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OH NO! MORE LEMMINGS - WALKTHROUGH
Written by David Newton (DavidN, Wong, etc)
Version 1.0, completed on 21/02/07
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I. INTRODUCTION
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The original Lemmings is one of the most frustrating games that I've ever
played, and this, its semi-sequel, is even worse in terms of keyboard-chewing
madness. By the time this game came around, the makers had seemed to notice all
the little glitches and oddities that took place in the game engine, and made
them necessary to exploit to complete this new set of a hundred levels. Writing
down the solutions as I went along became pretty much a necessity so I could
remember what to do on the fiftieth time I failed the later levels, and this
guide came out of that.

Each level is introduced with a passcode that you can use to get there (the
passcode seems to vary depending on how many Lemmings you saved on the previous
level, but seeing as that never makes a difference during the game unless it
causes you to fail the level, it's a mystery why). Also included are the number
of Lemmings available and number of Lemmings that you have to save. This is
given as a percentage in-game, which I've always found a very strange way of
doing it because it often makes it very unclear just how many Lemmings you're
allowed to lose, so I've converted them to straight Lemming quotas here. The
time you're allowed to complete each level is also included, though this is
only ever something to take into consideration on a few levels.

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II. LEVEL WALKTHROUGHS
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1. TAME
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The Tame set of levels are little more than tutorials. In fact, they're not
even that, as they're much easier than the initial levels from the original
game. In fact, if you want a recommendation from me, the best way to get past
these levels is to skip right on to the next difficulty setting - you won't
learn anything new from them once you've done a couple.

In the spirit of the other guides that I've seen, I'm only putting solutions to
these for the sake of completeness (and as you can probably tell I'm not taking
many of them seriously, as if you've looked up a guide to get past one of these
levels then you'd probably be better off reading the manual). The guides to the
later levels will be a little more involved!

1.1: No passcode: Down and out Lemmings (50, 25 to be saved, 4 minutes)

1. Dig.
2. Dig again.

1.2: IHRTDLCCAR: Rent-a-Lemming (50, 25 to be saved, 4 minutes)

1. Bash.
2. Bash again.

1.3: LRTDLCADAO: Undercover Lemming (50, 25 to be saved, 4 minutes)

1. Bash.
2. Bash.
3. Bash.

1.4: RTDLCILEAH: Downwardly Mobile Lemmings (50, 25 to be saved, 4 minutes)

1. Dig.
2. Dig.
3. Dig.
4. Dig.

1.5: TDLCAHVFAQ: Snuggle up to a Lemming (50, 25 to be saved, 4 minutes)

1. Dig.
2. Dig.
3. Dig.
4. Bash.

1.6: DLCIHVTGAJ: Intsy-Wintsy... Lemming? (50, 25 to be saved, 4 minutes)

1. Dig.
2. Bash.

1.7: LCALVTDHAG: Who's That Lemming (50, 25 to be saved, 4 minutes)

1. Bash.
2. Build.
3. Mine to the left and build to create a wall if you really want to.

1.8: CIMTTDLIAO: Dangerzone (50, 25 to be saved, 4 minutes)

1. Mine or dig.
2. Dig or mine.

1.9: CAHRUDLJAR: And now this... (50, 25 to be saved, 4 minutes)

1. Build.
2. Build.

1.10 IHRUDLCKAK: New Lemmings On The Block (50, 25 to be saved, 4 minutes)

1. Bash.
2. Mine.

1.11 LRUDLCALAH: With Compliments (50, 25 to be saved, 4 minutes)

1. Mine.
2. Bash.

1.12 RUDLCILMAQ: Citizen Lemming (50, 25 to be saved, 4 minutes)

1. Bash.
2. Bash.
3. Dig/Bash/Mine.

1.13 UDLCAHVNAJ: Thunder-Lemmings are go! (50, 25 to be saved, 4 minutes)

1. Build.
2. Block.
3. Build.
4. Block.
5. Build.

1.14 DLCIHVUOAS: Get a little extra help (50, 25 to be saved, 4 minutes)

1. Build.
2. Bash.
3. Bash.

1.15 LCALVUDPAP: Not just a pretty Lemming (50, 25 to be saved, 4 minutes)

1. Bash.
2. Wait for a very long time.
3. Build.

1.16 CILVUDLQAI: Gone with the Lemming (50, 25 to be saved, 4 minutes)

1. Dig or bash.
2. Bash or mine.
3. Dig or bash or mine or do nothing at all.

1.17 CAHRTFLBBL: Honey, I Saved The Lemmings (50, 25 to be saved, 4 minutes)

1. Dig.
2. Dig.

1.18 IHRTFLCCBE: Lemmings for Presidents! (50, 25 to be saved, 4 minutes)

1. Bash or mine.
2. Mine or bash.
3. Bash or mine or go and do something else for a while.

1.19 LRTFLCADBR: Lemming Productions Present... (50, 25 to be saved, 4 minutes)

1. Mine, dig or bash.
2. See step 1.

1.20 RTFLCILEBK: Custom built for Lemmings (50, 25 to be saved, 4 minutes)

1. Oh, do this one yourself.

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2. CRAZY
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After all that, on with the real guide. The difficulty level here increases
quite dramatically compared to the jump from Fun to Tricky in the first game.
Immediately, you're going to have to think up much more creative solutions to
the problems to get the Lemmings out safely.

2.1: TFLCAHVFBD: Quote: "That's a good level" (50, 48 to be saved, 3 minutes)

You're thrust right into the more difficult levels here - now you need to do a
bit of problem solving.

1. Turn the first Lemming into a Climber.
2. The second Lemming should be turned into a Blocker when he's about to fall
off the left.
3. With the Climber, dig down three times through the platforms. Then wait
until he's facing left and beyond the exit before digging the fourth time.
4. When the Climber is right next to the wall on the left of the exit chamber,
turn him into a Blocker to keep him in place.
5. Now explode him. He'll blow through the wall and part of the floor, but
leave the precarious thin platform on the left untouched.
6. Increase the release rate - the others can walk to the exit now.

2.2: FLCIHTTGBK: Dolly Dimple (80, 80 to be saved, 4 minutes)

Just working out how to get everyone down safely is the difficult part of this
level!

1. Turn the first Lemming into a Climber once they're all heading left.
2. Make a Lemming about three bricks from the left wall build while the crowd
isn't too chaotic.
3. The Climber should dig when he's on top of the wall, so that a couple of
pixels of wall are left behind on the right and the others can't get through.
4. When only one pixel of ground remains under the Digger, turn him into a
Builder.
5. As soon as he's standing on top of the first brick of the bridge, dig again.
You'll be left with two pixels of wall jutting out at the bottom.
6. Now finish off the bridge that you started earlier. Depending on where you
start you may find that the top brick juts through the thin wall, but hopefully
this won't be enough to reach over the shelf you built down below.

2.3: LCALVTFHBJ: Many Lemmings make level work (50, 48 to be saved, 4 minutes)

This level tests your ability to time explosions. You also need to be able to
stall some Lemmings using the Builder ability. Your aim is to cause two
Exploders to blow up the edges of the slightly-too-high-to-fall-from platforms,
while keeping the rest back for enough time.

1. Explode the first Lemming when he's on the tile exactly halfway between the
first and second grey bars of the platform. He'll walk towards the edge with
the timer.
2. As the others come out, turn the second and fourth Lemmings into Builders.
They don't need to build to anywhere in particular, but it's important that
they hang back from the rest of the crowd.
3. The first Lemming will explode at the edge, letting the others down. You now
need to explode the third Lemming (now the leader of the pack) when he's on the
stairs, just about exactly halfway up the small brick platform to the right.
4. He'll explode on the edge of the platform after falling to it. And if you've
got the timing right, that's all you need to do!

2.4: CILTTFLIBQ: Lemming Express (20, 20 to be saved, 3 minutes)

This level is pretty unusual, and involves a short "train" of Lemmings that you
have to beat to the critical point where they fall off the level and die.

1. Wait for the Lemming troop to trudge along the long corridor. When the first
one reaches below the rounded edge to the left of the final gap on top, have
him Build. The others will walk over him as he goes.
2. The Builder will collide with the edge of the gap on the right - build again
as soon as he turns around.
3. And build another time to let him get up to the surface. If he turns around
again, use a final Builder to get him to collide with the pipe on the left.
4. Now all that's needed is for him to drop down to the lower level and build a
bridge from the right edge to the exit. You should have plenty of time before
the others arrive.

2.5: CAHRUFLJBE: 24 hour Lemathon (80, 80 to be saved, 4 minutes)

Working out how to keep the Lemming troop safe is the hard part of this level -
otherwise it's just a building exercise.

1. Wait for the first Lemming to drop to the round rock on the left of the
trapdoor, then start building up.
2. Let the second one go past and fall to the floor. When he turns left, start
building with him.
3. The third Lemming needs to build on to the bridge along with the first one -
otherwise he'll fall too far to the ground.
4. Once the bridge is complete and one Lemming is heading over the rock at the
top, dig through the bridge with the next one so that the others can't follow.
Dig fairly near the left so that it's a safe fall.
5. With the lead Lemming, build from fairly near the left of the gap between
the two rocks to get up to the right one.
6. Now build from the edge of the right rock to the exit.
7. The last task is to build a zig-zagging bridge up from where the others are
trapped to the top again. Even though it's a long way, you have plenty of
Builders left over, so it shouldn't be too much of a problem to build from wall
to wall, repair the bridge at the top, and let the others get out.

2.6: IHRUFLCKBN: The Stack (20, 20 to be saved, 3 minutes)

I actually like this level - it's quite clever, and rather satisfying when you
get it to work.

1. Make the first Lemming out a Climber, and he'll scale the steel platform.
2. Build to the stack in the centre. It makes things easier if you do this so
that the builder doesn't turn around and trek across the map before coming back
- to do this, build so that the centre of the first brick is just after the
third rivet of the platform.
3. He'll climb up the stack. When he reaches the far side of the top, have him
dig down to start getting rid of one side of it.
4. While that's going on, make another Lemming a Climber.
5. He'll follow the route taken by the first one, and should be made a Digger
to eliminate the near side of the stack.
6. When the first Digger is just about level with the bridge on the other side,
have him Build again to get across to the next steel platform.
7. Turn the second Digger into a Builder when he's level with the place you
stopped digging.
8. Build a bridge to the exit with the first Lemming.
9. Finally, use your last Builder to let the troop behind you up to the steel
platforms and to the exit.

2.7: LRUFLCALBK: And now, the end is near... (50, 50 to be saved, 3 minutes)

A bit of a lateral thinking exercise. And it's not very easy to actually do it
once you've worked out how, either.

1. Make the first Lemming a Climber when he's heading left. Give him a Floater
as well.
2. Wait for him to climb the steel wall, float down the other side, and
approach the brick wall on the left. Have him build into it to turn him around.
3. Start building halfway along the middle brick in the pit that he's in. Your
aim is to get up to the right wall so that he can bash through the very top of
it without hitting the steel, and it takes two builders to reach that height.
4. When he's laid a brick right next to the wall, turn him into a Basher and
hope you got it right...
5. If the positioning is correct, he'll bash away the floor of the chamber
where the others are trapped, letting them out.

2.8: RUFLCILMBD: KEEP ON TRUCKING (80, 75 to be saved, 4 minutes)

In this game, you'll soon notice that there are a certain number of levels that
have their titles written in all-caps. You'll grow to hate them. They're
characterized by being extremely lengthy and having nowhere near enough time to
complete them comfortably. This is the first!

1. Start by letting the first Lemming past and setting a Blocker under the
exit.
2. Bash through the wide platform on the right.
3. Set another Blocker to stop the rest of them from coming after him - it's
safest to do this inside the bashed tunnel, as then you won't inadvertently
blow an impassable crater into the irregular floor.
4. Bash through the next wall to the top vine pit.
5. Using three Builders, build a bridge over it.
6. At the green crystals, mine through the floor to get to the lower level.
7. Increase the release rate and blow up the Blocker about now. You'll need to
get them all over before the time runs out.
8. Use your last Basher to bash through the wall on the right at the highest
point. When he's through, turn him into a Blocker before he falls off.
9. When the troop comes along, make the first one to drop to the lower level a
Blocker, so that the others pass through him as soon as he lands but can't get
back.
10. Build up over the bashed tunnel to the left. You can either do this by
building to the left (as you'd expect) or building into the Blocker, who'll
cause your Builder to turn around in the middle of the bridge.
11. Now all you need to do is use your last Builders to get to the exit. It's
safest to start from the little jut of rock below the peak of the hill, so that
those who fall off the bridge before it's finished don't die from the fall.

