the builder
finish, as the bridge will go over the exit, so turn the builder into a basher
after about four steps. All this time, keep the basher/digger going until all
the other lemmings are heading left (you may want to speed up the release rate)
and then left this lemming surface. When it is on the ground and heading left,
turn it into a climber so it can climb up to the exit. Phew!

Level 66: PoP TiL YoU DrOp! (ACCESS CODE: IHSTDLGCEK)

This is basically a larger version of level 41, so use similar techniques
(except you can't use builders to get all the lemmings concentrated in one
section; if you build up to the top of any of the walls on either side of the
trapdoors, the lemmings will just turn around). Use miners instead of bombers
as much as possible. You only need to save 37% (less than half what you needed
on level 41!) so you can actually complete the level if you ignore
half the lemmings, (and as Michael Spencer point out, you can save the lot on
the right without killing any) but I'm sure you'll want to save as many as
possible. Actually, I've tried this on the PC version and I seem to recall I
could mingle the lemmings into one group. If you find the right technique to
use four miners to get through, you may be able to save 100%, but this does NOT
work on all versions.

Level 67: Last Lemming To Lemmingcentral
(ACCESS CODE: MRTDHGADED)

Turn the first lemming from the left exit into a bomber; turn the first
lemming from the right exit into a blocker. Turn the second lemming from the
left exit into a bomber too, so he blows up the level below this. Turn the next
two lemmings into bombers, so that they both explode to one side of the second
hole (and on the level below it). Turn the next lemming into a bomber so he
blows up on a point on the second lowest platform (if you include the
exit platform), that is above the exit platform. The lemmings on the left will
now be heading towards the exit, but the others won't, so as soon as the first
lemming from the right lands on the lowest platform , turn it into a blocker.

Level 68: A TOWERING PROBLEM (ACCESS CODE: QVLHGMMEEJ)

Turn the first lemming into an climber and turn it into a bomber so it
explodes a little way up the pillar on the right, high enough so the lemmings
cannot pass. Now, turn another lemming into a climber and a bomber, so it
explodes as it begins to climb the second pillar.Done properly, it should
allow a non-climber lemming to pass through and keep the floor intact (i.e.
not blow through it). Repeat this, blowing up each pillar, until all but the
first have been blasted through, then have another athlete build over the gap
towards the exit. Now either have a climber climb the first platform and have
it explode in the same way you breached the other pillars, or build up to the
gap you made previously.

Level 69: How On Earth? (ACCESS CODE: VMHGAHWFEQ)

Turn the first lemming into a floater and let it float down to the lowest
level above the flames. Trap the others on the entrance plaform between two
blockers. Have the floater build up to the stone platform near the exit, then
build over to the exit platform, starting the bridge as far right as you can;
with any luck, the lemming will turn around upon reaching this platform. Have
the floater go back and build a ramp to catch the lemmings on, and have one
of your trapped lemmings build over the right-hand blocker.

Level 70: Temple Of Love (ACCESS CODE: DLGKHTTGER)

Turn the first lemming into a floater; turn the next lemming into a basher
just as it is directly bove the single tile that is positioned about an inch
below the platformn the lemmings are now trapped on. The floater will fall
off the end of the platform, and enter a passage on the level below. Lok at
the ceiling of the passage; half-way it gets lower. You must make the floater
into a builder so the bridge connects up perfectly with the point where the
ceiling gets lower, to stop the other lemmings going past this (to their
deaths). Now have the floater build over the gunge, starting the bridge as it
is about to fall off the bottom of the steps, and he will avoid hitting the
chain and turning. Now have him build off into the void to the left; when he
is about three bridges across, turn one of your trapped lemmings into a
climber and it will climb the wall to the left and fall. As soon as it falls,
make it dig down. Wait till the floater gets to a point from which it is
possible to build right to the exit and turn it into a blocker, then wait
until the climber comes and turns, then turn it into a builder to reach the
exit. Now blow up the blocker that is trapping the other lemmings. If you put
it in the right place, the tile below will break their fall.

