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The easy method:
Have the first lemming dig down just as it is about to fall off the platform;
have the second lemming do the same as soom as it lands, and there should be
a few pixels of brick left between the two tunnels. Pause the game and
increase the release rate to 99. About eight lemmings will end up falling too
far (i.e., when your second lemming gets too low). When your first digger is
about level with the second platform across the void, turn it into a builder.
When the other digger is almost level with this point, turn it into a
builder. Be sure to use your builders efficiently when crossing the gap (make
the leeming build when it has just passed the half-way point on each
platform, and then build over the hole in the exit platform. Have one of your
trapped lemmings bash through to the right.
Harder method (save 100%)
Before your second digger is low enough to splat some of your lemmings, make
it build. Now, when you turn the other digger into a builder, you should
decide whether you think the trapped lemmings will survive a fall on to here,
from where they are. If so, you're okay. If you're dubious, have one of them
dig again, and build when it is low enough (You will need to get your other
lemming to the exit without wasting ANY builders if you do this). Do the rest
of the level as normal.
Level 44: Meeting Adjourned (ACCESS CODE: SULICMMMCN)
Half-way across the tree top, have your first lemming dig down. The second
lemming will enter the hole, and turn. Hold your pointer just to the left of
the digger and when the other lemming is about to turn again, make it into a
basher. This lemming will get out to the left, while the others get trapped
between the two trees. Now bash trhough the stone and build towards the gap
in the steel wall, using the stone pillars as "stepping stones". One up to
the gap, build over to the exit and have one of your trapped lemmings bash to
the left to escape.
Level 45: Lemming Head (ACCESS CODE: UDMCAHVNCM)
This is fairly easy; let the lemmings fall to the bottom and blow up the two
walls using blockers and bombers. Now, be sure to start a bridge in the
correct place so it reaches the platform with the door on, but keep an eye on
the lemmings and before the first one falls down the hole to the left, turn
it into a blocker.
Level 46: Just A Quicky (ACCESS CODE: LKCIHVWOCN)
Build to the left, and have a basher bash through the bridge so the rest of
the lemmings stay trapped, then bash through the pillar. Use two miners as
you go through the criss-cross mesh section and then build over to the next
platform. The exit is in a small box-shape. I always have the lemming dig
down and then mine or bash when he gets a little way down (I've never tried
to see if the lemmings will survive the fall, but they might (since this is
the Wild section, I thought no, it wouldn't be that easy). Finally patch up
the bridge.
Level 47: You Take The High Road... (ACCESS CODE: MCALVUDPCS)
This is like two levels rolled into one; two sets of lemmings with their on
exits. Ignore the bottom left lemmings and concentrate on the others. You
need to quickly plug the small gap in the pyramid-shape to avoid losing any
lemmings down it. Use a builder, and it should continue to the platform
overhead. Turn the first lemming to step onto the platform into a climber and
have it climb the small wall, then dig down into the first airsace and bash
through the rest of the wall (this will require several bashers because of
the airspaces) and build over the gap between the two raised sections of
brick. Have the trapped lemmings bash through the rest of the wall.
Go to the other lemmings; turn one into a basher to get through the first
pillar. The next one is harder though; you can't bash through (evidently its
one-way, but the arrows are camoflaged). Instead, climb up it and dig down
from the top (similar to Level 26). They will walk up some steps and begin to
cross a chain, hanging in an arc-shape. For some reason, when the lemmings
cross this (or indeed, any identical ones, all found on the Wild section -
see also levels 51 and 55) they will get two-thirds of the way and then fall
through to whatever is below, so you must have a builder build to the top of
the steel block that is blocking the lemmings' way after they fall down.
Level 48: It's A Tight Fit (ACCESS CODE: CILWVEMQCN)
Easy! Turn each lemming into an athlete (it may be a good idea to speed up
the release rate so they al get out in time), and when the first lemming
reaches the miniscule gap, make it build so the bridge reaches the irregular
wall that they can't climb. The exit is behind them.
Level 49: Ice Station Lemming (ACCESS CODE: CCHSTFMBDR)
This is probably the first level where half the lemmings can just walk into
the exit unhindered (I bet you expected there to be a slicicle hidden in the
ceiling). It's quite simple; turn one of the trapped lemmings into a builder,
heading either way and have another lemming dig not bash) through the bridge
to keep the others trapped on the floor. Bash through the wall, build over to
the opposite wall and back again to the exit before freeing your lemmings.
