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Submitted by System on 09/03/2006, 09:50. Print file.
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Oh No! More Lemmings FAQ

by GavLuvsGA@aol.com

Version 1, 06-12-99

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

Contents

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

1 Introduction

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

2 The Skills

Climber - Climbs walls, but will stop if it reaches an overhang and fall back
down.
Floater - Turning a lemming into a floater will give it an umbrella, which it
will use to stop itself splatting if it falls off a high cliff. You can give
a lemming an umbrella even when it is seconds away from splatting and just
this will save it, even if it doesn't have time to get the umbrella out (a
bit of artistic license by the makers). A lemming can be both a climber and
floater, and is known as an athlete.
Bomber - Basically, turning a lemming into a bomber gives it five seconds
before it explodes, leaving a crater (or blowing away the floor if it is
narrow enough). It will only not make a crater if it blows up on steel. This
can be used to blow up blockers. Interestingly enough, if a lemming is set to
blow up and enters the exit, but doesn't quite make it, it'll jump in, then
suddenly appear outside the exit and explode, which is really quite wierd.
Nuking the level (double-clicking on the mushroom cloud at the end of the
toolbar) will turn every lemming into a bomber, from what I can make out, in
the order they fell through the trapdoor (i.e. first out is first to go).
Blocker - Stops lemmings from walking into certain areas, such as traps.
Builder - Builds bridges, and can be used to cross over chasms, water, or to
avoid traps. It can also be used to scale walls and turn lemmings round (this
works by turning a lemming into a builder when it is going up slope. Lemmings
will stop building if they hit their head, or use up their supply (12
bricks). Yoiu will hear a clicking noise after the 10th brick.
Basher - Bashes horizontally, but not through steel, or the wrong way through
a one-way block.
Miner - Mines diagonally down, but has the same limitations as the basher. If
you mine down into a one-way surface, going ibn the opposite direction to the
arrows, the lemming will turn around.
Digger - Digs downwards, through anything but steel. One word of warning,
which may come in handy in higher levels: when a digger finishes
digging,itwill fall to a point directly below the middle of the tunnel. When
the other lemmings arrive, they will actually fall to a point a few pixels to
the side of this. If the digger only just misses a hazard, the other lemmings
could easily fall into it.

3 Special Techniques

Reducing falling distances

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

Dig, don't bash

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

A "Hole" Lot Easier

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

Break up a bridge

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

Digging upwards?

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

Freeing Blockers

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

Bridges as blockers

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

While the trap's busy...

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

4 Traps

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

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

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

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

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

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

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

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

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

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

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

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

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

Vacuums (Levels 38, 90)

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

Ray Guns (Levels 38, 39, 83)

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

5 Level Solutions

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

Tame (Levels 1-20)

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

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

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

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

Level 22: Dolly Dimple (ACCESS CODE: FLCKHTTGBM)

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

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

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

Level 24: Lemming Express (ACCESS CODE: CILTTFNIBS)

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