Level 71: ROCKY ROAD     (ACCESS CODE: LGCLTTDHEO)

Let one lemming walk on to the right, and trap the others between two
blockers on the starting platform. Like with level 52, isolate one lemming to
the right, away from the others using a third blocker. Before the first
lemming gets eaten, turn it into a miner and mine down, then bash across to
avoid the other trap. Bash through the tree, then wait till the lemming turns
at the top of the slop and turn it into a builder; blow up the rightmost
blocker. When the builder reaches the platform overhead, have it walk onto
it, then turn turn it into a blocker. Whent he next lemming arrives, have it
turn at the blocker and build over the fire, then mine through the next stone
wall and fall down to the slope below. Before thi lemming walks into the last
trap, make it mine again, and free the other lemmings by blowing up the
blocker trapping them to the right. Build over one last firepit and they're
home free!

**am.hamming@STUDENT.UNIMAAS.NL writesHave the first two lemmings walk off the
platform and capture the rest between two blockers. Let the first lemming turn
around and after it's
walked back a bit turn it into a blocker to turn the second lemming that
you let off the platform around. Have this second lemming build a bridge
to get across the rock. When it gets to the rock without vegetation on
it have it build to avoid the chameleon. Just before it turns around at
the tree have it mine through the tree (twice; mind the little branch).
When it reaches the point where the hill gets horizontal have it build
up to the rock with the crystals. When it reaches that have it bash
through. When it almost falls into the fire have it build a bridge (just
after it falls a little bit and lands on a second piece of rock). Its
bridge will reach the other side and it will turn around. Because it
bashed through the hill a bit higher it will not walk all the way back,
but turn around at the rock with the crystals. Have it bash when it is
at the end of the bridge. When it is done it will fall in the cave of
the exit. Have it build a bridge across the final gap, meanwhile bomb
the right blocker to release the herd.**

Level 72: Suicidal Tendencies (ACCESS CODE: GILVVLHIEN)

As usual, trap all but one lemming between two blockers, making sure the
right-hand blocker is over the grey support under the platform. Build over to
the platform with the hook on, and after the lemming passes through the hook
(it just steps through), make it build so it crosses the gap and lands on the
pillar just left of the next gunge tank. Repeat this until the lemming is on
the brick slope, and have it mine down to the platform that hangs on a chain,
and from here build over to the exit. Blow up the right-hand blocker, and the
lemmings should get out safely.

Level 73: Almost Nearly Virtual Reality
(ACCESS CODE: GEHQUDLJEM)

Trap all but one lemming, using the method used on the previous level and
have the first lemming build over the steel platforms to the chains. Build
over to the first chain, then have it bash through. On the other side, it
will fall, landing on the hook. Build across to the next chain, and keep
going, getting lower until you reach the steel platform at the bottom. Build
up the first steel wall, then have the lemming build left, to hit another
wall, whih goes right tot he top of the screen. Turn round and build over to
the exit. Free the others by...well, I think you can guess how. Now, if you
thought that was easy...

Level 74: The Lemming Learning Curve (ACCESS CODE: MHQUDLGKEF)

I don't know why this level was included on the Wicked section; it is really
easy! Have a lemming mine through the first platform when it is above the
hanging single tile, to break their fall and - once on the lower level - put
a blocker on the left and have a lemming build up to a point in the wall
above the steel and bash through to the exit.

