Oh, No! More Lemmings чит-файл №1

OH NO! MORE LEMMINGS!
Wild, Wicked, and Havoc Levels

INTRODUCTION AND DISCLAIMERS

This is a continuation to the solutions for the Tame and Crazy levels which
were written by Jason Strausman. That file is named NLEMM1.WLK. I want to
especially thank Nancy B. Linsley whom I consulted as we helped each other
solve several of the levels.

It is not uncommon to find other solutions than those listed below. Whatever
works, I always say. I had found that at least 3 of the solutions I had worked
out would never work again for me, so I had to find ones that were repeatable.

Because of the complexity of some of the later levels in this game, it is
almost impossible to eliminate important details in the interest of not giving
away too much, but without which there isn't a complete solution. I've tried
not to give away so much that you won't ever get into trouble as you execute
the solutions below. Don't expect to finish any of the levels after 1 or 2
attempts (unless you're exceptionally lucky). Each solution has been tested
several times to make sure the results are consistent. If you do find any
errors of commission or omission, I'd appreciate hearing from you. And
finally, if you get stuck and can't make a solution work, please send me a
note. I can supply more details if you need or want them.

Whenever a solution refers to building at the edge of something, that should
be taken to mean the extreme edge in all cases except when noted otherwise.
Many THIN platforms have lines which divide the platform into well defined
segments. When you have to assign a bomber skill on such platforms, consider
each line to be one second apart from the next.

SOLUTIONS TO THE WILD LEVELS

Wild 1: "Pop Your Top." You can only afford to lose 7 lemmings on this level.
For this explanation, the entrances are numbered 1 thru 4 (left to right). You
will only need to use bombers from entrances 3 and 4. For this and other levels

like it, you need to find the correct time to assign the bombing skill. This is

a process of trial and error. In general, look for the narrowest points in
barriers that separate one part of the structure from another. The 1st lemmings

from entrances 3 and 4 should be made bombers such that they make openings
into a common cavity below them. Then assign a bomber from entrance 3 to make
an opening down to the next cavity and a lemming from entrance 4 to open a
hole to the lowest cavity just to the right of the exit. Now use one (or 2)
miners to mine thru to the left down to the exit from the lowest accessible
cavity. Use a builder out of entrance #2 to build over to entrance #3. Use a
basher to get from entrance #1 to entrance #2.

Wild 2: "Lemming Hotel." Make the 1st lemming dig down over the peak
underneath the landing platform and set blockers behind him. Have the scout
bash thru both tubes at the bottom of the peak, then build over the gap to his
right. Next, make him a builder up to the ice obstacle beyond the 3 identical
ice mounds. Then have him bash through the obstacle, and build to the next
platform on the right. Have him build up to the tall tube in the middle. Make
him a digger when he breaks thru the tube. After digging a ways, make him build

and bash thru the last tube. Don't let him drop off the other side before
building a few steps. (Use a bashing skill to stop him early.)

Wild 3: "Lemming Rhythms." Set blockers at the right and left edges of the
landing platform. Make the next lemming dig down on the left after turning to
the right. Set another blocker to keep other lemmings from going into the
shaft being dug. The digger will need to stop digging about half way to his
destination and bash right for a bit before continuing to dig. The destination
is the 2nd mortar line above the lowest platform. When he reaches the line,
make him a basher, then a builder when he bashes through. Make him build to
the lowest hanging pulley block, bash through it and build far enough to get
over the next platform underneath. Make him stop building so he'll drop to the
platform. Make him build off the next 2 platforms, then over the last gap to
the entrance. As he starts building over the last gap, release the middle
blocker by making a lemming a miner who will mine left into the previously dug
shaft.