2.9: WNHCEIVNBH: On the Antarctic Coast (20, 20 to be saved, 3 minutes)

The route isn't terribly difficult here, but getting everyone to the exit in
time needs a bit of good timing.

1. Make the second Lemming to come out a Climber.
2. With the first Lemming, mine down to the left once he's turned around. When
you've made an impassable wall, build to stop mining. This holding area between
the mine and the jagged rocks on the right will hold the others until we need
them.
3. Increase the release rate.
4. Bash through the large rock formation with the Climber.
5. You'll notice an icicle of death up ahead - to avoid this, start bashing at
the obvious low point in the ground about halfway between the rocks on the left
and the icicle, so that the Climber bashes through the platform he's walking
on.
6. At the next low point, right next to the hill, you'll have to build up to
stop him bashing.
7. He'll turn around after building, so build again where he'll hit the ceiling
to turn him around again.
8. Let him walk up the hill, and mine down through it when he'll come out
safely on the other side.
9. Now is a good time to release the others. Bash through the jagged rocks on
the right of their holding cell.
10. Finally, get the leader to bash through the last rocks to the exit.

2.10 FLCIHVUOBF: ROCKY VI (80, 79 to be saved, 3 minutes)

Not a bad level by any means, but it may take a couple of tries to get all the
timings right as you have to deal with two groups at a time.

1. Give the first Lemming out a Floater and let him drop off the edge of the
grass.
2. Turn the second one into a Builder as soon as he lands to close the gap.
3. When a Lemming is approaching the crystals on the left of the area with the
trapdoor, have him build up to the gap.
4. Turn the Lemming behind him into a Blocker to prevent the others from
following.
5. On the lower level, there's a root in the ground that will trap the lone
Lemming if he steps on it. Build over it.
6. Give the Lemming the Climber ability when he's heading towards the steel
wall.
7. Build from the gap in the crystals to the one-way rock. You'll have to use
two bridges to get there.
8. The Lemming who went the long route will fall back when he tries to climb up
the rock next to the exit. Build to the platform in the air, then from the
platform to the one-way rock.
9. Bash through the one-way rock.
10. Explode your Blocker to let the others through.
11. Use the last Builder to get over the rocks next to the exit.
12. Now increase the release rate to get them out in time.

2.11 LCAMTUFPBR: No Problemming! (80, 8 to be saved, 1 minute)

This is a wonderfully clever level that seems totally impossible at first
glance, but the solution is quite simple.

1. Ignore the trapdoor entirely and scroll all the way to the right, where
you'll find an alternative entrance.
2. Build to the exit.

2.12 BIMTUNLQBR: Lemming Friendly (80, 75 to be saved, 3 minutes)

Another level where you have to notice a non-obvious route, but this one isn't
quite as bad as the last.

1. There's a gap to the left of the platform, so you don't need to use any
Exploders. Let one Lemming past to the left then place a Blocker under the
exit.
2. Bash through the platform from the ledge.
3. Bash through the first pillar then build over the gap.
4. Build up to the next pillar.
5. Bash through it.
6. Build again to finish off. If he turns around, use another Builder to
correct this.
7. Now blow up your Blocker and increase the release rate.

2.13 CAIPTDMBCK: It's a trade off (20, 10 to be saved, 3 minutes)

This is a very easy level, the only difficult bit being the snore-inducing walk
back and forward across the level in the middle.

1. Dig with the first Lemming after he's walked out from under the trapdoor.
2. Turn him into a Miner when he's about halfway down the platform to get the
troop down to the lower level.
3. Turn one Lemming into a Climber, and give him a Floater as well. He'll make
his way up the large wall, walk along the whole level and drop down at the
other side.
4. You now have to turn him around. Use the second Miner when he's on the red
platform leading to the exit, and after a couple of strokes, turn him into a
Builder.
5. Wait until he's right next to the wall at the left side of the tunnel before
mining.
6. As soon as he breaks through to the other side, build again to prevent him
going off the bottom of the screen. With that done, everyone can escape.

2.14 IHRTDMCCCE: Time waits for no Lemming (50, 45 to be saved, 4 minutes)

Time isn't a problem in this level as the name implies - you just need to use
the skills you have available effectively.

1. Set a Blocker to the right of the trapdoor.
2. Turn the first Lemming to turn around into a Climber.
3. When the Climber is at the top of the wall, dig immediately and he'll go
down through the two thin brick walls.
4. After the while he's spent doing that, turn him into a Basher to stop him
going down any further.
5. Bash through the brick wall on the left, too.
6. Turn the leader of the pack into a Blocker at the edge of the platform on
the left. A couple may drop off the end, but you can afford this.
7. When you have a Lemming clear from the crowd, build up to the middle
platform using two Builders.
8. You now need to build again to the exit, but wait for the main crowd to pass
before you do this because there will be a few that fall off the edge of the
bridge once it's too far to be safe. While the bridge is being built, assing
Floaters to the Lemmings that walk off.
9. When the bridge is finished, increase the release rate (though the last of
them should be out by now anyway).

2.15 MRVLICADCI: Worra load of old blocks! (50, 44 to be saved, 3 minutes)

It's slightly difficult to work out what to do here, but not actually too hard
to perform once you've got the idea.

1. There's a set of pounders in the block to the right, so you need to stop the
Lemmings from going there. Build when the first Lemming is about three bricks
away from the ceiling to block it off.
2. Turn the first Lemming going left into a Climber.
3. With another Lemming going right, build a bridge in the middle of the
holding area we've created so that the top tile of the new bridge overlaps the
bottom tile of the first one. This will make the Lemmings walk in a loop rather
than a straight back and forward line, with a portion of them always heading
left while on the brick platform.
4. The Climber should dig when he's over the last of the three brick columns.
5. We need the Climber to be facing left when he comes out. To do this, build
while he's digging and he'll turn around once he hits the wall - then dig
again.
6. The Climber will drop down to the lower level, and now needs to build a
bridge for the others to drop on to. Start building when you're underneath the
last steel block overhead, and keep building until your supply runs out.
7. Now, with one of the Lemmings in the portion of the loop that always heads
left, dig down on to the bridge. If you've got it right, they'll survive the
fall and walk to the exit.

2.16 PTDMCILECI: Across The Gap (16, 16 to be saved, 3 minutes)

I hate this level. Every single Lemming needs to survive, you can't let any of
them turn around, and it's just so difficult to get right even when you know
what you're doing. Nevertheless:

1. Have the first Lemming bash through the wall to the right from the starting
position.
2. The second Lemming will rapidly come up behind him, and you can't let any of
them turn round. When he's over the column of blocks, turn him into a Digger to
make a holding cell for the rest of the Lemmings.
3. When the Digger reaches the dark grey pixel of the indentation of the block
below, turn him into a Builder. If you've got it right, this will stop the
digging but not let the Lemmings out of the hole.
4. Turn the Basher into a Builder once he's finished his tunnel.
5. Bash again through the wall to the right, then through the last wall once
he's finished doing that.
6. Now for the difficult bit: With your one remaining builder, you have to get
the Lemmings out of that holding cell. To do this, hover your cursor at the
leftmost edge of the pit so that it twitches whenever a Lemming passes it,
click when you've got one, and hope.
7. If you've got it right, the builder will build to the right and allow them
all to reach the exit.

2.17 TDMCAHVFCD: DIGGING FOR VICTORY (50, 49 to be saved, 3 minutes)

I was really hoping that this was a joke level that would have a difficult-to-
find but simple solution, but sadly it isn't. However, despite the considerable
length of the map, the solution isn't terribly difficult to perform.

1. Dig through the first two platforms below you.
2. While you're doing that, set up a Blocker so that all the Lemmings but one
are held back.
3. Have the lone Lemming bash through the wall to the right to get into the
main part of the level.
4. Build over the barrel standing in your way. If you start just over halfway
along the brick next to the one the barrel's standing on, you should hit the
spot you need exactly.
5. When you reach the thin divingboard-like platform over the water, you need
to build up to the overhanging wall to your right. Start in the middle of the
platform and use your three remaining Builders to get up to it - you need to
approach it so you hit it from the side, not below.
6. When the bridge is complete, start bashing through the wall you reach.
7. Release the others now by blowing up the Blocker, as you don't have an awful
lot of time.
8. When the basher reaches a point above the platform on the other side of the
water, dig down and watch them all trek to the exit.

2.18 DMCIITTGCL: NO PROBLEM (50, 45 to be saved, 3 minutes)

Surprisingly, this level isn't ironically titled - it genuinely is not that
much of a problem, particularly compared to the levels around it.

1. Bash through the first wall to the right - don't worry about the inevitable
Lemming that will turn round and walk off the edge of the screen.
2. Mine through the spheres you're walking on once you're clear of the zapper
below. Again, another Lemming will pass, but we don't need to worry about him.
3. When the Lemmings are on the lower level of the pipe, place a Blocker so
that one of them goes on ahead and the rest are held against the wall. Put up
the release rate to get them all out.
4. With your leader Lemming, build over the bubbles.
5. Use your remaining Miner and Basher to get him to tunnel under the lollipop-
trees.
6. Explode the Blocker when your leader is finishing off the tunnel - it's a
long walk, but that's all you need to do here.

2.19 ICALVVLHCP: DON'T PANIC (50, 45 to be saved, 3 minutes)

The author of the last few levels must have had his Shift key stuck, but this
is the last all-caps level. Most of it isn't difficult at all, but thoughtfully
they've put the most awkward bit right at the end so that you have to restart
if you get it wrong. You have to save 90%, and must use two Exploders, which
means you can allow three Lemmings to block as long as no others die.

1. Dig at the right pipe from the exit so that you bypass the zapper on the
left.
2. Place a Blocker right below the hole (or to the left if one of your Lemmings
is heading that way) to block any that try to head back.
3. Place another Blocker at the right hand side of the thin jagged platform.
4. Build up to the short platform, then the next one.
5. Place a Blocker on the left.
6. Build up to the right so that you reach the top platform.
7. Use your Climber to allow one Lemming over the one-way wall. He'll climb it
and start heading back.
8. Bash through the wall from right to left.
9. You can now use two Exploders to get through the blue spheres to the exit.
As you don't have any Blockers left, you'll have to be precise to get them to
work - use one when a Lemming is about to pass under the one-way wall, and the
other a little further on than that. Good luck.

2.20 CIMTVLIICH: Ice Ice Lemming (20, 10 to be saved, 4 minutes)

There's good news and bad news about this level. On the positive side, you only
need 50% of your provided Lemming count, so you can afford to do rather poorly
and still get through it. On the negative side, it's an incredibly frantic
level, so doing poorly in it is virtually guaranteed.

1. Start with the left side. Build up to the icicle and bash through it.
2. Quick, do the same on the right.
3. Build up again from the bashed hole on each icicle to get across the gaps.
You'll probably lose a couple of Lemmings here.
4. Build across the next gap on the right.
5. Repeat the build-bash-build process for the left hand side's icicle.
6. Build across the next two gaps. The left should be nearly complete now, and
the right will be approaching the tall white pillar.
7. Build up to the pillar - there's a very small gap. Bash through it once
you're over the hole.
8. The left hand side may now have run into the block below the right hand
trapdoor. Build to the left, back to the icicle, to keep them there and give
you some breathing space.
9. Once you've bashed through the pillar, build as much as you need to in order
to get them all over to the exit.
10. Free the Lemmings on the left by building up to the block below the
trapdoor and having them follow the same route as the right ones.
11. If you haven't let too many escape, that should be the end of this
difficulty!

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3. WILD
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3.1: BAIPULMJCK: PoP YoR ToP (60, 53 to be saved, 4 minutes)

This is a very awkward level that depends on a considerable amount of luck to
get right. Your aim is just to explode down to the exit, however possible. It's
important to remember that you only need to explode on one area.