Level 75: Spam, Spam, Spam, Egg and Lemming
(ACCESS CODE: MPUDLGALEO)

Turn the first lemming into a floater when it appears, to stop it splattting
and wait for it to walk a little way and turn it into a miner. It'll take a
few swings and hit the steel and turn (sooner than you may expect so be
ready) and make the floater into a builder. THe ramp this lemming creates
should be high enough to save the lemmings as they fall. Let the floater fall
off to the left and make it into a builder as soon as it lands on the steel
block, so it just about crosses the gap. Put a blocker on either end of the
landing platform he stop the other lemmings from straying.
Have the floater bash through the wall of ice, then build before it reaches
the icy water. The builder will reach the lowest hanging platform, sostop
building and - in order to turn this lemming round - make it mine down a
little way, then build when it is low enough that the lemmings can't pass.
Then build right towards the heap of snow on the steel ledge, and left
towards the hanging platform that's roughly in the middle of the screen.
Build from here over to the exit, and blow up the left-hand blocker.

Level 76: Five Alive (ACCESS CODE: QWLHGKLMEP)

This level has six lemmings, but the title refers to the number of lemmings
you must save. First you must turn the first lemming into a bomber to it goes
of over the brick section of the platform (the rest is steel). When it steps
onto this section, you have to turn it inot a miner to get it low enough to
blow through the floor (this only requires a few swings), before it explodes.
The second lemming will walk past; turn it into a floater. As soon as the
third lemming falls through the hole, wait until it is about to fall, and
turn it into a builder. Turn the fourth lemming into a floater as it will
fall off the half-made bridge. The rest should hand on the triangular
platform and walk down the slope, to land on the ground safely. The exit is
on their left.

Level 77: Down the Tube (ACCESS CODE: ULHGEIUNEJ)

This level can be hard to pull off because there is not much space, but turn
the first lemming into a builder as it walks back down the slope towards the
trapdoor (be careful as he will pass by the next lemming, going the opposite
way, so make sure you click on the right lemming. It will reach the
ball-shape under the trapdoor and probably turn. When one lemming falls off
to the left of the ball, turn the next into a blocker, just lft of the
trapdoor and on the ball (!!!) You can choose between the left or right
exits. First, turn the lemming into a builder as he comes to the first hole,
and it should lay a tile over it before turning, then do the same with the
hole on the left. Now either let the lemming walk over the first "bridge" or
turn it into a builder again to meet up with the pole to the right and stop
the others going left, before heading left again. Whichever way you choose,
build over the acid bath again to reach dry land and blow up the blocker.

Level 78: LoTs moRe wHeRe TheY caMe fRom
(ACCESS CODE: DLGKHUUOEL)

This level is armed to the teeth with bomber, but you don't need a single
one; turn a number of lemmings into builders (about five should be enough),
in a line, creating a barrier that no lemming can pass, then have some more
lemmings build a bridge up to the side of the hanging block of snow. Have
some more lemmings build one to the side of the steel plaform, from below.
This will stop lemmings straying left or right and getting trapped or dying.
Build left onto the steel platform, and then right onto the side of the ice
block. Have a lemming climb up the side, and over the first obstacle, then
mine through the next one; when the lemming emerges, make it mine again, to
reach the jagged platform below, then build over the water to the exit. Turn
another of your trapped lemmings (facing right) into a climber and find a
converient spo to make the climber build so it turns and make it mine down,
creating a slope so all the lemmings can walk up it. You may want to turn the
climber into a builder as it reaches the bridge blockade you made earlier, to
turn it round and save all your lemmings. Your lemmings may end up trapped
when they land out of the last tunnel; if so, make one build out of it.

Level 79: Up, Down, Or Round and Round (ACCESS CODE: JGGMUWLPEF)

Turn the first lemming into a builder at the last moment, before it falls off
the first platform, and when the second lemming is about to step off this
bridge, turn it into a builder too. Then make the first lemming to reach the
pillar into a basher. Have him build across the gunge tank. many lemmings
will drown, and a few others may walk down to the passage below to get
squashed by the jackhammers (hidden in the base of the tank), but make the
first lemming to arrive on the other side of the gunge into a builder to
reach the pillar on the right. You must bash through the pillar to reach the
other side without bashing through the steps too, and getting stomped. Build
over one final tiny gap to reach the exit.