Wild 4: "Meeting Adjourned." As the 1st lemming drops to the tree top, let
him move right a short distance, then dig down. After breaking through to the
rock platform underneath, make the 1st lemming that reaches the 4th rock from
the left edge of the tree platform a basher. Set a blocker behind him. Make
the same basher bash through the next rock obstacle. Make him a builder when
he breaks through. Make him bash through the next obstacle then build again.
When he arrives over the next rock obstacle, make him a basher to stop building

and drop down. Make him build from the peak of the obstacle he dropped down on.

Make him build over the last gap to the exit. Release the blocker by bashing
under his feet.

Wild 5: "Lemming Head." Because there are blockers available, you will not
have to time any bombers on this level. All lemmings will drop safely to the
lowest brass tube. Set two blockers in succession to bomb through the 1st
junction of horizontal and vertical tubes on the lowest platform. Do the same
for the next junction. Set a blocker at the bottom of the drop off after the
last explosion. Have a lemming build to the right from a point that will make
only one long ladder all the way to the highest platform on the right.

Wild 6: "Just a Quicky." As soon as the 1st scout goes all the way to the
right and turns around, make him a builder. When he starts the 2nd ladder
section, have another lemming break through the previous ladder section
somewhere by digging. Have the lead scout bash thru the lattice work close to
floor level and build to the left far enough to so he'll drop on the brass
tube extending to the right from the exit platform. Have one of the remaining
lemmings bash through the vertical brass tube. Increase the release rate
to 99.

Wild 7: "You Take the High Road." Start with the upper entrance. When the
lead scout gets to the top of the split brick pyramid have him start building
to cover the split before the next lemming gets there. Now immediately pause
the game and go to the lower entrance. Restart the action and make the lead
lemming bash through the taller 2 columns. As soon as he starts bashing through

the 2nd column, go back up stairs and have a lemming bash through the first
3 of 5 small brick arches. When he starts to cut through the 3rd arch, pause
the game again, go back down to the lower level and make the lead lemming
start building a bridge from the pit between the 2 metal pedestals up to the
right pedestal. Go up to the upper level again and have a basher finish
bashing through the last 2 arches. Make a lemming build to the left from the
pit between the slanting bricks.

Wild 8: "It's a Tight Fit." Make the first lemming an athlete, then pause
the game. Increase the release rate to about 80. Restart the game and make each

of the remaining lemmings climbers as they drop to the ground. Then quickly
make each one a floater. After the lead lemming floats to the platform below
and walks right, find a spot for him to bridge which will only require the
laying of four steps. (At the minimum release rate of 1 (which this game
started at), only four ladder steps can ever be built before the next lemming
catches up.)

Wild 9: "Ice Station Lemming." Ignore the top entrance, there's nothing
to be done. On the lower level, make the lead lemming a builder to the left
from the bottom of the left side of the third little ice hill from the left.
Have another lemming break the ladder behind him somewhere. Make the leader
bash through the ice wall when he reaches it. Have him build left from the
other side and be sure to close the gap to the rock wall above. When the gap
is closed, make him build to the right to get to the upper entrance platform.
Lastly, have a lemming repair the broken ladder below.

Wild 10: "Higgledy Piggeldy." Don't worry about the lemmings you're going to
lose at the beginning of this level. You'll rescue more than needed. Make the
first lemming build right from the right end of the ramp. When the next
lemming gets across the gap, make him dig down on the right side of the green
area so that he leaves no edge on the right (his left side as he digs). When
he gets far enough down to build to the right so his ladder will not leave a
gap over the next platform, have him start building. Have a lemming build left
to the next platform. Bash all the way through the upper platform to the exit
using only 1 bashing skill. Increase the release rate to 99.

Wild 11: "Mutiny On the Bounty." Have the lead lemming build over the notch
in the left slanting bricks, then turn around and build to close the gap
between the brick ramp and red column. Make a lemming who's traveling to the
right into an athlete. Have him build one ladder section over the right side
of the chain hanging over the water. Have him bash through the brick extension
at the top of the brick ramp. When he reaches the platform at the bottom have
him build right to the column, then left. He should start building right at a
point that will ensure that the ladder going left will either reach or cross
over the small platform in mid air. If he gets only to the small platform,
have him build left again from the platform to the wall on his left. When he
turns back to the right, climbs the column and floats back down, make him mine
through the stairs he just built so the exit can be reached. Go back where the
rest of the lemmings are and have one build to the right under the right edge
of the over-hanging metal platform. Increase the release rate to 99.