1. You need to get all the Lemmings to congregate in one of the top areas. The
second from the left is the easiest. With the first Lemming to come out of the
far right trapdoor, build to the left from the raised bubble, heading for the
bubble that divides the two areas.
2. The next Lemming to come out is on the near left trapdoor. Give him a Miner
when he's heading left so that he mines down to the largish clear area on the
left.
3. With the Lemming that comes out of the far left trapdoor, bash through the
wall to the right to join them.
4. The first Lemming out of the final trapdoor, the one on the near right,
should also build up to the ridge dividing the two areas when he's heading
left.
5. From the clear area that you mined down to, mine to the right and you'll be
in another small gap.
6. This is the most difficult part - you have to explode in such a way that you
go through the floor on the right of this area and not the wall. Going through
the floor means the Lemmings have a bumpy staircase down to the exit - going
through the wall will kill them from the fall. Count out the timing before
trying it, and don't be afraid to use two of them to make sure you get the
right part.

3.2: MHRWLICKCH: Lemming Hotel (80, 60 to be saved, 4 minutes)

I've no idea what the makers were thinking when they placed this level this
early in the game. True, it's just repeated building and bashing, but it's a
long route and you can't afford to make mistakes.

1. Place two Blockers next to each other below the trapdoor, letting one
Lemming go ahead.
2. Build to the two pillars on the right, staying quite high up so that you
only have to bash through the taller one.
3. Bash through the pillars when the Builder reaches them, and he'll reach the
top of the second one.
4. Build a few steps from here, then mine down to cancel the bridge. Make sure
you don't mine too early.
5. Let him drop down the gap between the two icy platforms, and build from the
left bump of the third snow-covered hill on the ground up to the platform with
the big ice spike on it. Use two Builders.
6. Doing this will turn him around. To get him going in the right direction
again, use a Miner before the centre of the leftmost icy hill - he'll mine down
into the steel and turn around.
7. Bash through the ice spike.
8. Build up from the end of your bashed tunnel to the platform above. If you're
lucky the bridge will fit perfectly and he'll keep going right, but if not, you
have one spare Builder to run him into the ceiling and set him going right once
more.
9. You'll want to release the others about now by blowing up the rightmost
Blocker so that they have the chance to get over here - put up the release
rate, too.
9. Build to the tall column on the right.
10. Bash through when you reach it.
11. This is tricky - build out of this column and to the next without hitting
his head on the ceiling.
12. Bash again.
13. And build. There's a 1-pixel gap below you.
14. Mine to cancel the bridge after a few steps, and you've finally completed
the route.

3.3: LPUDMCELCM: Lemming Rhythms (80, 65 to be saved, 3 minutes)

Hideous! So much precision building. (Not to put you off or anything.)

1. With the first Lemming, dig as close to the edge as you possibly can.
2. Place a Blocker once the second Lemming has come out of the trapdoor. He'll
have to walk a few paces first, otherwise the others will pass through him.
3. Place another Blocker on the left.
4. Count nine bricks down with your Digger and then build to stop him.
5. When safely above the lowest platform, bash to stop the bridge.
6. Now you have to get up. Build just before the join of the lowest platform -
you'll have to use two here.
7. When he turns round, build to the wall to prevent him falling off.
8. Build from just after the join of the second platform.
9. Build from just about the same place on the third platform, only a tiny bit
further back.
10. Build from the same place as the second platform from the fourth platform.
11. Now build to the exit. At least that's easy.
12. We still need to get the others. Increase the release rate until they're
all out.
13. It's easiest to dig here, then mine - and if an emergency arises and the
miner goes the wrong way, you can quickly bash out to the right before they all
go the wrong way and all that effort's wasted.

3.4: PUDMCILMCR: Meeting Adjourned (80, 80 to be saved, 4 minutes)

Keeping the Lemmings back is the difficulty here, keeping in mind that you have
to save all of them. The rest is just building again, but it's not that easy to
work out the most efficient route.

1. Dig after the first Lemming has walked a few paces.
2. Turn the second Lemming into a Climber once he's in the pit, heading left.
3. Make the Digger a Blocker to stop him from going down any further.
4. With the Climber, bash through the rock wall on the left.
5. Turn the Basher into a Builder and build twice to the rock pillar. He'll
turn around and make his way back to the tree, then come back again.
6. Wait until he's dropped off the left side of the rock down to the lower
ledge before building again - this means he'll run into the first rock pillar
when he turns around from now on, saving time.
7. Build three times from just after the peak of the second rock pillar to the
top steel wall on the left.
8. After that you just need him to build to the exit.
9. Release the others by digging again from the pit.

3.5: UDMCAHVNCM: Lemming Head (80, 68 to be saved, 4 minutes)

Even though it takes a couple of tries to get right, this is a nicely simple
level overall. By far the most difficult bit is the beginning.

1. Allow the Lemmings to fall down to the lower level from the trapdoor.
2. When a Lemming is right next to the pipe on the right, turn him into a
Blocker. Then explode him, and the result will be a hole that stretches about
halfway through the floor and pipe.
3. When another Lemming has reached the very rightmost point of this hole, do
the same thing - block and explode. This is the process that's difficult to get
right - you need to use the Blocker when he's as far right as he can get,
otherwise you risk blowing a disastrous hole in the floor.
4. Repeat the same process for the next vertical pipe. It isn't nearly so
difficult once you've done it once.
5. With the pipes out of the way, all you have to do is build a bridge up to
the exit. Make sure you start in the right place, though.

3.6: LICMHVWOCP: Just a Quicky (80, 80 to be saved, 2 minutes)

Very easy if you get your delaying tactics right!

1. Wait for the second Lemming to come out of the hatch and turn him into a
Builder after a few steps. This will keep him back.
2. The first Lemming should bash through the pillar on the left.
3. Build with the third Lemming, too.
4. Get the first Lemming to mine down through two layers of the lattice on the
left.
5. Now bash through to the left just to clear it.
6. Build from the edge.
7. Build with the fourth Lemming, who should be just beyond the pillar you
bashed through by now.
8. With everyone delayed sufficiently, the path to the exit will be clear.
Don't forget to increase the release rate, as two minutes is nowhere near
enough time to get them all out otherwise.

3.7: MCALVUDPCS: You Take the High Road (80, 80 to be saved, 2 minutes)

This level isn't too bad, but complicated by the way that you have to keep
track of two different sets of Lemmings at the same time.

1. Turn the first bottom Lemming out into a Climber.
2. The first top Lemming should build over the notch in the trangular brick
walls slightly to the left of the trapdoor. Make sure the first tile blocks
entrance from the left and right.
3. Get the Climber on the bottom to dig down through the second pillar.
4. On the top, bash through the sequence of brick arches.
5. The Climber will have made his way over the tallest pillar and on to the
chains on the right. He'll drop off in the middle, and you should build at
about the third rivet of the first steel block in the gap to build a bridge out
of this little holding area.
6. When the Lemmings on the top fall into the gap in the diagonal bricks, have
one Build immediately to get out again.
7. Bash through the final pillar to release the bottom troop.

3.8: CILVUDMQCL: It's a tight fit! (10, 10 to be saved, 1 minute)

This has to be one of the shortest levels in the game, but it requires such
frantic clicking that getting through it can take ages. Be prepared to use the
Pause button liberally.

1. Let the first Lemming come out of the trapdoor and make him a Climber.
2. Select the Floater ability and hover over the trapdoor waiting for the
second Lemming. As soon as he appears, make him a Floater. We're aiming to put
as much distance between him and the first Lemming as possible, and his slower
falling speed will help with that.
3. When he hits the ground, pause the game and switch to Climber, then speed up
the release rate to 99. There isn't enough time to leave it where it is.
4. Click frantically to give every Lemming the Climber ability as they fall
from the trapdoor.
5. By now, your first Lemming should be falling from the top of the steel
column. Only give him the Floater ability when he's about to hit the ground -
this put the maximum distance between him and the others.
6. Distribute the Floaters among the remaining Lemmings.
7. Now comes the moment of truth - you need to use your Builder when the first
Lemming is at the edge of the gap in the rocks so that he builds into the other
rock. Additionally, he needs to finish the bridge before the second Lemming
gets there. With the delaying tactics used, he should just make it in time.
8. Watch them all walk right, try to climb up the rock on the right, drop down
and walk to the exit. And hope that they make it in time.

3.9: CAHRTFMBDO: Ice Station Lemming (40, 40 to be saved, 4 minutes)

Thankfully, this level is a lot easier than it looks - at first glance you
apparently have to somehow dig up the way through a few feet of platform, but
the real solution is much easier. Unusually for this stage in the game, the top
half can just take care of itself - it's the bottom half that you need to worry
about.

1. Begin building just after the peak of the first bump that the Lemmings come
to - you have twenty of them, which is more than enough. Keep building until
you reach the right hand wall.
2. Once the bridge has reached the right wall, get one Lemming on the bridge to
dig through it so that the others can't pass while you construct the rest of
the route.
3. With the last right-facing Lemming on the bridge, bash through the right-
hand wall and leave the others to go back down to the left.
4. Once he's bashed through the wall, start building again and get up to the
part of the ceiling that juts down on the right. (If he turns around, you can
afford to use another Builder in the tunnel to get him pointing in the right
direction).
5. Build up to the left from the bridge to reach the exit.
6. Now repair the part of the bridge you dug through by using another Builder,
and the last half of your Lemmings will escape.

3.10 IHRTFMCCDH: Higgledy Piggledy (80, 60 to be saved, 4 minutes)

This one's dead easy, really - you just have to not worry about the amount of
Lemmings you'll lose at the beginning, as there isn't really a way to block
them off while you construct the route.

1. Build over the gap from the diagonal crystals. You'll lose a couple off the
edge here.
2. When you reach the grassy patch past the steel, dig down when you're on the
right edge as a few others fall off the screen.
3. When the digger is a few pixels below the level of the other side, build up
to it.
4. Let the Lemmings turn around at the top of the hill, and build up to the
next section.
5. If any Lemmings are heading back to fall off the bridge, use a Builder to
close the gap if you need to. You have more than enough of them.
6. You're only provided with two Bashers, though, so instead of bashing through
the three pillars, bash through the whole platform underneath them to the exit.
7. Now put up the release rate and they'll be fine.

3.11 MRTNICADDJ: Mutiny on the Bounty (50, 49 to be saved, 3 minutes)

Another level that isn't too bad for this stage in the game, but it does
require some precision building.

1. Make one Lemming a climber as soon as he comes out the trapdoor.
2. Build over the little gap in the bricks.
3. Your climber will turn round after hitting the bricks or steel. Build left
to the pillar to stop the all dying.
4. Now let the climber scale the wall and get on to the chain. When he's in the
middle, build again - annoyingly, the Lemmings can't climb up the right hand
side.
5. Give him a Floater so that he doesn't die on the long drop.
6. When he's landed and is under the small platform, start building. You need
to use five builders to reach the flag, turn around, and reach the wall above
you. Fortunately, that's not a difficult task.
7. There isn't a lot of time left, so you'll want to think about releasing the
rest now. Put up the release rate and use your last Builder when a right-facing
Lemming has just passed the last peack of the bricks. With luck, the bridge
will reach the steep staircase exactly.
8. When your leader Lemming is facing left again, mine through the bridge so
that there's a route down. If he's already climbed off to the left and died,
it's not a huge problem - you can afford to lose him, so mine through with one
of the others instead.
9. With that done, the route is clear.

3.12 RTFMCILEDN: SNOW JOKE (50, 40 to be saved, 3 minutes)

The return of the Caps Lock levels looks immense at first glance, but
fortunately you only ever have to deal with the left hand side of it. It's not
one of the easier ones, but it has quite a lenient percentage requirement.

1. Build at the right edge of the first platform with your first Lemming.
2. Allow the next two Lemmings to pass. The first will fall into the water, the
second will land on the other side. Now keep the rest in with a pair of
Blockers.
3. Give the two surviving Lemmings the Climbers, and they'll get over the one-
way rock.
4. With the first Lemming, start building from the edge of the snow over to the
pillar in the middle. It'll take two Builders to get up there.
5. Meanwhile, the Lemming that didn't build will make his way back to the one-
way rock - bash through it.
6. Bash through the pillar once you're on its middle platform.
7. Build on the other side so that you avoid your Lemming falling into the ice-
blower-thing. You only need to use one Builder here - he can touch the edge of
the steam without being harmed.
8. You now have five Builders to get up so that you're level with the gap on
the other side of the next pillar. Start just before the visibly flat section
of the platform the Lemming is walking on.
9. Now would be a good time to blow up the right-hand Blocker and put up the
release rate - you won't have a lot of time left.
10. When the zig-zag bridge is complete, bash through the last pillar and to
safety.

