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Submitted by System on 09/03/2006, 09:50. Print file.
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Wicked

Level 61: LeMming ToMato KetchUp fAcilitY

The first two lemmings who come out of the bottom exit should be turned into
bombers, one just right of where you made the first bomber. If this is done
right, you should create a hole that the lemmings will turn round in and walk
out again towards the exit. Meanwhile, you also have to turn the first
lemming from the top exit into a climber and time it to turn this lemming
into a bomber so it explodes as it is climbing the one-way blow, but is now
high enough so ordinary walker lemmings can'tenter the crater. Turn the next
lemming from this trapdoor into a climber and bomber so it blows up the
remainder of the wall;( N.B. if it is too close to the steel, then it'll have
no effect on the wall.) Then time another bomber to explode at the top of the
first grey shaft, and it should blow a crater through to the next airspace
down (if now, use another bomber). When the next lemming falls into the airspa
ce, have it dig down to the next one and then mine to the left and your
remaining lemmings will all reach the exit.

Level 62: Introducing SUPERLEMMING! (ACCESS CODE:IHRTGNGCFP)

This level only has one lemming, but it goes pretty fast; when the lemming
comes onto the screen, let it hit the wall and turn round and then turn it
into a miner. Eventually it'll hit the steel and turn, so turn it into a
digger so it lands on the raised platform below. Have this lemming bash
through the four blocks of brick, then when it gets up the slope, have it
mine through the first in the series of narrow platforms, and dig through the
others, making sure he is to the far right and facing right when he goes
through the last platform (obviously). Then build over the first four gaps.
Don't build any further as it'll hit its head and turn round. Instead, dig
down so it lands on the raised plaform and bash through the wall on the
right. When it turns, make it into a builder so it reaches the wall on the
left of the shaft. With any luck, it'll hit the wall just as it runs out of
bricks; if so, turn it into a climber. If not, let it turn, and hit the right
wall, and turn again before making it into a climber. When it climbs to the
top of the wall, make it bash through the next wall, and exit the level (N.B.
Do not waste any time as there is only just about enough for you to complete
the level).

Level 63: This Corrosion (ACCESS CODE: MCALVUFPDF)

Turn the first two lemmings into builders to join up with the steel wall on
the other side of the gap, then have another lemming climb the wall to the
left. Let this lemming fall down to the middle platform, and build off from
the far left. When it his the chain, it will turn, and climb up the steel
block on the right; have this lemming bash through the pillar and build over
the gap on the right. Now let the lemming turn and walk back to the chain,
which it will walk through. When this lemming lands on the steel block below,
turn it into a builder; it will hit the second chain and turn again; have it
build over to the lowest platform, an dbash through the pillar. Now build
over the exit and have the climber build over the gap again. Now turn one of
your lemmings who is trapped on the top bridge into a digger. Likewise, dig
through the lower bridge, but wait until all of the lemmings are on the
middle level or some may end up splatting if you're not careful.

Level 64: Oh No! It's The 4TH DIMENSION! (ACCESS CODE: CILVUFMQDO)

There are four sets of lemmings that must reach the exit in the middle. I
have included separate instructions for each:

Top Left

Bomb through the platform the lemmings fall onto, making sure they don't blow
through the pillars on either side or they'll splat, then once on the lower
level, bash to the right.

Top Right

Similat to level 61, turn a lemming into a climber and a bomber so it blows
up as it climbs the one-way section. Keep doing this until you have blown a
passage through the middle. If needed, use a builder to reach this passage.

Bottom Right

Build over to the steel wall above the gaping hole to the right, then build
left until you reach the stairs (you will lose a few lemmings here).

Bottom Left

As soon as the first lemming lands, have it build up the wall, then build
over each of the gunge pits, to the bottom right trapdoor. They will then
exit via the bridges mentioned above.