Wild 12: "Snow Joke." Make the 1st lemming a builder and climber and have him
build off the right edge of the landing platform. Make the 3rd lemming a
climber. Set blockers on the left and right sides of the landing platform.
Have the 1st lemming to climb over the arrowed obstacle build right to the ice
obstacle up high (2 ladder sections only). Let the 2nd scout come back and bash

through the arrowed object. Increase the release rate to 99. Have the 1st
lemming bash through the obstacle he is approaching. Have him build one ladder
section off the right edge of the platform he is on. His next task will be to
build a series of ladders crisscrossing between the wall on the right and ice
hanging down from above with the 5 building skills remaining. Make sure all
gaps are closed and go for maximum height. When he first turns to build left,
pause the game and go back and release the right blocker on the landing
platform. When the lead lemming builds the last ladder to the right, make him
a basher to get to the exit.

Wild 13: "Onward and Upward." Make the 1st two lemmings climbers. Make the
3rd lemming a blocker when he reaches the middle of the 3rd red floor tile
from the right hand wall. (You may have to adjust his position slightly to the
left or right in a later try to get an even distribution of lemmings on the
landing platform.) When the 1st lemming gets to the thin red post above, make
him a blocker up next to the post. Make the next lemming a miner as soon as he
turns left off the blocker. Now make the blocker a bomber to break through the
post. When the 2nd lemming completes the ramp and turns back to the right, make

him build over the gap to the right. When he starts the 2nd ladder section,
pause the game, release the remaining blocker and increase the release rate to
99. Restart the game and have the lead lemming bash through the brick obstacle
up ahead. When he reaches the top of the following set of gray stairs, make him

a bomber. Make the next leader a bomber at a point where he will explode just
as he gets to the right end of the lower platform.

Wild 14: "Ice Spy." Make the 1st lemming a blocker the instant he hits the
landing platform. Make the 2nd lemming build across the last large flat area of

ice on the landing platform to avoid a lethal sensor. Make the next lemming
a blocker to the left of the ladder. After building over the sensor, make the
leader build over the gap below to get to the next platform, then have him bash

through the ice spike ahead. He will cross over an arched bridge, then must
build a set of crisscrossed ladders (close all gaps) to get high to the right
so he can bash through to the ice slope on the other side. (Reserve 1 builder
skill for later.) After he bashes through and walks down the slope to a level
area of the ice, then reaches the last flat area of ice to the right, make
him a builder once more to avoid another lethal sensor. When he's across, make
him bash through the last obstacle to get to the exit. Go back and release the
blocker on the right and increase the release rate to 99.

Wild 15: "The Silence of the Lemmings." There are 2 entrances. The first
lemming will drop from the left entrance. Make him a blocker as soon as he
touches down. Go to the right entrance and make the 1st lemming out of there a
blocker right next to the Lemming Crusher on the right, then make him a bomber.

Now go back to the left entrance and isolate a single lemming to the far right
by setting another blocker to the right of the entrance. Go back to the right
side once again. If the bomber was stopped at the right place, the resulting
crater will let the rest of the lemmings walk under and by the crusher. Have
the lead lemming build a single ladder across the right side of the chain.
Make the lead lemming and the following 2 lemmings bombers and space their
starting positions so they will make holes in the top 3 platforms to the right
of the ramp on the right side of the chain. When a lemming reaches the 4th
platform, make him a bomber at a point that he will explode at the far right
end. Immediately go back to the left entrance and have the isolated lemming on
the right dig down when he is moving to the right. When he gets under the
metal, make him a basher. When he starts across the bridge over the water
below, pause the game to increase the release rate to 99, then release the
remaining lemmings. When the leader gets across the bridge, make him a basher.