3.13 VNICAHVFDM: ONWARD AND UPWARD (80, 75 to be saved, 3 minutes)

The length of this level is very daunting, particularly when you realize you
only have three minutes to do it. The actual route isn't too difficult to build
once you get past the first section, but getting them all to the exit in time
is a very hard task indeed. Many of these steps are devoted to time-saving
techniques rather than actually giving Lemmings any tasks.

1. Pause the game and put the release rate up to 99.
2. Let three Lemmings out, then pause and put the rate lower again, to about
30.
3. Make the first two Lemmings Climbers, and the third a Blocker once he's near
the wall on the right. Let the two Climbers scale the wall.
4. Put the release rate up to 99 again once a few Lemmings have come out.
2. Turn the first Climber into a Blocker. Do this when he's right next to the
thin brick wall on the right - this way you can make him do double duty by
getting him to blow it up.
3. With the second Lemming, mine through the ground once he's been turned
around by the Blocker. Start mining when he's on the join of the two bricks on
the right, or just to the right of it, to get the correct distance down.
4. Blow up the Blocker you just made - we don't need him any more.
5. When the tunnel's complete, the miner/climber will bounce off the Blocker
and turn around. Build twice across the water.
6. Around the time you start the second bridge, blow up the Blocker - this is a
crucial step in not running out of time. Try and explode the Blocker in such a
way that a Lemming who has a bit of a gap between himself and the others is let
through first, as he's going to explode a route later on and you can't afford
to lose many more.
7. Bash through the bricks as the others come up behind the leader.
8. You don't have any more Blockers, so you need to use your two remaining
Exploders on walking Lemmings to get them to blow up the right sections of
brick. Fortunately, we can measure using the joins in the ground - if you start
an Exploder at one join, he'll explode five joins later. Start the first
Exploder when he's just reached the top of the stairs.
9. Now use the second Exploder when they're below the left edge of the girder
above the tunnel.
10. That's the route clear, but time is now the main problem as they walk to
the exit...

3.14 NICMIVVGDK: ICE SPY (80, 70 to be saved, 4 minutes)

This is another level with a lot of distance, but after the last one, the four
minute time limit will seem like ages. There's nothing difficult in it apart
from an extremely frustrating bridging section in the middle that will probably
result in a few broken monitors.

1. The very moment the first Lemming comes out of the trapdoor, make him an
Exploder. There's a retracting icicle that's difficult to see, and destroying
the ground under it will stop it from triggering.
2. Once your troop starts pouring on to the lower island, increase the release
rate, set up two Blockers to keep them in and let one go on ahead.
3. Bash through the ice to the right and begin the long trek towards the
awkward building cliff.
4. This is the challenge of the level. You have six builders to get up there,
which doesn't seem too bad until you try it - the shape of the ice jutting out
from the ceiling on the right often makes your builder give up before reaching
the wall. Start as soon as the Lemming turns around from the left wall, then
build again to finish off to the left and close the gap. The easiest way to get
past this now is to build so that you avoid the little overhanging icicle on
the left of the platform and come up slightly under it. Again, he'll turn
around before the building is finished, so you'll have to build again to finish
off.
5. With that done, bash through the wall to the right. If you've got it right,
you'll make it safely out the other side.
6. Now release the others by exploding the rightmost Blocker.
7. The leader has to mine down just before reaching the end of the ice bridge.
The reason for this is there's another icicle hidden in the snow in the
cavernous section of the rocks, and you need to take the ground out from under
it to avoid it.
8. Finally, bash to finish off the tunnel before going down too far. The leader
will escape, and the others won't be far behind.

3.15 ICALVVNHDS: THE SILENCE OF THE LEMMINGS (50, 40 to be saved, 3 minutes)

Who wrote these levels? At least you get the warning that if the level's name
is in all caps, it was written by a sadist or escaped lunatic. Thankfully this
isn't quite as bad as the others and you're not likely to run out of time -
instead, the difficulty is saving enough of them, as even though the percentage
to save seems generous, you're only allowed to lose ten, and you need to use
five exploders!

1. There are two trapdoors. Make the first Lemming to come out of the left one
a Blocker.
2. Put an Exploder on the first Lemming to come out of the right one, just
after he's passed the join in the middle of the four arches. You're aiming to
blow up the ground under the left hand side of the wheel.
3. Use another Exploder on the Lemming on the left now held back by the
Blocker. It doesn't really matter where, but getting the hole close to the wall
helps a bit.
4. Now that you can get under the steel, bash through the ground towards the
right.
5. These next two will happen at virtually the same time, so be ready with the
Pause button - turn the Basher into a Builder once he's finished.
6. The Lemmings will have encoutered one of those annoying chains on the right
hand side - use a Builder when one's in the middle to make it safe.
7. On the left, bash through the last wall after the bridge to clear the route.
8. Put up the release rate now - the route is almost clear.
9. Now you have to use your Exploders and the Digger to get through the thin
platforms to the exit. This isn't a difficult task - just make sure all the
holes aren't on top of each other, or the Lemmings above will fall too far.

3.16 CILVTNIIDJ: Take care, Sweetie (1, 1 to be saved, 3 minutes)

This level comes from an altogether different school of nastiness. It's a trick
level that doesn't look like one - it looks like you'd easily be able to bridge
the four gaps and climb up to the exit, but then you'll find yourself climbing
into oblivion. The way to complete it is to use the less obvious underhanded
route.

1. To get away from the normal route, build into the block on the ceiling. The
Lemming will turn around.
2. Build over the first gap in the bricks. The Lemming will then be safe to
fall down the staggered pit and will walk right.</pre><pre id="faqspan-2">
3. You need a couple of pixel-perfect bridges here. Start building when the
Lemming is just past the middle of the second-last brick in the floor. You want
to get as high as possible on the right wall without hitting the ceiling of the
tunnel.
4. Now you need to build back to the left and hit the wall. The safest way to
do this is to let him walk all the way left and back, as you certainly have
enough time to do it, but it's rather boring. Use the Builder as soon as he's
hit the wall and turned around.
5. With the bridge complete (if you're lucky), use the Climber when he's facing
left and he'll get to the exit.

3.17 CAHRUFMJDH: The Chain with no name (80, 80 to be saved, 3 minutes)

Again, you need to ignore the obvious route to complete this level.
Unfortunately completing it requires a certain amount of luck and it's
difficult to explain, so you may need to try it multiple times to get the
technique right.

1. Let the Lemming at the front bounce off the pillar, and build across the
small gap.
2. On his way back, just under the exit, start mining down through the thick
platform.
3. At some point in this tunnel, place a Blocker just behind the Miner. It's
surprisingly difficult to get the opportunity to do this - you need to find a
space where you'll definitely click on one of the Walkers and not the Miner.
Try and do it about halfway down the platform.
4. With the rest of the Lemmings blocked, your Miner can continue. Start
building a bridge up to the exit.
5. This is the tricky bit. You can't use the Exploder to get rid of the Blocker
because you need 100% saved, so you need to dig the ground out from under him.
You have the right tools to do it, but selecting the right Lemming out of the
crowd isn't easy, and you'll need to do it before the bridge is finished to
prevent overcrowding making it impossible. Use a Lemming who's heading left to
mine down through the platform, creating a fork in the tunnel.
6. After a few strikes with the pickaxe, turn him into a Builder to stop him.
7. Now bash through to the right, and hopefully the Blocker will be knocked off
his feet. If you bash left by mistake, it's not a disaster (in fact it can make
things easier), but stop it with a Builder before it turns into one.
8. Good luck!

3.18 IHRUFMCKDQ: Dr Lemminggood (80, 60 to be saved, 3 minutes)

If you were given the right abilities this level would be dead easy, but with
nothing but Exploders and Builders you're going to have to improvise a bit to
get through it. There's also the issue that there's no easy place to make a
holding area, and a lot of your Lemmings will just wander off and fall - the
low release rate and percentage required make up for that, though.

1. Use four Exploders in a row as the Lemmings fall out the exit - the first
two the moment they appear, the third when he's just touched the ground, and
the fourth when he's had the chance to walk for half a second or so. This will
create a staggered hole down the levels.
2. Shortly after the first non-exploding Lemming lands on the lowest pipe,
you'll have to start building up the way to reach the high pipe on the right.
3. You'll have to save a few of the Lemmings that fall off the bridge and
wander to the left. To do this, start building when the angle of the bridge
will cause them to hit the slightly wider section of the pipe above, turning
them around. You can turn about six of them around this way, but don't do it
until the main bridge is nearly complete.
4. Once the bridge has been made, put up the release rate and watch the
results. If you've been fast enough and turned around even a few Lemmings, you
should hit the target of 75%.

3.19 MPUNICALDQ: Lemmingdelica (80, 65 to be saved, 4 minutes)

Working out what to do in this level isn't difficult, but because most of the
time spent will be waiting for builders to finish, the generous-seeming time
limit for such a short level will run out surprisingly quickly.

1. Start building in the obvious place - the edge of the green crystal. If you
build at the very edge you can prevent the next Lemming from falling.
2. With the next Lemming, build from the edge of the grassy platform.
3. Turn the first builder into a Blocker when he's at the level of the ground.
With one of the Lemmings in the resulting holding area, build to the left to
reach the steel wall - you're going to have to build over the Blocker later.
4. Build again with the leader Lemming - get over the platforms to the rock.
5. Importantly, note that the rock has a 1-pixel gap in between it and the
steel platform. Build up to it, then bash through it.
6. As soon as he falls to the small round rock next to the gap of death, start
building again and he'll reach the left edge of the next grassy platform.
7. Build from the right edge of this platform all the way over to the pillar.
When he turns around, start building the rest of the way.
8. Now you'll need to release the rest. Build over the blocker you placed
earlier by stabbing at the crowd near the left wall with the Builder tool. Once
you get one going to the right it gets a lot easier.
9. Complete the bridge and watch them walk to the exit.

3.20 PUFMCMLMDI: Got anything....Lemmingy??? (30, 29 to be saved, 4 minutes)

To finish off the set, this is a level that you have to do perfectly. Working
out what to do and how to do it aren't particularly easy, either.

1. When the first Lemming gets to the top of the stairs, build at the edge.
2. The second Lemming will walk up behind. Build with him as well when he
reaches the top of the stairs to delay him (don't add on to the bridge already
being built, but start just behind it).
3. The third Lemming will come out and make it over. When the fourth one drops
out of the trapdoor, build with him as well just to keep him back.
4. The third Lemming needs to dig down the hanging chain below him. Try and do
this so that none of the platform to the left of the chain is affected.
5. If you've got the digging position right, the builder Lemmings will fall on
to the top of the now-floating chain, on to the hook, then safely down to the
ground. Use the Exploder to stop digging too far.
6. Hopefully the route is now safe - just build up from the gap in the floor
and increase the release rate to finish.

-------------------------------------------------------------------------------
4. WICKED
-------------------------------------------------------------------------------

4.1: UFMCAHTNDN: LeMming ToMato KetchUp fAcilitY (60, 45 to be saved, 2 mins)

That's how it's capitalized in the game, honest. The level isn't too bad to
start off this difficulty, but it's not completely obvious how to do it.

1. Give the first Lemming to come out of the bottom trapdoor an Exploder when
he's over the join in the bricks just before the first girder. The aim is to
explode just before the wheel trap on the right.
2. Explode the second Lemming when he's a little further on, to create a hole
where the Lemmings will be turned around. That's the bottom half safe.
3. Give the first top Lemming the Climber ability and he'll get over the one-
way wall.
4. When he's in the hole of the first girder, Mine into the steel to turn him
around.
5. Bash through the one-way wall - he'll wander off into the pounder but let
the others through.
6. Make one Lemming a digger - you have to do this towards one side of the
first girder to stop him from giving up when he comes to the holes.
7. After a while, use another Exploder on him to stop digging too far. If
you've got it right, the top half can now escape.

4.2: NICMITWODR: Inroducing SUPERLEMMING [sic] (1, 1 to be saved, 4 minutes)

This is a very unusual level - I actually had to check to see if DOSBox was
going wrong when I first started it. But it's meant to happen - the level runs
at about twice the speed of all the others. While the solution isn't difficult,
you'll need to use the Pause button a lot to keep up - and thoughtfully they
put the most awkward bit at the end.