Level 65: Chill Out! (FCHRVLLBEL)

Most easily the hardest level on the wicked section; you have to turn the
first lemming into a digger, and when it is about half way through the snow
platform, turn it into a basher. The next part is much easier said than done,
but you have to keep the lemmings from exiting the tunnel and getting trapped
until you've had a chance to build over the tiny gap between the lemmings and
the exit. The only problem is you only have one builder, and the ground
slopes down to the right, so if the basher bashes too far, it will break out
and you'll have to start over again, so you have to wait till the basher is
close to breaking out and turn it into a digger, and then a basher again
before they are too low for the lemings to get into the passage to the left.
Be aware that if there is a very narrow section of ground left between the
passage and the open air, when the digger starts digging, the lemmings may be
able to squeeze through it (this is extremely frustrating). When there is
plenty of room between the basher/digger lemming and the trapdoor, and there
aren't too many lemming heading left, have a lemming bash left from the
entrance to the tunnel and build over to the exit. Do not let the builder
finish, as the bridge will go over the exit, so turn the builder into a
basher after about four steps. All this time, keep the basher/digger going
until all the other lemmings are heading left (you may want to speed up the
release rate) and then left this lemming surface. When it is on the ground
and heading left, turn it into a climber so it can climb up to the exit. Phew!

Level 66: PoP TiL YoU DrOp! (ACCESS CODE: IHSTDLGCEK)

This is basically a larger version of level 41, so use similar techniques
(except you can't use builders to get all the lemmings concentrated in one
section; if you build up to the top of any of the walls on either side of the
trapdoors, the lemmings will just turn around). Use miners instead of bombers
as much as possible. You only need to save 37% (less than half what you
needed on level 41!) so you can actually complete the level if you ignore
half the lemmings, but I'm sure you'll want to save as many as possible.

Level 67: Last Lemming To Lemmingcentral (ACCESS CODE: MRTDHGADED)

Turn the first lemming from the left exit into a bomber; turn the first
lemming from the right exit into a blocker. Turn the second lemming from the
left exit into a bomber too, so he blows up the level below this. Turn the
next two lemmings into bombers, so that they both explode to one side of the
second hole (and on the level below it). Turn the next lemming into a bomber
so he blows up on a point on the second lowest platform (if you include the
exit platform), that is above the exit platform. The lemmings on the left
will now be heading towards the exit, but the others won't, so as soon as the
first lemming from the right lands on the lowest platform , turn it into a
blocker.

Level 68: A TOWERING PROBLEM (ACCESS CODE: QVLHGMMEEJ)

Turn the first lemming into an climber and turn it into a bomber so it
explodes a little way up the pillar on the right, high enough so the lemmings
cannot pass. Now, turn another lemming into a climber and a bomber, so it
explodes as it begins to climb the second pillar.Done properly, it should
allow a non-climber lemming to pass through and keep the floor intact (i.e.
not blow through it). Repeat this, blowing up each pillar, until all but the
first have been blasted through, then have another athlete build over the gap
towards the exit. Now either have a climber climb the first platform and have
it explode in the same way you breached the other pillars, or build up to the
gap you made previously.

Level 69: How On Earth? (ACCESS CODE: VMHGAHWFEQ)

Turn the first lemming into a floater and let it float down to the lowest
level above the flames. Trap the others on the entrance plaform between two
blockers. Have the floater build up to the stone platform near the exit, then
build over to the exit platform, starting the bridge as far right as you can;
with any luck, the lemming will turn around upon reaching this platform. Have
the floater go back and build a ramp to catch the lemmings on, and have one
of your trapped lemmings build over the right-hand blocker.

