Oh No! More Lemmings FAQ (For the Mac) Part Two by GavLuvsGA@aol.com Version 4, 05 - 09 - 2000 Copyright notice: The contents of this FAQ are the property of the author. Copying of any part of this without including my name is basically not allowed. Revision history: Version 2 (15 - 08 - 2000) Updated part 2 slightly; gave correct title to Level 85, and a little hint someone gave me. Version 3 (16 - 08 - 2000) Finally got the correct title for Level 85 ("There's Madness in the Method, not "There's Method in the Madness" - silly me! Version 4 (05 - 09 - 2000) Made a few improvements, and added not to Level 84. Level Solutions (For levels 1-80, see part 1) Havoc Level 81: Tubular Lemmings (No code required) Let the first lemming walk on and have second lemming dig down until they are all trapped in the pit it has dug (make the digger build when it is far enough down). Have the other lemming build across the chasm, using the ice stacks (the best way to tackle these is to bash a little way in, then dig down a little way and mine the rest of the way. You have to do this so the builder goes progressively downwards so as to be in line with the gap in the two steel blocks. The ceiling of the corridor has a slicicle hidden in it; to avoid it, turn this lemming into a builder as it crosses the third block of steel from the left, and then bash out of the pit at the end. Build the trapped lemmings out of the pit. Level 82: Be More Than Just A Number (ACCESS CODE: IHRTGNGCFP) When the first lemming turns from the steel, turn it into a builder and have it build one bridge (this will make things easier later) and turn this lemming into an athlete. When the athlete lands between two steel blocks, make it into a builder and - as soon as it turns - make it build again. It will turn again, and before it climbs the steel block to the left, make it dig through the platform. Now turn one of your trapped lemmings (who is facing left) into a climber. The athlete will meanwhile fall to a lower platform, climb over the steel block and land on the lowest platform; when it has walked a few steps to the left, turn it into a blocker, and now have one of your trapped lemmings complete the bridge you began earlier (i.e. have it build just before it falls off the end of the bridge). The climber will hit the blocker and turn; all the other lemmings will end up trapped (the ramp the athlete built breaks their fall). Make the cl;imber build to the right to meet the single steel block (making sure it is just above the base, so the lemmings don't walk over the top when they arrive). When the climber turns, make it build up to the exit. Now turn one of the trapped lemmings into a digger to rescue them. Level 83: It's The Price You Have To Pay (ACCESS CODE:LQTFLGCDFK) This is really easy! Have the first lemming bash through the first two barriers and then mine through the third. It should be through by the time the second lemming catches up. Before the miner mines through the floor, make it build so it turns, and then have it build over the chasm to the left of the trapdoor. Now, the other lemmings will have a long trek to the end of the screen, giving the first lemming time to dig down just before the cliff, then mine in arder to break the lemmings' fall, and bash through the wall off balls before the exit. Level 84: The Race Against Cliches (ACCESS CODE: RTFLGILEFS) This level would be fairly simple, if you had as many floaters as you had lemmings, but you're two short, so when the first lemming comes out, turn it into a climber. When the others turn and are heading for the ice pillars, make them into athletes. Keep doing this, but concentrate on the climber. When it gets to the top of the cliff, and has got a little way along, make it into a builder and it will hit its head and turn. have it build off the left hand side of the cliff to the snow platform. Keep turning the lemmings into athletes, but be sure to turn the final lemming into a climber before it turns from the cliff. While you're doing this, have the other climber bash through the wall that is blocking it. There is also one ice pillar blocking the athletes' way, which they must bash through. When the last lemming reaches the top of the cliff, make it build like you did with the other climber. Wait until the first climber is roughly above the second ice pillar from the left, and make it into a digger. The pillar wil break its fall. Now make this lemming build over the gap to the door and the other lemmings will also be able to exit. Level 85: There's Madness in the Method (ACCESS CODE: TFLGAHVFFL) This level is really frustrating! Turn the first lemming into a basher and have it bash through the wall, and when the second lemming turns, immediately turn this lemming into a miner and turn the basher into a builder before it gets to the other side of the wall. If this is all done correctly, which is easier said than done, the lemmings will all fall to the bottom without splatting. Turn the first lemming down into a climber, and have it climb once then through the wall to the exit. Make another lemming into a climber as it is facing left. This must be done at the right moment; too late and the basher will finish bashing before the other climber arrives and you won't be