1. Let Superlemming (as we must now call him) turn around and dig down when
he's over the pillar below.
2. He'll fall down between two pillars. Bash through the one on the right, then
give him the Climber so he can get over the bricks.
3. Dig down through the five thin platforms.
4. Build four times to get across the gaps.
5. Now the hardest part - start Mining when Superlemming is near the end of the
last platform. (You can't build directly because he'll hit the ceiling.
6. After a couple of strokes, turn him into a Builder.
7. Before he hits the ceiling but after the resulting bridge is overlapping the
other side of the gap, turn him into a Basher to stop him from turning around.

4.3: MCALVUFPDF: This Corrosion (50, 50 to be saved, 3 minutes)

Working out how to get one Lemming down to the exit at all on this level isn't
exactly easy, and it's even worse trying to get the whole troop safely to the
finish!

1. Build over the gap to the right. You'll need to use two Builders to stop the
second Lemming falling.
2. When they're heading back to the left, make the first a Climber and then
place a Builder to build up to the higher platform again.
3. The Climber will be some distance ahead of the other Lemmings. When he falls
to the middle level, build up to the red part of the chain (this will block the
rest of the Lemmings, but the Climber will be able to get over after heading
back and then around again).
4. When you fall to the small platform suspended by a chain, build up to it -
there's a 1-pixel gap that you're not meant to see.
5. Build to the right to get on to the lowest level.
6. Build up to the pillar.
7. Let him turn around and build up to the left, to the small platform again -
this will provide the route for the others.
8. Bash through the pillar and let him escape.
9. Now for getting the rest out - they should be milling around on the middle
level. Use one of the Diggers fairly near the right of the bridge so that they
all fall down on to the bridge below.
10. The most difficult part is this - with the first Lemming that's heading
left, dig again through that bridge as well. If you've got it right, they'll
fall to the final bridge you built and be able to get to the exit. If not, some
will escape and you have to start all over again! (Which I did. About fifty
times.)

4.4: CILVUFMQDO: Oh No! It's the 4th DIMENSION! (50, 30 to be saved, 4 minutes)

With four trapdoors in opposite corners of the map, this level can present
something of a management problem. Fortunately you don't have to save all of
them - you can even safely ignore one of the areas and still finish with a few
percentage points left to spare.

1. Immediately start building with the first Lemming to come out of the lower
left trapdoor.
2. Similarly, on the right, build up to the steel wall.
3. Keep building on the left, making a route across the gaps with water.
4. And on the right, start building up to the left from near the bottom of the
bridge you just built, so that you head for the bottom of the stairs above.
5. Just build as necessary with these two sides - you'll need to delay a few
Lemmings with useless Builders of their own so that you don't lose them all in
the water.
6. On the top left, set an Exploder when he's near the left of the area and
heading left. He'll explode on the right.
7. From the hole created by the Exploder, bash through the wall to release
them.
8. With a bit of luck, once the bridges are complete you'll have enough
Lemmings to pass the level.

4.5: GAHPTDHBEK: Chill out! (20, 20 to be saved, 3 minutes)

It's not obvious at all what to do here, and once you realize what it is it
sounds absolutely horrendous, but the solution is thankfully rather simple in
reality.

1. Let the first Lemming out walk a little, then make him a Digger when he's
over the one-pixel gap in the snow mound.
2. Concentrate on this Lemming and let the rest happen itself. Count five
pixels down, then turn him into a Basher.
3. The second Lemming out will hit the wall at the end of the tunnel that's
being bashed and turn around. Make him a Builder so he can safely get to the
exit.
4. Pause and set the release rate to the maximum - we want to get this over
with quickly.
5. Start digging again. While the others enter the tunnel and turn around, make
judicious use of the pause button to alternately bash and dig down no more than
five pixels (as this is the limit that your Lemmings can climb up).
6. The process shouldn't take too long, and once the last of them has turned
around, keep bashing out of the snow. Wait until the Lemming has turned around
at the bottom of the screen, then give him a Climber to let him escape too.

4.6: IHRTDLGCEJ: PoP TiL YoU DrOp! (80, 30 to be saved, 8 minutes)

This is basically a reworking of the first level of Wild, but without as much
blatant level re-use as in the first game. At first glance it looks rather easy
until you realize there are four trapdoors. Still, the unusually (in fact,
quite unbelievably) low percentage requirement means you can afford to do
really quite badly.

1. Release the middle two sets of Lemmings by setting Exploders when a Lemming
is on the opposite side from the middle (that is, the extreme left for the
left-middle trapdoor, and the extreme right for the right). You'll have to use
two for each.
2. I can't really provide a strategy for this level as there are so many things
that can happen depending on where you set your Exploders. Just explode or mine
down to the second-from-bottom chamber on the right somehow, and mine through
the wall to get to the exit. If you do it with ten exploders or fewer, then you
don't even need to bother saving the rest of them - 30 out of the 40 that come
from the middle trapdoors is all you need.

4.7: MRTDLFADEG: Last Lemming To Lemmingcentral (80, 73 to be saved, 2 minutes)

I never thought I'd be saying this at this stage, but there's nothing difficult
about this level. You can afford to use all your Exploders, all your Blockers,
and still have room for one Lemming to fall. It's all in the timing.

1. Make the first left Lemming an Exploder as soon as he lands.
2. The first right Lemming should be turned into a Blocker when he's walked a
tile.
3. Explode the second left Lemming when he's walked one tile. This will create
a hole slightly to the right and below the original one.
4. Explode the second right Lemming when he's over the join right below the
exit, heading left. This will make a hole just to the left of the second hole
on the next level down.
5. Now, both sets of Lemmings should be able to survive the fall through the
doubly staggered holes - the left side will fall one floor then two floors, and
the right side will fall two floors then one. If they don't, start again and
modify the timings to suit. Make the next Lemming to head right on the bottom
floor a Blocker, and explode the next Lemming heading left so that a hole is
blown safely off to the left of the other holes.
6. Now just increase the release rate and watch them all escape.

4.8: RVLHGILEEF: A TOWERING PROBLEM (50, 45 to be saved, 4 minutes)

All-Caps Man is back. I wonder who he is. Fortunately someone's told him to
tone it down a bit by this stage, and we have a very simple level that requires
a moment of thought before being completed in under a minute.

1. To get through each pillar, you need to climb a little up it before
exploding, or you'll go through the floor. The technique to do this is to set
an Exploder when a Lemming is four joins in the ground away from the pillar,
then give him a Climber as he walks towards it with the timer counting down.
2. Repeat the above four times to get through them all.
3. With the route over the platform clear but leading off into nothingness,
make the next two Lemmings Builders to get across it.
4. Now put the release rate up and that's it.

4.9: VLHGAHVFEO: How on Earth? (50, 45 to be saved, 4 minutes)

How appropriate to give the level a name that's exactly the thought you'll have
when playing it for the first time. Once you know how, though, it's dead easy.

1. With the first Lemming, build from the edge of the platform so the bridge
overhangs the platform below. Give him a Floater so he can survive the fall.
2. Meanwhile, trap the others with a Blocker at each end of the platform.
3. Build over the gap, then up to the wall. Start about a bridge tile-width
away from the edge of the platform so he turns around after finishing the
bridge but is high up enough to walk on to the platform when he comes back.
4. Build left so that the new bridge connects to the one between the two low
platforms, then carry on going up until he hits his head on the platform below
the trapdoor.
5. Now just build up to the exit.
6. You don't have any Exploders, so you have to release the others by building
as well. Start a Builder near the left of the pack - this way, if he's facing
left he'll build into the Blocker and turn around, and if he's facing right, it
won't be a problem either. You'll need to use two to release them.

4.10 DLGIHTTGEP: Temple of Love (50, 48 to be saved, 4 minutes)

And just to contrast that, this level's very inappropriately titled. If you
don't hate it at first sight, you will by the time you get past it. You really
need to be good at precision building here.

1. Make the first Lemming out a Floater and allow him to wander off the
platform. Immediately set the release rate to about 26.
2. Make the second Lemming a Blocker. Do this when he's over the join between
the second and third tiles of the platform - we need him to explode later and
create a hole so that the others hit the platform below.
3. Build into the wall on the right with your leader. Start building on the
last join in the tiles to create a bridge that will turn the others round as
well.
4. Make a bridge over the water. To do this, you're going to have to start
building at pretty much the last moment before he drops off the stairs, and
allow him to walk a couple of pixels in between each bridge section to avoid
hitting the hook above or using more than three Builders.
5. Once you're over, let him drop to the bricks and start digging.
6. After a moment (eight pixels should do it), turn him into a Builder again so
that you get a hole with a wall on the right and stairs on the left.
7. When he reaches the edge of this platform, start building up again at the
last moment. You'll need to allow a couple of pixels between each bridge as
before to avoid hitting the steel ceiling. Don't stop when you're above the
platform below - keep going up, because we don't have enough Builders to get up
from the lower platform.
8. When you have one Builder left, turn him into a Blocker at the top of the
bridge he's currently building.
9. Now release the rest. Blow up the blocker holding them in and they'll follow
the route you've made up to the Blocker.
10. Build right from just below the Blocker up to the exit platform. This isn't
easy to get right - starting building when a Lemming is right above the right
edge of the girder below is just about the best advice I can give.

4.11 LGALTTDHEM: ROCKY ROAD (50, 40 to be saved, 4 minutes)

It's another one by Mr. "I make stupidly long levels in all caps and don't give
you enough time to complete them"! But this isn't one of his hardest, if truth
be told, and it can be solved easily with a bit of lateral thinking.

1. Build from the platform you start on up to the one on the right. You'll lose
a couple of Lemmings here.
2. Let them drop down to the lower platform - you'll be just pixels past the
point where the iguana will see and eat you - and mine twice to get through the
tree.
3. This is to be our holding cell. Place a Blocker on the hill, letting only
one Lemming go past. (It has to be done on the hill to prevent blowing up the
ground later). Put up the release rate, too.
4. With the leader, bash through the crystals and rocks at the top of the hill.
5. Let him drop to the lower part of the edge of the platform on the right,
then start him building.
6. You'll reach the right wall, but too low to get to the space on the other
side. This is exactly what we want - bash through the entire platform to the
right to emerge a bed of vines away from the exit.
7. Start building over the vines. Just to make sure you don't run out of time,
you might want to release the others around the time you start the second
bridge.
8. Now it's just a march to the exit.

4.12 GILVTLHIEL: Suicidal Tendencies (80, 78 to be saved, 4 minutes)

This level's really quite easy, even though it may not look it from first
glance.

1. To start off with, use two Blockers to keep the main crowd back while
letting one go on ahead. Note the thinness of the floor, though - place your
Blockers above the two girders supporting the platform to avoid blowing a hole
in them later.
2. With the lead Lemming, build over the first vat. Start from about the middle
of the stairs to avoid running into the platform and turning around.
3. You now need to build from the very edge of the platform to build not only
over the rest of the water, but reach the spot above the pillar of the second
vat as well.
4. Repeat steps 2 and 3 for the other, smaller vats.
5. When climbing the brick ramp, mine through to land on the platform on the
other side.
6. Build from the platform to the exit (you'll need to start very near the edge
again).
7. Now it's just a matter of exploding the right Blocker to release the others.

4.13 GEHPUDLJEL: Almost Nearly Virtual Reality (80, 70 to be saved, 4 minutes)

Pretty much the same comment as above goes for this level - once you work out
where to make your holding cell it's very simple.

1. Build at the edge of the platform with the first Lemming to come out.
2. When you reach the chain, bash through it and drop down to the circular part
of the hook below. A second Lemming will follow you, possibly falling off.
3. Build over the small gap between the hook and the platform.
4. While that's going on, the next Lemming to pass should build to the next
chain.
5. Turn the Builder that closed the gap between the hook and the platform into
a Blocker. He will keep the others from moving on, and they'll be blocked at
the back by the chain. The release rate can go up now.
6. Bash through the chain once the forward builder reaches it, and repeat the
same process for the other two chains until you reach the steel area.
7. Now you just need to build up to the exit. It's quite a distance, but you
have easily enough Builders to do it. Start two blocks away from the wall,
build as far as you can then turn it around to the left. Once you can reach the
middle platform, drop to it and start building right when you're on the join
between the first and second blocks from the left.
8. With the bridge nearly complete, release the others by exploding the
Blocker.

