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Home » PC » Oh, No! More Lemmings » Oh, No! More Lemmings FAQ
Submitted by System on 09/03/2006, 09:50. Print file.
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Level 25: 24 - Hour Lemathon (ACCESS CODE: CCHRUFLJBG)

As the lemmings reach the first pit, turn them into builders. Keep doing this
until the the bridge crosses the gap (you should only have to turn a couple
of lemmings into builders more than once. In the next section, build a bridge
out, and have another lemming dig through it so the others are trapped. Build
over to the exit, then build across the gap you made before.

Level 26: The Stack (ACCESS CODE: IHSVFLCKBO)

Turn the first lemming into a climber. When this lemming is two-thirds of the
way over the steel platform, turn it into a builder. The lemming should stop
building just as the bridge joins the ice pillar. If you're too far left,
it'll fall into the bottomless pit; too far right and the lemming will turn
round and you'll run out of time. The lemming should now climb the pillar.
Now turn one of the trapped lemmings into a builder to reach the top of the
steel block. When the climber reaches the top of the pillar, and is half way
across, turn it into a digger. When this lemming is almost level with the top
of the first bridge you made, turn another lemming who is about to reach the
pillar into a climber. When the digger is about level with the top of the
bridge, turn it into a builder. Watch the other climber, and when it reaches
the top of the pillar, turn it into a digger, and it will destroy the rest of
the pillar. Turn your first climber into a builder when it reaches the last
gap. As soon as the second digger is low enough that the lemmings can cross
over to where the exit is, make it into a builder and they should all start
heading to the exit.

Level 27: And Now, The End Is Near... (ACCESS CODE: LRUFLCALBK)

When the first lemming hits the wall on the right and turns, make it an
athlete. Now wait while the athlete climbs over the steel wall, and walks
towards the next wall. Turn it into a builder or it'll climb the wall and
walk into the trap. Now, when the athlete turns round, turn it into a builder
about half-way back to the wall on the right (where the other lemmings are
trapped). If you made him build in the correct place, it will hit the wall
just below the steel. Make the lemming into a basher; if all has gone right,
it will be low enough not to hit the steel, but high enough that the when the
basher goes underneath the trapdoor, all the trapped lemmings will fall into
the tunnel. Keep going until you bash through to the other side, and the exit.

Level 28: KEEP ON TRUCKING! (ACCESS CODE: RUFNCILMBF)

Turn the first lemming into a basher and have it bash through the first wall.
Keep the others trapped between two blockers. When the basher falls down
onbto the lower level, have it bash through the next wall on the right, and
then build over the fire pit. The next bridge is quite hard to do correctly,
but if you turn the lemming into a builder, just as it moves onto the
slightly raised platform about an inch to the right of the fire, it should
reach the green wall, which it should bash through. One on the other side,
make this lemming into a builder or it will probably carry on bashing. You
will probably have run out of builders now, so let this lemming fall into the
fire, before blowing up one of your blockers and freeing your trapped
lemmings.

Level 29: On The Antarctic Coast (ACCESS CODE: UFLCCHTNBM)

Make one of your lemmings into a digger, creating a hole so that only one
lemming walks past, the turn the digger into a builder so it doesn't dig off
the screen. Have your free lemming bash through any obstacles. Eventually
it'll arrive at the slicicle. To avoid becoming a banana - or rather, lemming
- split, turn the lemming into a builder. There are two walls remaining now;
bash through both and turn one of your trapped lemmings into a builder,
making sure they all head off to the right.

Level 30: ROCKY VI (ACCESS CODE: FLCIHWUOBG)

Turn the first lemming into a floater and let it fall down to the floor. Turn
the next lemming into a builder to trap the others on the high platform. Turn
the floater into a builder to avoid the killer plant. Turn the floater into
an athlete. Make one of your trapped lemmings build left onto the green
platform. They will begin to troop onto it. Make the second lemming that gets
onto it into a blocker, but not too close to the bridge or when the blocker
explodes, you'll lose part of the bridge. One lemming will now be heading
towards the fire, so have him build across to the one-way section. Now, when
the athlete reaches the top of the wall on the left, turn it into a builder
so it creates a ramp up to the top of the small wall, and turns round. Have
this lemming build over to the grey platform, making sure the bridge touches
the platform, then another bridge, over to thge one-way block. Have him bash
through this and blow up the blocker to let all the lemmings through to the
exit.