Level 80: The Lemming Fun House (ACCESS CODE: GKLVULJQEI)

Just before it reaches the gap, turn the first lemming into a climber; the
second lemming should land on the irregular pentagon shape below. Before it
is on the other side of the gap, turn the builder into a digger. If this is
far enough left, the lemmings will still land on the pentagon. You must turn
the first lemming to approach the trap into a blocker, then let the next
lemming go back and build over the gunge, and turn the next lemming into a
blocker. Build over the next gap, and free the lemmings in the usual manner.

For Havoc solutions, see part two of this FAQ.

Havoc

Level 81: Tubular Lemmings (No code required)

Let the first lemming walk on and have second lemming dig down until they are
all trapped in the pit it has dug (make the digger build when it is far
enough down). Have the other lemming build across the chasm, using the ice
stacks (the best way to tackle these is to bash a little way in, then dig
down a little way and mine the rest of the way. You have to do this so the
builder goes progressively downwards so as to be in line with the gap in the
two steel blocks. The ceiling of the corridor has a slicicle hidden in it; to
avoid it, turn this lemming into a builder as it crosses the third block of
steel from the left, and then bash out of the pit at the end. Build the
trapped lemmings out of the pit.

Level 82: Be More Than Just A Number (ACCESS CODE: IHRTGNGCFP)

When the first lemming turns from the steel, turn it into a builder and have
it build one bridge (this will make things easier later) and turn this
lemming into an athlete. When the athlete lands between two steel blocks,
make it into a builder and - as soon as it turns - make it build again. It
will turn again, and before it climbs the steel block to the left, make it
dig through the platform. Now turn one of your trapped lemmings (who is
facing left) into a climber. The athlete will meanwhile fall to a lower
platform, climb over the steel block and land on the lowest platform; when it
has walked a few steps to the left, turn it into a blocker, and now have one
of your trapped lemmings complete the bridge you began earlier (i.e. have it
build just before it falls off the end of the bridge). The climber will hit
the blocker and turn; all the other lemmings will end up trapped (the ramp
the athlete built breaks their fall). Make the cl;imber build to the right to
meet the single steel block (making sure it is just above the base, so the
lemmings don't walk over the top when they arrive). When the climber turns,
make it build up to the exit. Now turn one of the trapped lemmings into a
digger to rescue them.

Level 83: It's The Price You Have To Pay
(ACCESS CODE:LQTFLGCDFK)

This is really easy! Have the first lemming bash through the first two
barriers and then mine through the third. It should be through by the time
the second lemming catches up. Before the miner mines through the floor, make
it build so it turns, and then have it build over the chasm to the left of
the trapdoor. Now, the other lemmings will have a long trek to the end of the
screen, giving the first lemming time to dig down just before the cliff, then
mine in arder to break the lemmings' fall, and bash through the wall off
balls before the exit.

Level 84: The Race Against Cliches (ACCESS CODE: RTFLGILEFS)

This level would be fairly simple, if you had as many floaters as you had
lemmings, but you're two short, so when the first lemming comes out, turn it
into a climber. When the others turn and are heading for the ice pillars,
make them into athletes. Keep doing this, but concentrate on the climber.
When it gets to the top of the cliff, and has got a little way along, make it
into a builder and it will hit its head and turn. have it build off the left
hand side of the cliff to the snow platform. Keep turning the lemmings into
athletes, but be sure to turn the final lemming into a climber before it
turns from the cliff. While you're doing this, have the other climber bash
through the wall that is blocking it. There is also one ice pillar blocking
the athletes' way, which they must bash through. When the last lemming
reaches the top of the cliff, make it build like you did with the other
climber. Wait until the first climber is roughly above the second ice pillar
from the left, and make it into a digger. The pillar wil break its fall. Now
make this lemming build over the gap to the door and the other lemmings will
also be able to exit.