4.14 MHPUDLGKEE: The Lemming Learning Curve (80, 79 to be saved, 3 minutes)

You might be tempted to think that this level is quite easy from just looking
at it. But don't be fooled - in actuality, it is... extremely easy. In fact,
I've no idea what it's doing as level 14 of Wicked - putting it somewhere near
the end of Tame would seem more appropriate.

1. Mine through the starting platform above the small platform below, so that
the Lemmings can make it down safely.
2. Start building up to the wall when you're a decent distance away from it
(three joins or a bit closer).
3. Place a Blocker when one Lemming strays to the left to keep the others in.
4. Bash through the wall at the top of the bridge.
5. Increase the release rate.
6. Er...
7. That's it.

4.15 MPUDLGALEO: SPAM, SPAM, SPAM, EGG AND LEMMING (50, 40 to be saved, 4 mins)

Turns out the All-Caps Wonder is a bit of a Monty Python fan. This is not a
redeeming feature.

1. This is one of those annoying levels where you can't even come out of the
trapdoor without dying. To correct this, give the first Lemming a Floater when
he's on the way down.
2. Mine near the end of the snow to hit the steel and turn him around.
3. Build up so that the top of your bridge is under the exit. You shouldn't
have lost more than four or five Lemmings.
4. Place a Blocker at the right, let one Lemming through, and place a Blocker
at the left. That's that crisis sorted.
5. With the Lemming you let through (who will probably be the Floater), build
over the gap. But this is important - we're not heading for the opposite
platform, we're heading for the little jut of snow at the bottom of the screen.
It should only take a couple of bricks to get over it - then Bash to cancel the
bridge.
6. Bash through the steel-free section of wall that you come up against.
7. Now you just need to get to the exit. Build up three times from the water's
edge to get to the first platform.
8. Mine down through this platform for a few strokes and build up to create a
wall on the left that will turn everyone round.
9. Build up to the platform on the right.
10. Now build to the left again to get to the platform next to the exit.
11. Well, you know the rest.
12. With one minute to go, release the rest by blowing up your blocker -
otherwise you'll run out of time.

4.16 RULHGIMMEN: Five Alive (6, 5 to be saved, 1 minute)

Another easy one - because of the rather high release rate, the difficulty in
this level is working out how to stop the Lemmings who stray off the route from
dying, and you're given more than enough abilities to do it.

1. Make the first Lemming an Exploder when he's over the middle of the second
brick along. He'll explode at the left side of the thin brick platform to the
right.
2. Give the third and fourth Lemmings the Floater abilities.
3. Let the troop fall down the exploded hole, and with the second Lemming,
build over the gap to the brick ramp on the right. The third and possibly
fourth will fall, but use their Floaters to survive.
4. That's all you need to do.

4.17 ULHGEITNEI: Down the tube (30, 29 to be saved, 3 minutes)

You can't afford to make any mistakes on this level, and there's a lot of
building work going on at once that you have to juggle. Fortunately it's quite
short. You'll have to pause between virtually every step here.

1. Immediately make the first Lemming a Builder.
2. Turn the second Lemming into a Climber and he'll make it over the short
wall.
3. Make the Climber a Builder a couple of paces after the join in the pipe on
the other side - you're aiming to get over not to the high platform, but to the
one below it.
4. The third Lemming will have walked off the bridge and will be headed into
oblivion on the left. When he's about to fall, build into the sphere and he'll
lay one brick before turning.
5. Do the same with the fourth one, creating a safe holding space.
6. By now (six whole steps later in the time it takes to build one bridge) the
original builder will have finished - start him off again, or use another one
to pick up from where he left off.
7. When the Lemming that went on ahead falls to the right of the exit, let him
go a couple of paces then turn him into a Blocker to turn around the others.
8. The original builder will finish and turn around. When he's on his way back
to the right, use another Builder so that he builds up to the sphere and can
walk across it.
9. Now use your final Builder to build to the left when a Lemming has just
turned round from the right wall, through the first bridge and let the others
out.

4.18 DLGIHTUOEI: LoTs moRe wHeRe TheY caMe fRom (60, 50 to be saved, 4 minutes)

This level is ghastly and I hate it. I'm sure you will, too.

1. Build using the first Lemming at the edge of the platform.
2. Give the second Lemming a Climber as he walks towards the edge.
3. Continue the bridge with the third Lemming when he reaches the half-finished
one.
5. You need to build with the Climber when he's over the second large
stalagmite, just after he reaches the set of "teeth" that are about two pixels
away from each other. Building here will make a bridge over one of the deadly
death-icicle triggers that the levels designers specifically developed to annoy
you. It's rather easier to let him die once, then start again and build once
you know where it is.
6. If he's headed left after building, build again to make him turn around.
7. Build up the next little stalagmite in your way.
8. Turn around again.
9. Let him climb over the last large stalagmite.
10. Starting from reasonably far back on the platform (don't wait until the
last moment), build to the steel block then the exit.
11. You now need to free the others. Explode in the following places when your
Lemmings are heading right:
 i. There are three peaks in a row at the top of the first bump. Explode just
after the third one.
 ii. Below the first stalactite of the upper platform.
 iii. Between the second and third stalactites of the upper platform.
 iv. At the right edge of the hole left by the third Exploder.
12. With any luck, this will have cleared a path without heading them into
certain death. (You might need to build again, but it's nothing major.) If it
has, put up the release rate and put this behind you.

4.19 HGELVWLPER: Up, Down or Round and Round (50, 41 to be saved, 2 minutes)

I can't help feeling that I'm cheating a bit by doing the level this way, but
still...

1. Keep the release rate at 1 for about five Lemmings, then whack it all the
way up to 99.
2. Bash through the two pillars at the bottom of the screen.
3. For the ascent on the other side, you need to build very precisely at the
edges of each of the platforms. You have a couple of spare Builders to use if
things go wrong, but you can't afford to make too many mistakes. The troop will
catch up in the middle.
4. There's a pounder hidden in the exit (not exactly hidden - you can see the
top of it), which will activate when you're on the platform underneath. As long
as you build with the first Lemming of the troop over the little gap to the
exit, and nine of them or fewer die (which should happen as they're packed so
closely together) then you'll be able to pass. If you have two Builders rather
than one when you're underneath it, all the better - you can build over the
trigger.

4.20 GIMTULHQED: The Lemming Funhouse (70, 68 to be saved, 2 minutes)

I wouldn't call this level exactly fun, but it's not terrible once you get past
the build-at-this-exact-pixel opening.

1. Build at an exact pixel! Start building when your first Lemming's foot is
next to the last join in the bricks. Your aim is to get the second Lemming to
just make it on to the sloped brick below and no more.
2. After the fifty attempts it takes to get that right, turn the second Lemming
into a Blocker when he's next to the wheel on the bottom right.
3. Meanwhile, the third Lemming will have started going down - when he's at the
short edge of the sloped platform you have to build over the pit. Do this at
the last possible moment to make sure he closes the gap.
4. Let the Lemmings go down to the lower level (if the bridge has reached the
wall and they can't make it, restart!) When one Lemming has passed a reasonable
way through the narrow corridor, turn the one behind him into another Blocker
to keep the rest back. Maximize the release rate now.
5. Build at the last possible moment again to make it over the water. He'll
turn around, go back to the blocker, and make his way back.
6. Build over the last gap to the exit.
7. Blow up the Blocker. And that's the end of this difficulty level.

-------------------------------------------------------------------------------
5. HAVOC
-------------------------------------------------------------------------------

5.1: GEHPTFLBFF: Tubular Lemmings (80, 76 to be saved, 4 minutes)

Apart from the several moments where you need pretty precise timing, this level
looks surprisingly gentle for the first Havoc-rated one. Then you encounter the
most incredibly cruel moment of the entire game (so far).

1. From a couple of paces to the left of the icicle above the first platform,
build. You'll reach a point on the first tube where the others can walk over
it. You'll lose one in the process.
2. With the second Lemming, wait until he's nearly off the edge of the second
pillar, then dig down.
3. The third Lemming should be turned into a Blocker when he's on top of the
first pillar.
4. And the Builder, who will be headed left, should also Block when he's to the
left of the trapdoor.
5. When the digger's just passed the level of the steel platforms on the left,
start building to the next set of pillars.
6. After the bridge is complete, start bashing through it, then change to a
Digger and eventually a Miner so that you're at the correct height to build to
the lower pillar on the right.
7. Build to the lower pillar on the right (big surprise there).
8. Now build to the higher one, bash through, build again on the other side,
and bash through.
9. Be careful here! There's a hidden stabbing icicle hidden in the steel above
you. To avoid it, you have to build on the second rivet of the third steel
block. You'll turn him around in the process, so build again to reverse it if
you're worried about time.
10 Release the others by bashing through the very first pillar, knocking the
ground out from under the Blocker. (If he's a bit too high, you can hit him
with a Miner underneath him. He's not necessary to complete the level, but you
can only afford to lose three.)
11 With the leader Lemming, wait until he's in the little nook between the
steel and rock and bash through it to clear the path.

5.2: MHPTFLGCFO: Be more than just a number (30, 29 to be saved, 4 minutes)

This one's quite easy too, once you get past the very start.

1. Make the first Lemming out a Climber (but only when he's heading left).
2. While you're at it, start a different Lemming building left from about the
middle of the right steel block. You don't need to finish off this bridge yet,
but starting it without a crowd makes things a lot easier later on.
3. The distance after the wall is too far to fall, so turn him into an Athlete
by giving him a Floater as well.
4. We need to do something about that fall distance. As soon as he lands, start
building.
5. He'll hit the wall - build again.
6. He will now hit the right wall. That's enough to stop the fall distance -
now use one Digger fairly near the left of the hole to get through both bridges
you just built as well as the original platform.
7. When he lands, let him walk minutely to the left and then dig again.
8. Turn him into a Blocker after he's landed and taken a couple of paces.
9. Now's the time to see if your escape route worked - turn another Lemming
into a Climber and see if he makes it down.
10. If he's made it, let him be turned around by the Blocker. Start him
building the moment he emerges from the small steel corridor.
11. Keep on building up until he hits the steel block, and build up to the exit
when he turns round.
12. Now just complete the bridge that you started ages ago to complete the path
to the exit.

5.3: LPTFLGADFH: It's the price you have to pay (50, 50 to be saved, 4 minutes)

This is a very wide level. Fortunately you can ignore most of it.

1. The first Lemming out should be made into a Builder after he's walked a
couple of paces.
2. The second one will fall off the bridge and turn around - use the second
Builder when he's about to fall off the edge to the left.
3. The original Builder will run into the wall and turn to the left, so start
him building again to delay him (or add to the bridge going left).
4. Give the Floater to the first Lemming to finish the bridge, who will fall
off the edge of the pipe.
5. Before the second one falls off, turn him into a Digger and dig down through
the vertical pipe - the aim is to dig down far enough so that the others can
drop down in two stages.
6. When the first Lemming down reaches the flat section of the rock face (it's
quite high up), turn him into a Basher.
7. Mine to stop the digger when you're almost through the pipe. He should be
far enough behind to not hit the end of the bashed tunnel.
8. You now have to let the others out who are stuck in the narrow gap in the
pipe, and you have two Miners and two Bashers to do it. Getting this right is
unfortunately largely due to coincidence - I find it helps to mine first then
immediately pause and switch him to a Basher, and if that makes the troop head
right, then it's easier to bash through the left pipe as they all head back to
the left.
9. When you've got that right, increase the release rate.

5.4: RTFLGILEFS: The race against cliches (20, 20 to be saved, 3 minutes)

Another lateral thinking exercise - you're not given enough abilities to finish
the level normally, so you have to make up an underhanded way.

1. Make the first Lemming out a Climber, but only when he's heading left.
Increase the release rate right away, as it makes your life a lot easier later
on.
2. The Climber will get over the first pillar. Dig when he's about to hit the
second one.
3. When there's only one pixel of land left underneath your digger, turn him
into a Basher.
4. Go and make a cup of tea while your Basher ploughs through virtually the
entire length of the level. At 1 minute 15 seconds or just before it, you'll
have to get the rest out to prevent running out of time - turn them all into
Climbers when they're heading left, and they'll get over the pillar and start
heading down the tunnel.
5. You also need to finish off this tunnel. Just after going under the last
pillar but one, build up at the low section of ground, then build again as soon
as your leader turns around to set him going left again.
6. Bash through the last pillar.
7. Finally, build when on the little flat section of ground so that the bridge
reaches the rock but the builder doesn't turn around again.
8. With a bit of luck, you'll have the timing right and the troop won't fall
off before the bridge is finished, but will have enough time to make it to the
exit.