Level 31: No Problemming (ACCESS CODE: LCAMTUFPBR)

This should be no problem - if you look carefully at the mini - map. Click to
reach the game screen and pause it. The trapdoor is at the top of the screen;
the lemmings will fall out to land on the platform right at the bottom of the
screen. The only other platform in sight is at the top right, where the exit
is. You also have to save 10% of your lemmings in one minute. Seems
impossible. Take the gfame off pause and watch the lemmings fall out. Do they
look like they're coming out at a release rate of 99?
If you looked carefully at the mini map, you would realise that scrolling
right will reveal another trapdoor, and several lemmings getting trapped,
with only a small wall in their way. Simply build to the top of this wall and
half your lemmings will exit and half will go splat!

Level 32: Lemming - Friendly (ACCESS CODE: BKMTUNLQBD)

I think Psygnosis may have been running out of ideas here; the first really
straightforward level on this section involves letting one lemming fall down
the gap to the left of the trapdoor and trapping the others with a blocker.
Have your single lemming bash to the right then cross the gaps, bashing
through the poles. Then free the trapped lemmings.

Level 33: It's A Trade-Off! (ACCESS CODE: CAIPTDMBCK)

Turn the first lemming into an athlete and the second into a digger, so all
the lemmings will get to the ground safely (speed up the release rate to 99,
or some will end up splatting.)
Wait until the athlete has climbed the large wall to the right and turn it
into aminer, so that it mines into one of the three holes in the middle of
the brickwork. Wait for this lemming to climb, then turn and turn it into a
miner again and it'll mine down to the alleyway underneath the large
overhang. Let it walk left, then mine through the left wall that the others
are trapped behind. When the miner gets through, turn it into a builder or
it'll mine through the floor. The lemmings will now start heading towards the
exit.

Level 34: Time Waits For No Lemming (ACCESS CODE: IHRTDMCCCE)

Make a blocker to stop the lemmings from spilling off to the right, then make
the second lemming into a climber. It will begin climbing the pole on his
right. When the third lemming hits this pole, make it bash through it. Bash
through the next pole. At the same time, watch the climber; when it reaches
the top of the pole, turn it into a digger. This seemingly poiintless move
actually destroys a barrier blocking the exit (you have only two bashers).
Have a lemming build up onto the middle platform in the structure that the
climber climbed before, so they begin to walk towards where the pole the
climber has now destroyed originally was. On a platform a few inches away to
the right is the exit; have a lemming build across to it, but make sure you
have a good idea when the others are going to start splatting from the fall
and start turning the approaching lemmings into floaters (you have ten of
these). When all the lemmings exit, nuke the two blockers.

Level 35: What A Load Of Old Blox! (ACCESS CODE: LPTDMCADCP)

Turn three or four lemmings into builders as they walk along, to connect with
the wall overhead and stop the others from walking down the alley, where two
jackhammers have been hidden in the ceiling. Now turn a lemming into a
climber when it is facing left (N.B: if it is facing right, your climber will
climb the right wall, cross the steel palatform and then climb the wall on
the right tot he top of the screen. For some reason, when lemmings on the mac
do this, rather than falling down, they climb INTO the wall and get trapped!)
He will walk along a platform, which consists of steel, interspersed with
brick. When it begins to cross the first brick section, turn it into a
digger. Now turn this lemming into a bomber so it blows up as close to the bot
tom of the shaft as possible (before it falls out the bottom). If you're low
enough, you will blow through the bottom of the shaft and the lemmings will
be able to fall through (there fall will be broken in the crater itself if
the digger was far enough to the right as it will not have blown up the
steel. It there is some brick left, you can still make it; build the lemmings
out and to the left and have the first one fall into the hole and walk a
little to the left, until it is about to turn and make it dig. Some lemmings
may walk right and fall into the gunge, but you can't do anything about this.

Level 36: Across the Gap (ACCESS CODE: PTEMCKLECL)

Turn the first lemming into a basher; when the second lemming is in the a few
piuxels into the tunnel, make it dig a hole so the others are trapped, then
build so he doesn't dig too far. Make the basher build over the gap, then
bash through the next wall. Build your trapped lemmings out of the pit, but
make sure you get this right first time as you only have three builders.