Level 85: There's Madness in the Method
(ACCESS CODE: TFLGAHVFFL)

This level is really frustrating! Turn the first lemming into a basher and
have it bash through the wall, and when the second lemming turns, immediately
turn this lemming into a miner and turn the basher into a builder before it
gets to the other side of the wall. If this is all done correctly, which is
easier said than done, the lemmings will all fall to the bottom without
splatting. Turn the first lemming down into a climber, and have it climb once
then through the wall to the exit. Make another lemming into a climber as it
is facing left. This must be done at the right moment; too late and the
basher will finish bashing before the other climber arrives and you won't be
able to turn this lemming around. Too soon and when the climber turns, when
you turn it into a miner to create a slope the others can walk up, it'll come
out of the brickwork too soon. This takes loads of practice to get right.

pjones@fame.com writes: "After you make the first lemming a basher if you
make the second lemming a climber it will  try and climb the wall that the
basher is making this gives you an extra couple pixels before he turns round
which is vital in ensuring that he does not (or other lemmings) die when
falling."

Level 86: Now Get Out Of This (ACCESS CODE: FNGKHWTGFJ)

The main problem here is making hte first five or so lemmings into builders
next to eachother, so they create a barrier the others can't turn round from.
When the first lemming reaches the point where the snow mass hangs down under
the ice platform, turn it into a miner. Turn the second lemming into a
blocker at the top of this tunnel. Before the miner breaks through the wall,
turn it into a builder and mine to the left. Do this about four times until
it is mining in the direction of the exit (i.e. tot he right) and is low
enough to land on the exit platform without splatting. As with the last few
levels, you must save 100% so mine under the blocker's feet, making it lose
its footing.

Level 87: Creature Discomforts (ACCESS CODE: LGCLVTGHFE)

First concentrate on the right-hand side, and block the lemmings off on the
left. Use a blocker on the right and have a lemming build over the gap using
the single platforms. On the right, most of the pillars should be blown up by
making a lemming into a climber and a bomber, but at least one should be done
using a basher. This level is very hard to describe in too much detail.

Level 88: Lemming About Town (ACCESS CODE: GMMUVGHIFN)

Have a lemming climb up the wall to the left, and then mine down into the
hollow section to turn it around. Now build across from the cliff to another
platform. Let the lemming walk along and build at the next drop too, and then
build across to the exit platform, about 1cm from the end of the platform the
lemming is on. Just before it gets into the exit, have the climber dig, and
build to turn it around. You must now build back to the platform on the left,
but time the bridge so the lemming reaches the platform, but doesn't turn
around. Now, he must mine down to allow the lemmings to walk through to the
exit, avoiding all the cliffs (three in all). You should start them about an
inch or so to the right of the cliff to get it right.

Level 89: AAAAAARRRRRRGGGGGGHHHHHH!!!!!!
(ACCESS CODE: GAHRUFNJFO)

Turn the first lemming into a climber. Let the second lemming turn and make
it build over to the exit, then make the other lemmings climb the wall to the
right. They'll walk along a platform and you will see a narrow one below, so
mine down so the lemmings land on this (N.B. it is important that the second
lemming does the building rather than the first, so a sufficient gap is
formed to allow the ifrst lemming to break through before the next lemming
arrives, otherwise you'll lose a lemming.) Mine down towards the pit to avoid
being trapped by the overhang, then mine through the wall on the left, by
which time you'll have bridged the gap to the exit.

Level 90: Flow Control (ACCESS CODE: KHSUFNGKFK)

You only have to save 14% (three out of twenty-one lemmings!), but it is
possible to save a lot more.

Michael Spencer sent in the following way of saving just three lemmings: Level
90 (Flow Control): release rate 99. When three lemmings are out, release
rate 50 (pause the game to do this). This will drop a fourth lemming right next
to the first three, then
the rest more slowly. Of the four lemmings in a tight group, one will reach
the gap. Have him build: you don't need the other skills at all! When he's
about halfway across, up the release rate to 99 once more.

