Version 1, 06-12-99
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
2 The Skills
3 Special Techniques
5 Level Solutions (Tame--Wicked)
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
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
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.
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.
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.
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
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
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
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).
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 lar
ge 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
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
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
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
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 bot
tom 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).
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
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. I always have the lemming dig
down and then mine or bash when he gets a little way down (I've never tried
to see if the lemmings will survive the fall, but they might (since this is
the Wild section, I thought no, it wouldn't be that easy). Finally patch up
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.
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
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
2) Let lemming 2 turn round and turn it into a blocker to stop lemming 1
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.
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 now, use another bomber). When the next lemming falls into the airspa
ce, 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
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 build
over 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:
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.
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.
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).
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.
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, but I'm sure you'll want to save as many as possible.
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
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
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.