Level 37: DIGGING FOR VICTORY (ACCESS CODE: TDMCCHVFCF)

Turn the first lemming into a digger just as it is about to turn around,and
turn the second lemming into a blocker. If you did the first step right, the
digger will be partly in the right-hand wall and will go on digging below the
holding platform. When this lemming is about half-way down, and roughly level
with the top of one of the layers of brick to the left (otherwise the others
will get trapped when you free them), turn it into a basher. Next, time it
right to turn him into a builder to cross the oil drum (this is easier than
it looks as they will get across if the bridge reaches only two-thirds of the
way up). Use only one bridge for this. Then have this lemming build off the
cliff towards the hanging wall on the right and have it bash through. When he
is nearly across the gunge, blow up the blocker. As soon as there is solid
ground under the basher's feet, turn it into a digger. They'll now all head
for the exit.

Level 38: NO PROBLEM! (ACCESS CODE: EMCIIVTGCN)

Put a blocker on the left of the platform and have another lemming climb to
the right. It will climb a little way, then stop; quickly turn this lemming
into a miner and have it mine through to the other side. Make the miner build
so it doesn't mine through the floor (yet). As he walks along, pay attention
to the lower level; there's a raised bit, with a ray gun at the left. You
must turn the climber into a miner so it lands at the very end of the raised
bit; too far left and you'll be trated to a view of a lemming's skeleton and
too far right and it'll splat. The remaining obstacles are the acid pit and
the things that resemble loolipops, blocking the way (bash under these). Have
your trapped lemmings bash through the wall that's in their way, but do this
before the latter has finished as there is a VERY long way to go to the exit!

Level 39: DON'T PANIC ( ACCESS CODE: MCCMUTDHCL)

Let the lemmings walk down towards the ray gun, but when the second leming is
about to step off the raised platform, turn it into a blocker. Now wait until
the first lemming has turned as is about to pass under the platform where
your lemmings are trapped and make it build (this avoids the trigger for the
trap), and have the lemming build up to the next raised platform (if it turns
round, make it build again so it hits its head and turns). Make this lemming
into a builder at the top of the ramp, then turn it into a digger until it is
about half-way through the platform and make it bash towards the exit. Blow
up the blocker.

Level 40: Ice Ice Lemy (ACCESS CODE: CKLVVLKICM)

The first lemming comes out of the left hand entrance; let it fall onto the
steel platform below and have it build towards the icicle on the right. Make
the next lemming (from the other entrance) do the same. The next lemmings
that come out should be turned into blockers, on either end of both the
platforms they land on after appearing on screen. While doing this, have your
left-hand builder bash through the icicle and carry on building. Either do
the same with the other builder, or-if you think its easier- let it turn
round and have it build over to the side of the platform the other lemmings
are trapped on and concentrate on the first lemming until it builds to a
point over where your other lemmings are trapped. Return to the left-hand
bunch of lemmings and blow up the right hand blocker so they all go through
to where the other lemmings are. Now have your one separate lemming (if it
hasn't already started) bash through the icicle stopping it wandering to the
right and build over a series of platforms and bash through the wall, but do
be aware that there is a tiny gap between the steel and the door, so have
this lemming build first, then build over to the exit platform before freeing
your lemmings by blowing up the blocker trapping them (on the right, not the
one on the left).

Wild

Level 41: Pop YoR ToP!!! (No code required)

Simply have all your lemmings that come out of three of the trapdoors build
towards the remaining set of lemmings and turn one of the latter group into a
bomber. You should need two bombers to get through the floor. After this, use
your two miners. You should now have reached the lowest platform above the
acid bath. Now have a lemming bash through to the exit chamber.

Level 42: Lemming Hotel (ACCESS CODE: KIPWLKCKCG)

Trap all but one of you lemmings between two blockers and have thge first
lemming build over to the ice stacks and bash through. Half-way through, dig
down, then mine, before building over to the next platform. Turn this lemming
into a miner and mine down to the ground. Now, you have to time a builder to
get to (or near to) the top of the ball of ice with the stalagmites on the
top. Bash through these, then build over to the next ice block. Use your last
builders to build towards the last wall, then across to the exit (easier said
than done), before blowing up one of your blockers (the one on the right, of
course).

Level 43: Lemming Rhythms (ACCESS CODE: LPUEMCGLCP)
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