Wild 16: "Take care, Sweetie." When the only lemming lands, make him build
right so he hits his head on the underside of the gray box above. Have him
build over the 1st gap to the left of the entrance. Let him drop down the next
gap and walk right in the tunnel below. When he gets to the far right of the
tunnel, he will have to build 2 bridges, 1 to the right and one to the left.
When he finishes the one on the left, no gap can be left between the top step
and the wall. As he completes the last bridge he'll turn back to the right,
then the left. As he turns left, make him a climber.

Wild 17: "The Chain with no name." Make the 1st lemming a builder to close
the gap on the far left of the landing platform. Have a lemming bash through
the 3 columns on the right of the entrance. Have somebody build a 2 section
ladder ahead of the far right column. When the last lemming has dropped off
the right edge of the ladder before it is finished, make him a miner under the
ladder when he turns around and walks left. Make him mine to the right at the
right end of the platform underneath the landing platform. When he gets to the
lowest floor, let him walk right and turn back to the left. When he's 4 1/2
lines from the brick platform that supports the exit, make him build left until

he hits his head. When he gets back down to the base of the ladder, have him
build right. When he's half way finished with the last ladder section, go back
to the landing platform and make any lemming who's traveling right mine
through the left end of the ladder ahead of the opening in the platform
underneath the ladder. Increase the release rate to 99.

Wild 18: "Dr. Lemminggood." The first 6 lemmings must be made bombers. The
1st 2 must be made bombers the instant they land (4th line from the right).
The next 2 must be made bombers when they reach the 3rd line from the right.
The 5th and 6th lemmings when they touch the 2nd line from the right. Let the
7th lemming through. When he lands on the bottom platform, make him a builder.
Go back to the landing platform and have someone build across the hole at the
right end to seal it off. When the ladder is completed below (to the top right
platform), go back to the landing platform and make a lemming a bomber so he
will explode while on the ladder. When the ladder is blown, pause the game and
increase the release rate to 99. Restart the game. If any lemmings start to go
left underneath the landing platform, make each one a builder to turn them
around.

Wild 19: "Lemming delica." Make the 1st lemming a builder at the right edge
of the upward slanting green projection on the right side of the landing area.
The first lemming to touch down on the 1st mossy green platform should build a
2 section ladder off it's right edge. When a lemming drops to the 2nd platform
to the right, have him build to bridge to the 3rd lower platform on his right.
Before the 2nd bridge builder completes his bridge to the 3rd upper platform,
make another lemming bash through the bridge behind him so no one else can
follow the builder and will drop to the 2nd mossy platform below. Set a blocker

at the left edge of the metal platform on the right. When the 2nd builder
completes his 2 section ladder, have him build to the 4th platform. While he's
doing this, have another lemming start building right next to the blocker
below.

Let him complete only one section now. Make the lemming above build off the
right edge of the 4th platform (one section). When he drops down to the metal
platform below, make him build to the rocks on his right. When he gets there,
make him a basher. When he gets to the other side, make him start building over

to the platform on the right from where the last large rock drops off
sharply. Have him build off the right edge of the next platform. His ladder
should continue all the way to the green post on the right. When he turns
around, have him build left up to the exit. Now pause the game and increase
the release rate to 99. Go back to the unfinished ladder on the metal platform
and have someone complete it.

Wild 20: "Got anything. . . .Lemmingy?" When the 1st lemming gets to the top
of the stairs to the right of the entrance, make him a builder from the left
edge of the step. Make the 2nd lemming a builder as soon as he lands. Make the
3rd lemming a digger when he gets to the first platform to the right where a
chain hangs down. He should start digging when he's directly over the line in
the middle of the platform. (The lemmings that follow must be able to land on
the platform ahead of where he is digging. At the same time, they must also
be able to touch the pulley block below when they step off the platform.) When
the 1st lemming reaches the pit down below make him build left out of the pit
to reach the exit. When the digger is about 3/4 of the way down the chain, make

him a builder. Increase the release rate if necessary.