able to turn this lemming around. Too soon and when the climber turns, when you turn it into a miner to create a slope the others can walk up, it'll come out of the brickwork too soon. This takes loads of practice to get right. pjones@fame.com writes: "After you make the first lemming a basher if you make the second lemming a climber it will try and climb the wall that the basher is making this gives you an extra couple pixels before he turns round which is vital in ensuring that he does not (or other lemmings) die when falling." Level 86: Now Get Out Of This (ACCESS CODE: FNGKHWTGFJ) The main problem here is making hte first five or so lemmings into builders next to eachother, so they create a barrier the others can't turn round from. When the first lemming reaches the point where the snow mass hangs down under the ice platform, turn it into a miner. Turn the second lemming into a blocker at the top of this tunnel. Before the miner breaks through the wall, turn it into a builder and mine to the left. Do this about four times until it is mining in the direction of the exit (i.e. tot he right) and is low enough to land on the exit platform without splatting. As with the last few levels, you must save 100% so mine under the blocker's feet, making it lose its footing. Level 87: Creature Discomforts (ACCESS CODE: LGCLVTGHFE) First concentrate on the right-hand side, and block the lemmings off on the left. Use a blocker on the right and have a lemming build over the gap using the single platforms. On the right, most of the pillars should be blown up by making a lemming into a climber and a bomber, but at least one should be done using a basher. This level is very hard to describe in too much detail. Level 88: Lemming About Town (ACCESS CODE: GMMUVGHIFN) Have a lemming climb up the wall to the left, and then mine down into the hollow section to turn it around. Now build across from the cliff to another platform. Let the lemming walk along and build at the next drop too, and then build across to the exit platform, about 1cm from the end of the platform the lemming is on. Just before it gets into the exit, have the climber dig, and build to turn it around. You must now build back to the platform on the left, but time the bridge so the lemming reaches the platform, but doesn't turn around. Now, he must mine down to allow the lemmings to walk through to the exit, avoiding all the cliffs (three in all). You should start them about an inch or so to the right of the cliff to get it right. Level 89: AAAAAARRRRRRGGGGGGHHHHHH!!!!!! (ACCESS CODE: GAHRUFNJFO) Turn the first lemming into a climber. Let the second lemming turn and make it build over to the exit, then make the other lemmings climb the wall to the right. They'll walk along a platform and you will see a narrow one below, so mine down so the lemmings land on this (N.B. it is important that the second lemming does the building rather than the first, so a sufficient gap is formed to allow the ifrst lemming to break through before the next lemming arrives, otherwise you'll lose a lemming.) Mine down towards the pit to avoid being trapped by the overhang, then mine through the wall on the left, by which time you'll have bridged the gap to the exit. Level 90: Flow Control (ACCESS CODE: KHSUFNGKFK) This level is almost impossible, but you only have to save 14% (about three out of twenty-one lemmings!) You will need to do a lot of pausing. First, pause the game and speed up the release rate to almost 99, then as soon as the first lemming appears, turn it into a floater. Pause again and slow them down to 50 again. One lemming will appear immediately, and land just infront of the floater. At some point you must get the timing right to turn this lemming into a bomber, so he passes the vacuum (while the lemming infront gets killed) and digs a little way before hitting the second trap, and explodes and creates a pit that is deep enough the allow the others to pass under the trap unharmed. To get under the first trap, time yourself to make a lemming mine down to the pit. Too far right and it won't avoid the vacuum; too far left and it'll go through the floor. To get past thje last vacuum, repeat the first steps and then build over the gap to exit. You should be able to get more than 14% in, but this level requires a lot of patience. Level 91: Welcome To The Party, Pal! (ACCESS CODE: MSWGLFGLFM) The first lemming should dig through the first platform, near to one end, and the next two shoud build over the gap to keep them trapped up above. The first lemming should keep digging through the platforms, but make sure that it is above the green platform on the right as it digs through the bottom one. Now build over the gap on the left, to the steel and then build right, into the shaft, which you must build up. To get down the next shaft, build across, until the builder is just about over the green platform and then turn it into a basher, or it'll build right over. Don't bash too late or it'll actually hit the steel and not do anything. At the bottom, build over to the exit. Free the others by digging, but do this before the first lemming has finished or you may run out of time. Level 92: It's All A Matter Of Timing (ACCESS CODE: RUFLGILMFL) Turn the first lemming