Easy!
Level 50: Higgledy Piggledy (ACCESS CODE: KHRTFMCCDJ)
Rather straightforward again; build iover the first pit; use a few lremmings
but don't worry if you lose some. Have a lkemming dig down through the green
stiuff before it falls down the next pit and build over again. Build to the
top level and when the first lemming arrives at the first wall, make it dig
down a little way, then have it bash under the walls (you don't have enough
bashers to simply go through each one individually) and you should get enough
lemmings to the exit.
Level 51: Mutiny on the Bounty (ACCESS CODE: MRTNICADDJ)
Turn the first lemming into an athlete; turn the second lemming into a bomber
when it is about to land on the landing platform. It will blow up, leaving a
crater the other lemings can't get out of. Next, turn one of the trapped
lemmings into a builder to get them out to the right of the pit. When the
athlete is half-way over the chain, turn it into a builder to avoid the
non-existent part at the end. Let this lemming float down to the right of
the exit, then turn it into abuilder until it hits the flagpole then make it
build again when it turns around, creating a ramp to stop the lemmings fro
splatting. There should be one or two builders left, so build your lemmings
to the top of the wall, blocking them. Let the athlete walk down the bridge,
climb the pole and turn before making it into a miner to allow access to the
exit.
Level 52: SNOW JOKE (ACCESS CODE: STFMCILEDO)
Turn your first lemming into a climber and make it build across the icy
water; make the next lemming into a blocker. Put a blocker on the left of the
platform and use a third blocker to isolate one lemming between the
right-hand blocker and the other lemmings. When the builder finishes
building, let it climb over the one-way section and build towards the ice
block. Now, blow up your rightmost blocker. When the climber turns and
reaches the one-way block, make it a basher. If this lemming hasn't finished
by the time your second lemming arrives, either:
1) Turn this lemming (Lemming 2) into a climber and when the other lemming
(lemming 1) is about to fall into the water turn it into a blocker (or let it
drown).
2) Let lemming 2 turn round and turn it into a blocker to stop lemming 1
being killed.
If lemming 1 has finished bashing when lemming 1 arrives, let it walk through
and turn lemming 2 into a blocker, but far enough left so the other lemmings
aren't blocked when they fall off the bridge above.
Whichever lemming didn't become a blocker should go back to the ice block on
the right and bash through. Just before this lemming falls off the platform
(to certain death), make it a builder. It should just about make it past the
steam thrower. Now use your last builders building up the shaft towards the
exit. Try and get it right so your last bridge finishes at least half way up,
and facing right, so the lemming can bash through the ice wall. Blow up the
blocker (which one do you think?), and all the lemmings can exit.
Level 53: ONWARD AND UPWARD (ACCESS CODE: VNICCHVFDO)
Turn the first two lemmings into climbers. Turn the third lemming into a
blocker as it approaches the wall on the right. This may seem pointless, but
you'll see why in a moment. The two climbers wil be able to fall off the
right-hand side of the steel with no problem, and when the first climber
reaches the narerow section of brick, make it a basher, and then turn it into
a blocker. Now, when the other climber turns, make it into a miner so it
creates a passage that the others can walk up. Too far left and it'll be too
far off the ground; too far right and the miner won't stop. Blow up the
blocker you just made. The miner will turn around when it hits the blocker
(N.B., if the blocker wasn't there it will climb the left-hand wall and splat
when it falls. Also, the other lemmings would walk up towards the drop into
the gunge and it would be difficult to make a blocker without more than one
lemming walking past because they'll be tightly packed together.) When the
climber reaches the gunge, build over it and bash through the triangular
block. Now blow up your other blocker. The next bit is really frustrating;
turn the climber into a bomber so it explodes obn the thin horizontal
platform leading to the trap, but make sure you do it before the lemming gets
turned into mincemeat. When the other lemmings arrive, turn the first one
into a bomber so it explodes right before it hits the steel block at the end
of the second narrow platform (otherwise he'll blow up a hole over the
gunge.) If this is done correctly, the lemmings will fall onto solid ground
and reach the exit.