SOLUTIONS TO THE WICKED LEVELS

Wicked 1: "Lemming Tomato Ketchup Facility." There are 2 entrances. When the
1st lemming from the lower entrance gets to the last bit of brick platform
ahead of the lemming crusher, make him a miner. Now go to the upper level and
make the lead scout a climber. Make him and the next lemming bombers in
positions that will result in creating an opening in the bottom of the brick
obstacle on the right end of the landing platform. Set them to go off on each
side of the obstacle. The 1st lemming through should be made a digger in the
notch on the other side of the brick obstacle. When he gets to the 1st hole
completely underneath the platform, make him a basher in either direction.
Increase the release rate to 99.

Wicked 2: "Introducing SUPERLEMMING" (or "Speedy Gonzalez"). The clock for
this level has been speeded up many fold. If your system has a button on the
case that allows you to use a lower speed, push it. If it doesn't, and you
don't have any software to slow the game down, then you're in for an exciting
level. When "SUPER" turns back to the left after landing, make him mine down
to come out over the right-hand platform below. When he turns to the right
again, have him bash through the next 5 obstacles. When he gets to the set of
5 stacked platforms, let him dig through each one.

Next are 5 gaps to be bridged in order to reach the exit. At the 4th gap, you
should detect the clock starting to slow down somewhat. For the 5th and final
gap, make him dig at the right end (leaving no material on his right). Make
him a builder before he digs all the way through, then a basher after he gets
across the gap, but before he hits his head.

Wicked 3: "This Corrosion." Make the first 2 lemmings build across the gap on
the right end of the landing platform. Make a left moving lemming a climber.
Make him build from the left edge of the 2nd platform down over to the red ball

with a hook on it. When he turns back to the right, make him bash through the
white column between the top 2 platforms. Next, make him build to close the gap

on the right. When he comes back to the red ball, let him climb the chain and
come down on the other side to drop to the small platform below. Make him a
builder as soon as he lands. When he turns around, make him build right to the
3rd platform down. Have him bash through the white column between the 2nd and
3rd platforms. When he gets to the candy-striped post on the left side of the
exit, make him a builder. When he drops down, make him build to the right to
close the gap. Now dig through the two bridges above so that the openings are
offset from one another and the lemmings will not fall all the way to the
bottom without touching the 2nd level. Increase the release rate to 99.

Wicked 4: "Oh No! It's the 4TH DIMENSION." Ignore the two upper entrances for
now. Starting on the lower left, make the 1st lemming a builder as soon as he
touches down. Make the 1st lemming from the lower right entrance a builder from

a point where he will reach the wall on the right using only 1 ladder.

Meanwhile, keep the lemming going on the lower left. The 1st lemming to step
up on the metal platform on the lower left should be made a builder as soon as
he steps on it. Meanwhile, when the lemming on the lower right finishes
building and comes back down the ladder, make him build left when he's half
way back down. Keep him building until he's over the gray stairs above.

When the lemming from the lower left gets to the lower left side of the exit
platform and turns around, make him build left. He'll hit his head and turn
to the right; when he gets back up the ladder, make him add another step.
Continue the process of adding steps until he steps on the gray stairs and
heads right to the exit. When the next lemming steps on the gray stairs behind
him, make him build left immediately to the red platform above. When he turns
back to the right and steps on the exit platform, make him build right
immediately so he won't go out the exit. Make the next lemming who gets to the
right side of the exit platform, build right to close the gap under the gray
stairs leading up to the upper right entrance. Have a lemming bash through the
brick obstacle at the top of the stairs. Go to the upper left landing area and
select a lemming who is moving to the left. Make him a bomber so he'll explode
next to the column on the right end of the platform.