out of each trapdoor into a builder about two thirds of the way along the first platform. Be warned however, that on this level (and any other level on this or lemmings, with three trapdoors), every other lemming comes out of the same trapdoor, while each of the others comes alternately from one of the other two, i.e. on this level, the order is: Top, Middle, Bottom, Middle, Top, Middle, etc., meaning that twice as many lemmings will emerge from the middle trapdoor as from the other two. Therefore the fourth lemming to emerge must also be made into a builder. Once the lemmings land on the pillars to the right, they must each build again, to cross the small gap and turn around. Use no more than 7 builders in the process (two each for the top and bottom trapdoors and three for the middle. As soon as the first lemming approaches the small gap before the exit platform, use the final builder to get across safely. Level 93: HIGHLAND FLING (ACCESS CODE: UGNGAHWNFI) This is the last level that's even remotely straightforward; turn the first lemming into a basher at the top of the slope then turn the second lemming into a blocker. Turn the third lemming into a blocker to the left of the trapdoor, and like with levels 52 and 71, turn another lemming into a blocker, to isolate one lemming to the right of the crowd. Build over the flames with the first lemming and then build to the top of the wall to the left and now blow up the right-hand blocker and turn the builder into a blocker. When the next lemming arrives, make it build right off the bridge to the platform almost above the exit and mine down just before it turns round against the green rock that's sticking out of the floor. Free the others. Level 94: Synchronised Lemming (ACCESS CODE: NHGMIWWOFJ) Four different levels rolled into one, with one minute to save every lemming. Do these simultaneously, as with level 64: Top Left Bash left out of the pyramid, and repeat when the first lemming falls inside the second; build over to the exit. *N.B. To get through the pyramid without bashing into the next one, you should bash just as the lemming is about to turn, then it should swing once, then stop; otherwise, it may take more than one swing to get through and start entering the next pyramid; this isn't aproblem the first time, but doing it the second time will mean you have to use two builders, and you will run out* Top Right Build up to the hanging platform, and from there to the exit. Use only one builder each time. Bottom Right Turn a lemming into a climber and have it dig down from the top of each pole (as with level 47) Bottom Left Climb over the one-way blocks to the left and have a lemming build just before stepping onto the raised exit platform, then bash through the blocks. Also increase the release rate to 99 so all the lemmings escape without running out of time. Level 95: Have An Ice Day (ACCESS CODE: LGALWUGPFM) This is where the levels get REALLY difficult. This one is a nightmare; turn the second lemming into a blocker and make the first lemming dig through the platform they are on, then have it build (from the level below) towards the ceiling to hit one of the stalactites hanging down from the bottom of the platform, so that the other lemmings will be turned around rather than walking on to certain death. Now build over the gap, but you must be careful not to hit the trigger for the slicicle (which is invisible, but is roughly 1 inch below the tip). This is not as hard as it seems, but is nerve racking all the same. When I played this, I couldn't watch the screen, and turned the sound down, because even the sound of the lemming being killed does give you quite a fright even if you're expecting it; of course, if you have hiccups I suggest you keep watching and it may cure them! Build over the next pool and then turn one of your trapped lemmings into a builder, and as soon as it is over the blocker, turn one of the others into a basher to stop the others following (by destroying the bridge). Turn the other builder into a blocker when it is far enough right that a bridge can be built over to the exit platform. Turn the next lemming (the one you freed a moment ago) into a builder, off this bridge to the exit platform, and build to the top of the small pillar. Time it right to make this lemming into a bomber to blow up infront of the exit, to allow the others to get in (it's blocked with snow), and free the other lemmings by blowing up the blocker. Level 96: Scaling The Heights (ACCESS CODE: GILTUNHQFF) The lemmings will land briefly on the hanging platform, and then fall down to the cliff face. Almost as soon as the first lemming lands, turn it into a blocker, then turn the second lemming into a climber. It will climb the cliff, and get to a point near the top where it momentarily stops climbing, so turn it into a miner, and keep going until it is almost through the cliff. Then make it build, then mine down to the right. Let this lemming walk down the slope, turn round, then come back. When it turns again (in the mineshaft), make it build to the upper part of the tunnel, then make one of the trapped lemmings into a builder, when it is facing right so it hits the blocker and turns and they gradually progress upwards towards the slope (you