For the hard way, you will need to do a lot of pausing. First,
pause the game and speed up the release rate to almost 99, then as soon as
the first lemming appears, turn it into a floater. Pause again and slow them
down to 50 again. One lemming will appear immediately, and land just infront
of the floater. At some point you must get the timing right to turn this
lemming into a bomber, so he passes the vacuum (while the lemming infront
gets killed) and digs a little way before hitting the second trap, and
explodes and creates a pit that is deep enough the allow the others to pass
under the trap unharmed. To get under the first trap, time yourself to make a
lemming mine down to the pit. Too far right and it won't avoid the vacuum;
too far left and it'll go through the floor. To get past thje last vacuum,
repeat the first steps and then build over the gap to exit. You should be
able to get more than 14% in, but this level requires a lot of patience.

Level 91: Welcome To The Party, Pal! (ACCESS CODE: MSWGLFGLFM)

The first lemming should dig through the first platform, near to one end, and
the next two shoud build over the gap to keep them trapped up above. The
first lemming should keep digging through the platforms, but make sure that
it is above the green platform on the right as it digs through the bottom
one. Now build over the gap on the left, to the steel and then build right,
into the shaft, which you must build up. To get down the next shaft, build
across, until the builder is just about over the green platform and then turn
it into a basher, or it'll build right over. Don't bash too late or it'll
actually hit the steel and not do anything. At the bottom, build over to the
exit. Free the others by digging, but do this before the first lemming has
finished or you may run out of time.

Level 92: It's All A Matter Of Timing (ACCESS CODE: RUFLGILMFL)

Turn the first lemming out of each trapdoor into a builder about two thirds
of the way along the first platform. Be warned however, that on this level
(and any other level on this or lemmings, with three trapdoors), every other
lemming comes out of the same trapdoor, while each of the others comes
alternately from one of the other two, i.e. on this level, the order is: Top,
Middle, Bottom, Middle, Top, Middle, etc., meaning that twice as many
lemmings will emerge from the middle trapdoor as from the other two.
Therefore the fourth lemming to emerge must also be made into a builder. Once
the lemmings land on the pillars to the right, they must each build again, to
cross the small gap and turn around. Use no more than 7 builders in the
process (two each for the top and bottom trapdoors and three for the middle.
As soon as the first lemming approaches the small gap before the exit
platform, use the final builder to get across safely.

Level 93: HIGHLAND FLING (ACCESS CODE: UGNGAHWNFI)

This is the last level that's even remotely straightforward; turn the first
lemming into a basher at the top of the slope then turn the second lemming
into a blocker. Turn the third lemming into a blocker to the left of the
trapdoor, and like with levels 52 and 71, turn another lemming into a
blocker, to isolate one lemming to the right of the crowd. Build over the
flames with the first lemming and then build to the top of the wall to the
left and now blow up the right-hand blocker and turn the builder into a
blocker. When the next lemming arrives, make it build right off the bridge to
the platform almost above the exit and mine down just before it turns round
against the green rock that's sticking out of the floor. Free the others.

Level 94: Synchronised Lemming (ACCESS CODE: NHGMIWWOFJ)

Four different levels rolled into one, with one minute to save every lemming.
Do these simultaneously, as with level 64:

Top Left

Bash left out of the pyramid, and repeat when the first lemming falls inside
the second; build over to the exit.
*N.B. To get through the pyramid without bashing into the next one, you
should bash just as the lemming is about to turn, then it should swing once,
then stop; otherwise, it may take more than one swing to get through and
start entering the next pyramid; this isn't aproblem the first time, but
doing it the second time will mean you have to use two builders, and you will
run out*

Top Right

Build up to the hanging platform, and from there to the exit. Use only one
builder each time.