Wicked 5: "Chill Out." When the 1st lemming lands, make him dig until the next

lemming appears out of the entrance above. Pause the game. Increase the release

rate to about 80. Make the digger a basher as soon as the game restarts. Pause
the game again after 1 or 2 bashes, but before the 2nd lemming gets too near
the left edge of the platform. As soon as the game restarts, make the basher
a digger once again. Pause the game again and get ready to make the 2nd lemming

a builder as soon as he reaches the left edge of the platform. Pause the game
and make the digger a basher for the 2nd time before he digs too deep for the
lemmings that follow to get up the step that he dug. Now increase the release
rate to 99. All 18 remaining lemmings should turn around in the tunnel before
the basher breaks out at the right end. When the basher walks down to the
bottom floor and turns left, make him a climber.

Wicked 6: "Pop Til You Drop!" This level consists mainly of working out the
timings for where bombers will explode. The 4 mining skills can be used to
reach the exit from the right entrance (#4) without having to use a bomber.
Including the entrance platforms there are 5 levels of openings above the exit.

For this explanation the levels are numbered 1 to 5 (bottom to top) and the
openings on each level are numbered from left to right. For example, the 1st
lemming out of the right entrance will mine left to level #4, opening #7 (4-7).

When he gets to 4-7, he should mine again from the far left to opening 3-4
which is directly above the exit. Next he should mine to 2-3, then to the
right to the exit.

Now, work out the bomber timings so all explosions occur while the lemmings
are moving to the right. For example, a lemming from entrance #3 (2nd from the
right) can be made a bomber just as he turns back to the right from the left
end of the landing platform. Similarly, the lemmings from entrance #2, can
make an opening using a nearly identical timing as for entrance #3. The
objective is to get everyone down to opening 2-3 and out to the exit.

Wicked 7: "Last Lemming to Lemming Central." Here again, you have to work out
the bomber timings so no 2 holes in the platforms are directly over each other.

Use the 2 blockers at the right end of the top platform and one line in from
the right edge of the next platform down. Make the 1st lemming out of the left
entrance a bomber when he gets to the 5th line from the left end of the landing

platform. The 2nd lemming out of the right entrance should be made a bomber
after he turns to the left and crosses the 1st line from the right edge of the
platform. The next lemming from the right entrance should be made a bomber when

he gets to the 2nd line from the right end of the top platform as he is moving
left. You can work out the timing for the final bomber as well as which
lemmings to use as blockers.

Wicked 8: "A Towering Problem." Make lemming #1 an athlete, then make him a
bomber at a point on the first pole that will result in an opening in the pole
near floor level without creating a hole in the platform. Same scenario
for another lemming for the 2nd pole after the opening is created in pole #1.
Make another lemming climb the 3rd pole. When he gets to the line on the
platform between poles 3 and 4, make him a builder, then a bomber right away
as he builds. He should explode right beside the pole and blow a hole
in it and destroy most of the ladder. Make another lemming climb the 3rd pole,
then make him a builder to get across the gap to the exit landing. Make one
last lemming climb the 3rd pole. Make him a bomber somewhere on the way up so
he will blow away the bottom of the pole without creating a hole in the
platform.

Wicked 9: "How on Earth?" Make the 1st lemming a builder from the right edge
of the platform and also a floater. Set 2 blockers at the extreme edges of the
landing platform. Make a lemming a builder when he's right next to the left
blocker (1 ladder section only). Have the 1st lemming build from the right
edges of both lower platforms. When he turns around to the left, make him a
builder again when he's slightly higher than half way down the ladder. When he
gets back to the green platform, make him build to the exit platform. Now make
a lemming complete the ladder on the landing platform and increase the release
rate to 99.