Level 54: ICE SPY (ACCESS CODE: NICOHWVGDM)
Trap all but the first lemming between two blockers, and turn the first
lemming into a digger before it it sliced. When it is farf enough down, bash
through the platform. Let this lemming carry on, bashing through any
obstacles and building up the shaft. After the shaft, the lemming will walk
down a slope to a horizontal platform. Turn it into a miner and then bash
through the platform as you did before; there's a slicicle hidden in the low
ceing ahead (only its tip is visible). Blow up your right-hand blocker.
Level 55: The Silence of the Lemmings
Turn the first lemming from the right hand exit ino a blocker and when they
turn, bash through the slope on the left, lowering the drop. Also, turn the
first lemming from the left exit into a digger, and when it gets a little way
down, into a basher. On the lower platform, turn a lemming into a blocker
before it reaches the jackhammers, and then bash through the right-hand wall.
When another lemming enters the tunnel the basher is making, turn it into a
blocker and when the basher finishes, wait for it to get haf-way over the
chian, then build over the dangerous bit. Blow up the right-hand blocker, and
time your lone lemming to blow up on the narrow platform above and to the
left of the exit. When the others arrive they'll fall onto another platform
below this one; turn one into a bomber again. Do the same on the platform
below. On the last platform, turn a lemming into a blocker to the right of
the gunge, before blowing it up unless you're sure you can time it to blow up
in the right place.
Level 56: Take Care, Sweetie (ACCESS CODE: CIMVTNIIDK)
Rather than taking the obvious route (which is impossible), turn your one and
only lemming nto a builder so it hits its head and turns round. Build over
the small gap, then left the lemming fall down the next shaft (it'll
survive), and land in a passage below. When it reaches the shaft at the very
right, make it into a builder, so it builds to a point a little way up the
wll on the right. As soon as it turns, build up to the wall on the left. Let
this lemming turn and as soon as it turns and is facing left again, turn it
into a climber. It will now climb up the shaft to the exit.
Level 57: The Chain With No Name (ACCESS CODE: CAHRVFMJDH)
Get the first lemming to bash through the three poles; turn the second
lemming into a blocker, and when the third lemming is about to fall down the
small gap to the left, make it build across to the wall. Make the first
lemming mine down through the first two narrow platforms, before building
over to the exit. Then get one of your trapped lemmings to mine under the
blocker, which will fall and start walking again. Turn the miner into a
builder to stop it going down too far.
Level 58: Dr. Lemminggood (ACCESS CODE:IHRUFMCKDQ)
When the first two lemmings appear, turn them into bombers, to get through
the gold bars. Keep doing this until you've got through the thrid wall (that
is, just left of the end of the lowest platform, before the series of narrow
platforms with wider bits at either end (I'm afraid I can't explain it more
clearly than this...), and build across to this series of platforms. You
only need one builder, but if you want to save as many lemmings as you can,
turn every lemming into a builder. They should fall onto a platform, with
only a tiny gap before the exit, so get a lemming to build over it. If you're
as far right as you can go, it'll make it before turning round (if you want
to save this lemming, make it into a builder again so i hits its head.)
Level 59: Lemmingdelica (ACCESS CODE: LRWFICELDP)
Turn the first two lemmings into builders to get from the green platform to
the grey one with the moss on it, and make the first lemming build on to the
next lot of platforms while you should trap the other lemmings on a the
platform, using two blockers. Build across the series of platforms, then
build across the tiny gap before the roack face and bash through this, then
continue down and build over some more hanging platforms, then build up the
shaft to the exit. You have no bombers, so build over the blocker to the
right to free the other lemmings.
Level 60: Got Anything...Lemmingy? (ACCESS CODE: PUFMCIMMDF)
Let the first lemming walk up the steps and turn it into a builder. Turn the
second lemming into a builder too. When the first lemming arrives on the next
platform, have it dig down directly over the chain, and it should stop after
it gets through the platform. One lemming may be killed, but the others
should get down without splatting, using the hook to break their fall. If
more than one lemming dies, restart the level. Now, build out of the pit on
the left to exit.
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Other files from this game:
- Oh, No! More Lemmings FAQ by System on 09/03/2006, 09:50
- Oh, No! More Lemmings FAQ by System on 09/03/2006, 09:50
Part 2 - The Havoc Levels - Oh, No! More Lemmings cheats by System on 09/03/2006, 09:50
- Oh, No! More Lemmings solution by System on 09/03/2006, 09:50