Bottom Right

Turn a lemming into a climber and have it dig down from the top of each pole
(as with level 47)

Bottom Left

Climb over the one-way blocks to the left and have a lemming build just
before stepping onto the raised exit platform, then bash through the blocks.

Also increase the release rate to 99 so all the lemmings escape without
running out of time.

Level 95: Have An Ice Day (ACCESS CODE: LGALWUGPFM)

Turn the second lemming into a blocker and make the first lemming dig through
the
platform they are on. Let him walk under the flamethrower (it won't kill him
where he is) and let him turn round. Now build over the gap. The trap looks
menacing, but if you build right before your lemming falls into the water, it
should miss the trap altogether.
 Build over the next pool and then bash through the bit of the nextplatform
that slopes up to the right, then build over the next pool, and then over the
one after that, turning round when you hit the wall. Build towards the platform
that holds the exit, and then build to the top of the tube to the right. Blow
up the blocker, and make your lone lemming into a blocker outside the exit
(which is blocked off). Blow him up. If you go too low, make one of your other
lemmings into a builder (he will automatically stop and exit when he is at the
right level).

Level 96: Scaling The Heights (ACCESS CODE: GILTUNHQFF)

The lemmings will land briefly on the hanging platform, and then fall down to
the cliff face. Almost as soon as the first lemming lands, turn it into a
blocker, then turn the second lemming into a climber. It will climb the
cliff, and get to a point near the top where it momentarily stops climbing,
so turn it into a miner, and keep going until it is almost through the cliff.
Then make it build, then mine down to the right. Let this lemming walk down
the slope, turn round, then come back. When it turns again (in the
mineshaft), make it build to the upper part of the tunnel, then make one of
the trapped lemmings into a builder, when it is facing right so it hits the
blocker and turns and they gradually progress upwards towards the slope (you
should use around three builders). The hardest part is making one of your
lemmings (preferably the climber) build from the top of the mineshaft to the
steel blocks on the right then back left to the exit (they will oly just
make it). Also try and avoid a situation where the climber ends up constantly
climbing up the shaft, and over the steel and up the shaft again (i.e. round
in a circle), with no builders left.

Michael Spencer writes: "have them all come down to the bottom ledge.
You'll need to build over the small gap, and make the front lemming a blocker
to keep them from doom. Start a bridge aiming at the middle of the long cliff.
Make a climber, and have him mine right at the top of the cliff and then mine
back as in your solution. Have him build twice from the far end of his
mineshaft to reach the steel blocks, then build back left immediately. The
climber will thenceforth go endlessly in a circle, but your two remaining
builders are enough to complete the bridge to save the others."

Level 97: Where Lemmings Dare (ACCESS CODE: GAHQTEMBGD)

This is a really nasty loking level! Turn the first lemming into a builder
almost
immediately to escape certain death (i.e. being eaten alive), then  make the
second lemming into a builder too. The lemmings will then fall into the passage
below, and make the first
lemming build before it reaches the end of the platform (make the next lemming
into a blocker). The builder will hit his head and turn back, but keep building
and he will make it out of the enclosed area.
Also watch out for when this lemming is just about over the tallest of the
twigs sticking out of the fire and make it bash to stop building and build
again off the top of the twig (do this the moment it lands). When it reaches
the platform on the other side, it will walk up a slope; turn it into a miner.
The next step is very difficult; you have to dig down to the exit, but the
exit platform is littered with camoflaged traps, with one on either side of
the exit. You have to remember here that even if the digger makes it, it will
fall in the middle of the tunnel, whereas the others will fall as soon as
they arrive at the tunnel (i.e. to one side), so if the digger lands just
left of the trap, the others may easily land right in it. The best method is to
dig down so that the digger passes the exit and is thus killed. Blow up the
blocker and the other lemmings should fall straight into the exit.