5.5: TFLGAHVFFL: There's madness in the method (20, 20 to be saved, 4 minutes)

You're given two blockers and an exploder here, but you can't actually use them
because you need to save 100% again. This gives the level its title - you have
to do it in an entirely mad way to complete it.

1. As far right as you can, have the first Lemming bash through the wall.
2. Make the second Lemming a Climber. When he hits the end of the growing
tunnel, one of two things will happen - either he'll attempt to climb and then
turn around, or you'll encounter a game bug where he continually tries to climb
over the end of the tunnel and hurdles along with it. Either is good, but the
second is preferable. If you only get the standard couple of pixels advantage,
as soon as you can (and I really mean at the first possible moment when he's
separately selectable from the Basher), mine to the left.
3. After the Miner's had the chance to take a couple of strokes, turn the
Basher into a Builder to stop him.
4. If you're very lucky, the Miner will mine down far enough to prevent the
Lemmings from dying when they fall to the ground. He needs to reach through at
least the top pixel of the fifth brick up.
5. Once you're past here, and if you have any hair left, the next part is much
easier. Make the first Lemming down a Climber, and give the same ability to one
about three quarters of the width of this section of the level behind him.
6. Turn the first Climber into a Basher once he's climbed up to the thinner
section of the wall.
7. While the tunnel's being built, the second Climber will come up and be
turned around. When he's exactly in the middle of the wall heading right, turn
him into a Miner and he'll create a tunnel for the rest of them to get up.
8. Just wait for him to go all the way to the right of the level and come back.
This is one level where you don't have to worry about time.

5.6: FLGIHVTGFE: Now get out of that! (50, 50 to be saved, 4 minutes)

What you have to do on this level is totally obvious, but actually doing it is
the difficult bit.

1. First of all, it helps to mine out a holding area so that your Lemmings
aren't all crowded together when you dig the main mine. With the second one
out, start mining as soon as he's out the trapdoor.
2. Make the third Lemming mine a couple of paces after he's turned around.
3. Build to stop the two Miners. The Lemmings should be safely held back now.
4. With the first Lemming that you let go ahead, mine into the large snow
outcrop below the platform. You can start a lot earlier than it seems like you
can, and the sooner you start, the better.
5. Build to stop the miner, and then mine in the other direction.
6. Repeat this process until you mine out the very bottom of the rock, or very
close to it. You don't have to worry too much about chipping gaps into the
sides as long as your Miner can turn around when you build - the rest will
probably drop straight through the mine on to the bottom surface that you make
last.
7. If you've got that right, it's then just a matter of using one more Builder
to escape the holding area and increasing the release rate.

5.7: LGALVTFHFR: Creature Discomforts (20, 15 to be saved, 3 minutes)

Unusually, you don't start with a trapdoor in view in this level. That's
because there's one at each end of the level, and you have to cope with
building two routes simultaneously to let the required quota survive. It looks
like you have a generous number to lose just from the percentage, but with only
twenty Lemmings to work with, that brings it down to just five.

1. Go to the left hand side, turn the first Lemming into a blocker as soon as
he comes out, then ignore this side for now.
2. On the right, make the first Lemming build up to the first red platform once
he's heading left, then make the one behind him a Blocker.
3. Build off the edge of the first red platform and drop to the lower one
further left.
4. From the very edge of this platform, build three times, letting the builder
walk a little amount between the bridges (take care not to let him fall off).
This will avoid the platforms above and get you to the last platform on the
left.
5. Build from the edge of this platform up to the left twice and you'll get to
the exit. Explode the blocker you placed earlier when the bridge is nearly
complete and you won't have to worry about this side any more.
6. Now for the left hand side. Set a Lemming to a Digger when next to the
pillar on the right.
7. With the Lemmings on the higher of the two platforms below, you have to bash
through with the last one to head right. The rest will drop down into the
holding area on the left.
8. With the one Basher lemming (don't worry if you lose a couple here, by the
way, but only a couple), bash through the tall pillar once he's dropped down.
9. When you come to the next pillar, mine through it. You should just be able
to make it to the platform below.
10. Mine through the last pillar too, but start him building before he falls
off. As you've only got one Builder left, turn him into a Climber while he's at
it.
11. Unfortunately there's a tricky part after all that - you have to build the
Lemmings out of their holding area. The most reliable way to do this seems to
be to click a Lemming when he's walking on the base of the pillar on the left -
either he'll build to the right correctly the first time, or it will cause him
to hang back and become more easily selectable for a second try. If you get
either of these tries right, you'll be able to build up to the right and let
them out.
12. Select the Climber ability and click frantically on all of them as they
make their way towards the exit - by the time they fall off the bridge, they
all need to have the ability to make it to safety.

5.8: GIMTVNHIFP: Lemming about town (50, 45 to be saved, 4 minutes)

Success on this level depends largely on one Lemming, and he's got quite a bit
of distance to cover in the four minutes you have available.

1. Turn the first Lemming into a Climber when he's heading left.
2. When the next Lemming turns around, start a Builder - you're aiming to hit
the side of the overhanging block above you. Only use one Builder just now,
though - don't complete the bridge yet.
3. Turn the Climber into a Miner when he's about halfway along the top of the
brick wall - this will make him drop into the chamber, climb the wall, fall,
climb again and head right.
4. Build at the very edge of the brick wall and you'll be able to make it over
without using another Builder.
5. Build again when at the other end of the thin brick platform.
6. You now need to turn him around. Just after the fourth join in the platform
you're walking across, turn him into a Digger, then a Builder almost
immediately (three to five pixels down should do it). This will make a hole
that isn't impassible from either direction.
7. To create a route for the others, you need to mine three times. The first
two should be at the fourth join in the bricks along on the platforms, so that
you come out just above the ground below. The third one should create a tunnel
that the bridge you built at the start of the level can connect to.
8. Watch the Lemming about town climb around the level again. He still needs to
build a bridge to the exit, but by now you'll be running short of time - start
building up to the mined gap with the others when he's about halfway along the
long brick platform.
9. Build the bridge to the exit, and if you've got the timing right, they
should all be safe.

5.9: GAHRUFLJFM: AAAAAARRRRRRGGGGGGHHHHHH!!!!!! (50, 50 to be saved, 4 minutes)

I counted those letters, you know. The level is named after the noise you'll
frequently make while trying to get past it, due to the vast amount of juggling
you have to do.

1. Let the first Lemming walk into the wall and turn around, and start
assigning Climber abilities to the others as they fall out.
2. Start building from the left edge of the platform with the first Lemming.
Try and keep count of the amount of bricks he's laying as you keep giving
Climbers to the others. You'll need to keep restarting him.
3. When the first Climber reaches a point over the grey platform in mid-air,
have him Mine. Don't forget to keep assigning Climbers and stopping the Builder
from falling.
4. And when the Lemmings land after the drop from the platform, mine again to
construct an escape from the pit.
5. Keep an eye on the rest.
6. When the first round-trip Lemming heading left gets about halfway along the
last brick next to the left wall of the chamber, mine again.
7. By now your bridge should be almost finished, so you can stop assigning
Climbers and allow the Lemmings to march up the long bridge and drop to the
exit. Phew.

5.10 IHRUFLGKFF: Flow Control (21, 3 to be saved, 1 minute)

A percentage to save that low doesn't come very often in the game, let alone in
the Havoc difficulty level. But the challenge of this level is quite different
from the others. As its name implies, it's about controlling the release rate.
You need to take advantage of the way that the suction traps won't get every
Lemming if they're packed close enough together.

1. Pause and set the release rate up to 99.
2. Wait until three Lemmings have come out, then pause again and drop it back
to 50. You'll get one more Lemming out at the 99 rate before it goes back.
3. One Lemming of this troop of four will survive the three traps. Build when
he's at the edge of the gap.
4. When he's about halfway through, set the rate back up to 99 again. More than
enough Lemmings from the crowd will get through to meet the requirement.

5.11 MRUNHFELFK: Welcome to the party, pal! (80, 80 to be saved, 4 minutes)

This is another exercise in ghastliness, because you have nowhere near enough
time to complete it comfortably and have to complete a gigantic bridge in the
middle of it.

1. Dig as close as you can to the wall with the first Lemming.
2. Build over the gap he leaves with the second one, trapping the rest of them
up at the top. Increase the release rate now.
3. Dig through the remaining grass layers with the leader. Drop him on the
grassy outcrop on the bottom of the screen.
4. Build twice to the left to create a bridge across the gap.
5. Build once to the right to get up to the steel platform.
6. From the third rivet in the platform, start building up. You'll need to do
this twice to get to the wall.
7. Now build all the way up the column. To do this, hammer the left mouse
button when your Builder is coming up to the wall - he'll turn around and build
immediately if you have the timing right.
8. Once at the top, build from the crystals, and cancel the bridge in the
middle (but not too early!) by mining or bashing. This is the fun part, because
the builder will arbitrarily ignore you entirely and you'll have to select a
different skill to try.
9. At just below one minute left, you'll have to release the others by digging
or mining.
10. Perform a similar technique on the second crystal, getting to the bottom
again.
11. Build from the bottom crystal to the steel block, then to the exit. The
others should catch up shortly after the last bridge is completed and you'll
finish with about half a second to go.

5.12 RUFLGILMFL: It's all a matter of timing (80, 80 to be saved, 3 minutes)

You only have the Builder ability here, and completing the level is indeed all
a matter of timing - so here's where to build. Pause between each step!

1. First Lemming, bottom door: Just before the last join in the bricks.
2. First Lemming, middle door: Just after the last join in the bricks.
3. First Lemming, top door: As soon as possible.
4. Second Lemming, bottom door: As soon as he lands.
5. Second Lemming, middle door: When he's at the edge of the pillar after
dropping off the other Lemming's bridge.
6. First Lemming, bottom door: Now that he's finished the bridge, at the edge </pre><pre id="faqspan-3">
of the column he falls to.
7. Third Lemming, middle door: As soon as he lands.
8. First Lemming, top door: Continue building before he falls off the bridge.
9. Second Lemming, middle door: Add to the bridge being built between the two
columns once he's at its edge.
10. Second Lemming, top door: As soon as he lands, while going up the bridge
built by the first one.
11. First Lemming, bottom door: After turning around, at the edge of the column
to the left.
12. Whoever the next Lemming to arrive here is, I've lost track: At the edge of
the first Lemming's first tile. And if you're lucky, that'll be it.

Now, what should be happening: The bottom layer should have two bridges on it,
from which the Lemmings will drop to the first pillar, walk to the bridge to
the second and turn round to the exit. The middle layer behaves in much the
same way. The top layer should have one bridge made from two Builders (and a
bump in the middle where another Builder has built while climbing up it), and
from the end of this the Lemmings should have about 1 pixel to land on before
continuing down to the bridge between the second and third pillars. If they
don't have this, they'll probably die - restart and make sure you start the
instant the third Lemming is out!

5.13: UFLGAHVNFE: HIGHLAND FLING (80, 75 to be saved, 4 minutes)

I was hoping he'd have given up making levels by now, to be honest. But, in an
astonishing twist, this level has the unusual feature (for this late in the
game) of being really very simple. You can even use the familiar encase-them-
all-in-blockers tactic.

1. Let the first Lemming wander ahead and trap all the others between two
Blockers.
2. With the leader, bash through the rock wall at the thinnest point, above the
level of the platform on the right.
3. When he reaches the edge of the platform, build up towards the opposite
wall. You may have to let him walk a pixel or so between bridges to avoid
hitting the ceiling prematurely.
4. It's safest to let him turn around and build up the other way to hit the
ceiling and turn him round again, but you can skip that step if you're feeling
confident.
5. Mine through the wall from the point at which he reached it, and you'll get
into the lower corridor.
6. Careful here! Build over the little root, as it triggers a trap.
7. When he turns around to the left, build up to the exit in the obvious
fashion.
8. Now release the others. Easy!

5.14: FLGMHTUOFP: Synchronised Lemming (80, 80 to be saved, 1 minute)

Effectively you're doing four levels at once here, but none of them are
difficult. As long as you pause a lot, you shouldn't have any problems. It may
also help to put the release rate up a little at the start to give yourself
some extra time.