should use around three builders). The hardest part is making one of your lemmings (preferably the climber) build from the top of the mineshaft to the steel blocks ont hje right then back left to the exit (they will oly just make it). Also try and avoid a situation where the climber ends up constantly climbing up the shaft, and over the steel and up the shaft again (i.e. round in a circle), with no builders left. Level 97: Where Lemmings Dare (ACCESS CODE: GAHQTEMBGD) This is a really nasty level! Turn the first lemming into a builder almost immediately to escape certain death (i.e. being eaten alive), then make the second lemming into a blocker in the passage below, and make the first lemming build before it reaches the end of the platform. This will take several builders as the lemming will keep hitting its head and turning round. Also watch out for when this lemming is just about over the tallest of the twigs sticking out of the fire and make it bash to stop building and build again off the top of the twig (do this the moment it lands). When it reaches the platform on the other side, it will walk up a slope; turn it intoa miner. The next step is very difficult; you have to dig down to the exit, but the exit platform is littered with camoflaged traps, with one on either side of the exit. You have to remember here that even if the digger makes it, it will fall in the middle of the tunnel, whereas the others will fall as soon as they arrive at the tunnel (i.e. to one side), so if the digger lands just left of the trap, the others may easily land right in it. This is very hard to get right. Blow up the blocker to free the other lemmings. Level 98: Lemmings In A Situation (ACCESS CODE: KIPTEOGCGQ) When the lemmings spill out onto the platform, turn the first one into an athlete, and wait until it lands and is almost at the end of the platform, then build over to the hanging chains (etc.), and make sure it reaches the bottom of one of the hooks. This should turn the lemmings around. Wait until it walks into the section under the trapdoor and build over the gunge, then bash through the wall on the left. Build up towards the pillar on the left, so the bridge connects with the piilar at a point roughly level with the narrow platform on the other side. This lemming has to turn around; make it build up to a point just above the passage at the bottom of the wall, so there is no chance of the other lemmings walking through this passage to the sludge. At some point you must turn another lemming (facing right) into an athlete so it arrives while the other athlete is digging. You must time it to blow up at the top of the next pillar, then - as soon as it is level with the horizontal platform, turn the digger into a builder and build up the the gap the bomber made. Build again to a point left of the exit and turn the builder into a blocker. Make one of the trapped lemmings dig when it is above the single tile (directly below the trapdoor), to break their fall. Have one of these lemmings build right from the blocker to the exit. Level 99: It's A Bit Nippy Out There (ACCESS CODE: MPTDOGADGK) When the first lemming appears, turn it into a digger and- before it falls - turn it into a basher. Then turn the first lemming who climbs the slope to the right into a builder and as soon as it turns, make it a builder again, and no other lemmings should be able to pass this point. Make the first lemming from the trapdoor to land on the briudge into a digger and all the lemmings except the builder should get trapped now. This is far easier said than done. When the builder is to the left of the "pit" the others are in, stop building and land on the snow, then build over to the wall on the left and bash to the left, to the exit. As with level 95, this is blocked with snow, so dig down, then bash across to the exit. Make one of the trapped lemmings build left. Level 100: LOoK BeFoRe YoU LeAp! (ACCESS CODE: STEMGKLEGG) Ignore the trapdoor over the exit; instead go over to the other trapdoor at the left of the screen, and watch the first lemming is it falls out. It will land on one overhang, turn, fall, and land again. Turn it into a bomber at this point so it explodes at the right point on the ground so the crater is impassable to the left, but not to the right. Turn the next lemming into an athlete. Let it fall on the other side of the wall, turn and then mine about an inch right of the wall on the left, creating a slope for the others to climb. This lemming will climb out of the crate and get eaten, but you can't prevent this. Mine through the wall on the right, then time about four bombers to blow through the wall on the left of the ther trapdoor (around the top of the slope is about right). Then use another four bombers to blow through to the exit. This is best done by blowing up the floor on either side of the exit, so they fall down onto the platform below, then carefully blowing up the floor as close to the exit as you can, and they should make it. If you use more than nine bombers on this level, you won't be able to save the required amount (83%). End of FAQ. If you have any comments, complaints or hints, please email GavLuvsGA@aol.com (so long as it's nothing patronising like pointing out a speeling mistace!)