Level 98: Lemmings In A Situation (ACCESS CODE: KIPTEOGCGQ)

When the lemmings spill out onto the platform, turn the first one into an
athlete, and wait until it lands and is almost at the end of the platform,
then build over to the hanging chains (etc.), and make sure it reaches the
bottom of one of the hooks. This should turn the lemmings around. Wait until
it walks into the section under the trapdoor and build over the gunge, then
bash through the wall on the left. Build up towards the pillar on the left,
so the bridge connects with the piilar at a point roughly level with the
narrow platform on the other side. This lemming has to turn around; make it
build up to a point just above the passage at the bottom of the wall, so
there is no chance of the other lemmings walking through this passage to the
sludge. At some point you must turn another lemming (facing right) into an
athlete so it arrives while the other athlete is digging. You must time it to
blow up at the top of the next pillar, then - as soon as it is level with the
horizontal platform, turn the digger into a builder and build up the the gap
the bomber made. Build again to a point left of the exit and turn the builder
into a blocker. Make one of the trapped lemmings dig when it is above the
single tile (directly below the trapdoor), to break their fall. Have one of
these lemmings build right from the blocker to the exit.

Michael Spencer writes: "Make an Athlete. Set him as a Bomber as
soon as he reaches the top of the steel block. A second Athlete can then dig
on the right edge of the crater and then build to contain the other lemmings.
the second athlete builds over the gunge, starting so as to not
quite reach the far wall. He drops down onto the narrow ledge. Build twice to
turn him round twice, in the process letting the other lemmings ascend this
small step when they reach it. Build from the gap in the left wall to a point
over the horizontal platform, then build so as to touch the vertical just when
he runs out of bricks. He will climb the vertical. Dig down it to remove it,
then build so as to reach the next vertical at the highest possible point
that is completely below the steel. Bash. Two bridges, then make the athlete
a blocker and release the other lemmings with a digger. When the first group
turns round at the blocker, build up to the exit. (Note: if you don't build
up to literally just below the steel, the other lemmings will not be contained
by the remainder of the second vertical, and will wander down to the gunge.)"

Level 99: It's A Bit Nippy Out There (ACCESS CODE: MPTDOGADGK)

When the first lemming appears, turn it into a digger and- before it falls -
turn it into a basher. Then turn the first lemming who climbs the slope to
the right into a builder and as soon as it turns, make it a builder again,
and no other lemmings should be able to pass this point. Make the first
lemming from the trapdoor to land on the briudge into a digger and all the
lemmings except the builder should get trapped now. This is far easier said
than done. When the builder is to the left of the "pit" the others are in,
stop building and land on the snow, then build over to the wall on the left
and bash to the left, to the exit. As with level 95, this is blocked with
snow, so dig down, then bash across to the exit. Make one of the trapped
lemmings build left.

Level 100: LOoK BeFoRe YoU LeAp! (ACCESS CODE: STEMGKLEGG)

Ignore the trapdoor over the exit; instead go over to the other trapdoor at
the left of the screen, and watch the first lemming is it falls out. It will
land on one overhang, turn, fall, and land again. Turn it into a bomber at
this point so it explodes at the right point on the ground so the crater is
impassable to the left, but not to the right. Turn the next lemming into an
athlete. Let it fall on the other side of the wall, turn and then mine about
an inch right of the wall on the left, creating a slope for the others to
climb. This lemming will climb out of the crate and get eaten, but you can't
prevent this. Mine through the wall on the right, then time about four
bombers to blow through the wall on the left of the ther trapdoor (around the
top of the slope is about right). Then use another four bombers to blow
through to the exit. This is best done by blowing up the floor on either side
of the exit, so they fall down onto the platform below, then carefully
blowing up the floor as close to the exit as you can, and they should make
it. If you use more than nine bombers on this level, you won't be able to
save the required amount (83%).

End of FAQ. If you have any comments, complaints or hints, please email
GavLuvsGA@aol.com (so long as it's nothing patronising like pointing out a
speeling mistace!)
(0.1385/d/web7)