1. Bottom right: Turn the first Lemming into a Climber.
2. Top right: Build as soon as the first one lands.
3. Bottom right: Dig through the first pillar.
4. Top left: Bash through to the left.
5. Bottom left: Turn the first Lemming into a Climber when he's heading left.
6. Top left: When the Lemming falls into the next chamber, bash through to the
left again. It sounds strange, but try to start as far away from the wall as
you can, so that he doesn't continue into the slant on the left.
7. Top left again: Build to the exit from the peak of the third hill before he
falls. No need to worry about this one any further.
8. Bottom left: Just before the Climber hops up the platform that the exit is
standing on, have him Build so he runs into it and turns round.
9. Bottom right: Dig through the second pillar.
10. Bottom left: Bash through the two one-way walls.
11. Top right: Build up from about the middle of the second tile on the middle
platform. You only just have enough height to make it.
12. Now increase the release rate all the way - you'll have to do this with
more than 30 seconds left for them all to make it out in time.

5.15: LGALVUFPFK: Have an ice day (10, 8 to be saved, 6 minutes)

I knew that joke was inevitable.

1. Dig with the first Lemming when he's above the large peak, heading left.
2. Block with the second one to hold the others back.
3. Wait for the first Lemming to come back to the right (he won't be killed by
the steam blower) and start building at the edge of the water. You need to
avoid triggering the icicle on the ceiling but be far enough left so that it's
easy to build a barrier at the top. The exact position that I got to work was
with one pixel gap between the first brick and the water at its highest point.
4. Keep building up to the ceiling until he turns around.
5. A few paces down, build to the opposite wall - as high up as possible
without hitting the snowball overhead.
6. Now go back and forth, using as many Builders as you need to to close the
gap between the bridge and ceiling on the right. You have plenty to go around,
but you'll need at least one left over in the end - preferably more.
7. You can release the others now, by the way - blow up the Blocker.
8. From the left fork of the bridge, build up right to the wall to the left of
the exit.
9. When the builder's finished, bash through the wall.
10. Now comes the unexpected part - you can't actually get into the exit
because the ground around it is too high. To solve this, turn the first Lemming
into a Blocker when he's in front of the left door strut, then explode him. The
curve of the hole left behind will (hopefully) lead up to the exit.
11. When the others arrive, see if they exit or not - if you're unlucky, try
building up from the hole. The builder will stop and exit when he's built far
enough.

5.16: GILTUNHQFF: Scaling the Heights (50, 45 to be saved, 2 minutes)

This level has a high release rate, which makes it rather annoying to select
the Lemming you want at any point. A bit of forward planning is necessary.
You're given five Lemmings to lose, but you actually only need to sacrifice
one.

1. Your first concern is the little gap at the base of the rocks after the
Lemmings have fallen down. Use a Builder to get over it.
2. Turn the lead Lemming into a Blocker just after the second little rock on
the surface.
3. Make the Lemming behind him a Builder as soon as he turns round. We want to
build into the sloped wall just above the grassy ledge on the left.
4. Make another Lemming a Climber so that he goes up ahead.
5. As soon as the Climber reaches the rock jutting out of the top of the
mountain, get him to Mine.
6. Just before he gets through the grass at the other side, have him Build to
cancel the mine and turn around.
7. Mine again, this time to the right, creating a ramp for the rest of the
Lemmings to climb. You won't quite reach the right height, but we have some
Builders left.
8. As soon as the miner drops out of the tunnel, have him build towards the
right wall. He won't quite make it because of hitting the ceiling, but he'll
have made a start.
9. While he escapes, complete the bridge you started earlier to let the others
up.
10. With the last Lemming that arrives on the bridge, use a Builder to have him
complete it. Using the last one avoids an impossible crush up in this small
gap.
11. Now build to the left, up to the tunnel, to complete the route, and they'll
all make it to safety.

5.17: GAIPTDMBGS: Where Lemmings Dare (80, 78 to be saved, 2 minutes)

Once you get past the fact that your Lemmings will face death at every turn
here, this level isn't too bad. You just need to know the places to build to
avoid springing the traps, and that's largely a matter of trial and error.

1. Let the first Lemming come out and walk a miniscule amount before building -
the first brick should be directly over the third rivet of the block. Too late
and he'll be eaten by the gecko - too early and the second one will be eaten
instead.
2. Similarly, at the second gecko, build so that the first brick is right
between the first and second rivets from the end of the block. This will cause
the builder to turn around.
3. Put a Blocker in the tunnel to separate the lead Lemming from the rest.
4. Build again with the lead Lemming, continuing the bridge as accurately as
you can. If you've got it right, he'll be safe.
5. When you're directly over the twig jutting out from the ground, bash to
cancel the bridge.
6. As soon as he lands on the peak, build again to reach the little steel
tunnel without turning around.
7. The exit is surrounded by deadly roots that will spring up from the ground.
Mine down so that you're almost directly above it, then dig to finish off. You
need to do this pretty accurately, so it might take a couple of tries. The
trick here is to remember that a Digger will fall a little forward of the place
where the rest will fall due to the width of the tunnel he creates, so you
actually need him to go a little past the exit before you start digging. He'll
be caught in the roots, but the others should fall directly on to the exit.
8. Now explode the Blocker and let the others out, and you'll see if you've got
it right!

5.18: MHPTDMGCGO: Lemmings in a situation (70, 68 to be saved, 4 minutes)

This is not nice. Precision building, bashing and digging all over the place.

1. Give one Lemming a Climber and a Floater to let him escape down to the lower
level.
2. When he lands, dig for four or five pixels then build into the wall of the
pit to turn him around.
3. There's a small hurdle for him to climb before he goes into the chamber-like
area. As soon as he lands from falling off this hurdle, build twice.
4. The building will have left you with a 1-pixel gap between the second bridge
and the wall. As soon as he lands from this bridge, start digging.
5. You've got a very short space of time to switch to the Basher, so pause.
Turn him into a Basher at the last possible moment, before he digs through the
line of cement.
6. He'll bash all the way under the awkward walls and platforms of the rest of
the level, but will approach a water pit. What you need to do here isn't
particularly easy - you need to turn him into a Builder mid-bash so that the
brick wall and grey tile on the left form a ramp up. If you've got it right,
he'll build one tile and turn around.
7. Turn him around again by building up to either of the thin columns jutting
down from the ceiling.
8. Now use two more Builders to get to the column on the left, let him walk a
few paces to the right after turning around, and build twice again. He'll get
up to the right side of the grey platforms. He should be able to build up right
through them due to their thinness.
9. Build yet again, this time from the right hand edge of the gap while facing
left. He'll avoid the ceiling and continue left.
10. Use another Builder on him when he's finished.
11. Turn him into a Blocker partway through the bridge - we're aiming to build
another one up to the right and the exit.
12. Now release the rest of the Lemmings by digging through the platform
they're trapped on. Hit the crowd slightly to the left of the centre to avoid
any of them falling onto the lower part of the bridge and risking them die at
this stage.
13. When the first Lemming to reach the Blocker is about to turn around, have
him Build - he'll hit the Blocker, turn around and get up to the exit.

5.19: MPTDMGADGI: Looks a Bit Nippy Out There (80, 80 to be saved, 3 minutes)

You start near enough to the exit on this level, but the way of getting to it
is quite amazingly convoluted.

1. Let the first Lemming out drop to the bottom of the crevice, and build right
to stop the gap.
2. The second Lemming should build as soon as he lands, before dropping off the
ledge. Note that this is almost impossible to get right.
3. Now the Builder will head left while the rest of them step up the little
hill to the right and fall into the gap. Build again with the left-heading
Lemming when he's just fallen off the rocks to the lowest icy ledge of the
mountain.
4. Build again once he finishes, letting him walk a little first.
5. Bash to release the Lemmings trapped in the crevice on the right. It's hard
to select one facing in the correct left direction - I find it works best if
you hover the cursor on the extreme right of the group. The basher will head
left, slide down the little bridge at the bottom of the gap, and keep bashing
through the left wall towards the bridge.
6. Build one more time to reach the first of the group of large icicles in the
ceiling and close the gap.
7. When the Builder heads back to the right, build when he's eight or so steps
from the ground. This will make him reach the rocky wall again, and even though
it doesn't look like it, all your Lemmings can get up.
8. To stop the cycle we've just created, we need to get the Lemmings heading
back left. Use a Miner when a Lemming is about to climb the peak of the
mountain, and he'll shave off the top of it, including the bridge you built
near the start and the handy rocks on the right that allow the Lemmings to get
up. (The positioning's a bit difficult for this, but you do have three of
them.)
9. Make the miner build as soon as he's knocked out the bridge underneath. Now
the Lemmings will head back left once they reach the steel wall.
10. From the new peak of the mountain, build to the left once to reach the icy
wall on the top left.
11. Assign a Basher to bash through the wall (be careful not to bash through
the bridge too).
12. You need to keep the rest of them back, so get one Lemming to dig through
the bridge going up to the wall.
13. You'll have noticed by now that the exit is snowed in. To solve that, dig
while directly above the door. Your digger will exit once he's dug far enough.
14. Now all you have to do is use the final Builder to repair the bridge you
dug through, and all the rest of them can get out as well.

5.20: RTDMGILEGS: LOoK BeFoRe YoU LeAp! (60, 50 to be saved, 7 minutes)

At first glance, this looks like a fantastically easy level. You're given
plenty of time, and the route involves only a couple of Miners and Exploders
down to the exit. Then you realize that there's another trapdoor on the left.
But even with that additional difficulty, there's still nothing phenomenally
difficult about this level, especially considering it's the last one - you just
have to get your timing right, and that's a matter of trial and error. Mostly
error.

1. Scroll over to the left trapdoor at the start. Turn the first Lemming out
into an Exploder when he's falling from the second platform that he lands on.
(This is by far the most difficult bit of the level to get right - you're
aiming to create a hole at the bottom of the screen that allows passage to the
right but not to the left, and doesn't go off the bottom of the screen. The aim
is to detonate the Exploder just after he's passed the lowest gap in the rock
floor on his way back to the left.)
2. Give the next Lemming the Climber and Floater abilities when he reaches the
ground.
3. While he's making his way up, go back to the trapdoor above the exit. There
should be at least two Lemmings out by now, walking in sequence - give two of
them consecutive Exploders as they're facing right on the centre of the patch
of moss on the right. They'll explode down to the second level.
4. Set Exploders to blow the way down through the second level. It's extremely
difficult to describe exactly what to do as a large amount of luck is involved
- start by blowing up a Lemming just after he's passed the little notch in the
ground heading left, and continue from there. Head down to the hanging patch of
vegetation, and the Lemmings will be able to make it safely down from that
platform. Try to use only three Exploders here.
5. With the Climber, mine to the left once he's on the little flat rock between
the two lumps. He'll free the others.
6. Now comes another difficult bit - Exploding down through the rock to the
right. Count in your head how long it takes for a Lemming to walk from the
tunnel to the rock face and use that to judge. It should be about in the middle
of the tunnel. Keep counting and setting them, and with luck, you'll make it
through the rock with four Exploders, making a total of ten used.
7. Once the troop get up to the top of the main part of the level, mine down to
the right through the rock to join the other route. If you only used ten
Exploders throughout the level and let none others die, then they'll reach the
end of the level and the end of the game!

-------------------------------------------------------------------------------
THE ENDING (Slight spoilers, would you believe)
-------------------------------------------------------------------------------

        Congratulations!

  You are truly an Excellent
        Lemmings player

The Lemmings Saga continues at a
 later date, watch this space

Press mouse button to continue

Well, the makers of Lemmings obviously didn't see fit to reward you for all
that effort with an ending, or credits, or actually any sort of reward at all -
just that same rocky background and hard-to-read blue text. Then you're dumped
back at the title screen to compile a hit list of the developers, or in my
case, wonder what you're going to do on the train in the mornings now.

===============================================================================
III. CONCLUSIONS
===============================================================================

Congratulations, you've completed the semi-sequel to Lemmings and probably also
have a headache. Feel free to copy this FAQ around wherever you like as long as
my name stays on it and it's unaltered. I should mention that I'm indebted to
the FAQs of Snow Dragon and GavLuvsGA for giving me a couple of pointers for
the more sadistic of the levels, though I've tried not to plagiarize from them
where possible. That's what research is, after all.

This FAQ was written by David Newton - [email protected]