Wicked 10: "Temple of Love." Make the 1st lemming a floater. Make the 2nd
lemming a blocker just to the right edge of the small platform below the right
end of the landing platform. When the 1st lemming lands below, make him a
builder to close off the exit at the right end of the platform. When he turns
around and gets to the bottom of the gray stairs, make him build left up to the

little gray platform over the other set of gray stairs. Make him build from the

left edge of the brick platform on the left (gray floor). Make him
build one more ladder section after he gets beyond the edge of the metal
platform above. Make him a blocker at the end. Go back to the landing platform
and make any lemming a climber. When he climbs out left over the brick
obstacle, make him a digger on the left side of the notch below. When he gets
to the blocker and turns to the right, have him build up to the exit platform.
Go back to the landing platform and release the blocker.

Wicked 11: "Rocky Road." Have the first lemming build one ladder section from
the right end of the landing platform that will not quite reach the next
platform above and to the right. Make the leading lemming a miner when he gets
to the little knob at the left end of the flat rock ahead of the lizard on the
tree limb. Set 2 blockers behind him with one lemming trapped between them.
Increase the release rate to 99. Have the leader bash through the tree trunk,
then build right, then left when he gets to the top of the ramp beyond the
tree. When he gets on the platform after building left, make him a blocker at
the top. Now go back and release the single lemming between 2 blockers. When he

gets to the next blocker ahead and turns around, make him a builder over to
the platform on the right. Make him build to the next platform. Next, make him
a miner before the end of the green area on the next platform. When he's about
a third of the way down, go back and release the blocker holding back the rest
of the lemmings. Just ahead of the lead lemming is a ramp. At the bottom of the

ramp is a thin, green stem sticking up. Have the lemming start mining just
ahead of this lethal trap. Then have him build across the last gap before the
exit.

Wicked 12: "Suicidal Tendencies." This is simpler than it looks. At each
opportunity, the lead lemming should build right from the extreme right edge of

each platform including the top step of the stairs at the beginning. Position a

blocker dead center over the last full segment on the right end of the landing
platform. Set another blocker on the left end of the platform. When the lead
lemming gets to the brick ramp on the right, make him a miner at a point where
he and those who follow will land safely on the platform below the brick ramp.
Make him a builder on the right end of this platform. Now release the blocker
on the right.

Wicked 13: "Almost Nearly Virtual Reality." Make the 1st lemming a blocker as
soon as he touches down. Make the next lemming a builder at the right edge of
the landing platform. When he gets to the chain, have him bash through it and
when he falls to the pulley block below, make him a builder. The next lemming
should build to the right off the edge of the platform below the previous
builder. When the previous builder is done, make him a blocker. When the next
builder gets to the next chain, make him a basher, then a builder when he falls

to the pulley block below. Repeat this for the last chain and pulley block to
the right. Make the leader a builder to get up to the metal platform on his
right. When he gets up on the platform and turns around, make him build
left. When he is over the platform on his left, cease building. When he turns
back to the right, make him a builder to the exit. When he starts to build the
last section of the ladder, go back and release the blocker holding back the
remaining lemmings. Increase the release rate to max by pausing the game before

blowing up the blocker.

Wicked 14: "The Lemming Learning Curve." Make the 1st lemming a miner when he
is above the left edge of the little platform below. When he gets to the bottom

platform, make him a blocker as soon as he touches down. Make the next two
lemmings climbers. When the leader is centered over the last whole brick on
the right of the platform above, make him a miner to cut off the pointed
platform edge. Make the following lemming a builder when he reaches the same
spot (he should build no more than 5 steps before he turns left). Make him a
miner when he gets to the bottom of the steps. When the 1st lemming gets to the

steps that were built, have him bash through them at the base. Now increase the
                               
release rate to 99.

Wicked 15: "SPAM, SPAM, SPAM, EGG AND LEMMING." When the 1st lemming appears
out of the entrance, make him a floater. After he lands and walks to a notch
in the landing platform's flat surface, make him a miner. When he strikes
metal and turns around, make him a builder at the top of the ramp. Set a
blocker at the bottom of the ramp using the first lemming that survives the
fall to the ladder being built. When the ladder is complete and the lemming