Level 70: Temple Of Love (ACCESS CODE: DLGKHTTGER)

Turn the first lemming into a floater; turn the next lemming into a basher
just as it is directly bove the single tile that is positioned about an inch
below the platformn the lemmings are now trapped on. The floater will fall
off the end of the platform, and enter a passage on the level below. Lok at
the ceiling of the passage; half-way it gets lower. You must make the floater
into a builder so the bridge connects up perfectly with the point where the
ceiling gets lower, to stop the other lemmings going past this (to their
deaths). Now have the floater build over the gunge, starting the bridge as it
is about to fall off the bottom of the steps, and he will avoid hitting the
chain and turning. Now have him build off into the void to the left; when he
is about three bridges across, turn one of your trapped lemmings into a
climber and it will climb the wall to the left and fall. As soon as it falls,
make it dig down. Wait till the floater gets to a point from which it is
possible to build right to the exit and turn it into a blocker, then wait
until the climber comes and turns, then turn it into a builder to reach the
exit. Now blow up the blocker that is trapping the other lemmings. If you put
it in the right place, the tile below will break their fall.

Level 71: ROCKY ROAD (ACCESS CODE: LGCLTTDHEO)

Let one lemming walk on to the right, and trap the others between two
blockers on the starting platform. Like with level 52, isolate one lemming to
the right, away from the others using a third blocker. Before the first
lemming gets eaten, turn it into a miner and mine down, then bash across to
avoid the other trap. Bash through the tree, then wait till the lemming turns
at the top of the slop and turn it into a builder; blow up the rightmost
blocker. When the builder reaches the platform overhead, have it walk onto
it, then turn turn it into a blocker. Whent he next lemming arrives, have it
turn at the blocker and build over the fire, then mine through the next stone
wall and fall down to the slope below. Before thi lemming walks into the last
trap, make it mine again, and free the other lemmings by blowing up the
blocker trapping them to the right. Build over one last firepit and they're
home free!

Level 72: Suicidal Tendencies (ACCESS CODE: GILVVLHIEN)

As usual, trap all but one lemming between two blockers, making sure the
right-hand blocker is over the grey support under the platform. Build over to
the platform with the hook on, and after the lemming passes through the hook
(it just steps through), make it build so it crosses the gap and lands on the
pillar just left of the next gunge tank. Repeat this until the lemming is on
the brick slope, and have it mine down to the platform that hangs on a chain,
and from here build over to the exit. Blow up the right-hand blocker, and the
lemmings should get out safely.

Level 73: Almost Nearly Virtual Reality (ACCESS CODE: GEHQUDLJEM)

Trap all but one lemming, using the method used on the previous level and
have the first lemming build over the steel platforms to the chains. Build
over to the first chain, then have it bash through. On the other side, it
will fall, landing on the hook. Build across to the next chain, and keep
going, getting lower until you reach the steel platform at the bottom. Build
up the first steel wall, then have the lemming build left, to hit another
wall, whih goes right tot he top of the screen. Turn round and build over to
the exit. Free the others by...well, I think you can guess how. Now, if you
thought that was easy...

Level 74: The Lemming Learning Curve (ACCESS CODE: MHQUDLGKEF)

I don't know why this level was included on the Wicked section; it is really
easy! Have a lemming mine through the first platform when it is above the
hanging single tile, to break their fall and - once on the lower level - put
a blocker on the left and have a lemming build up to a point in the wall
above the steel and bash through to the exit.

Level 75: Spam, Spam, Spam, Egg and Lemming (ACCESS CODE: MPUDLGALEO)

Turn the first lemming into a floater when it appears, to stop it splattting
and wait for it to walk a little way and turn it into a miner. It'll take a
few swings and hit the steel and turn (sooner than you may expect so be
ready) and make the floater into a builder. THe ramp this lemming creates
should be high enough to save the lemmings as they fall. Let the floater fall
off to the left and make it into a builder as soon as it lands on the steel
block, so it just about crosses the gap. Put a blocker on either end of the
landing platform he stop the other lemmings from straying.
Have the floater bash through the wall of ice, then build before it reaches
the icy water. The builder will reach the lowest hanging platform, sostop
building and - in order to turn this lemming round - make it mine down a
little way, then build when it is low enough that the lemmings can't pass.
Then build right towards the heap of snow on the steel ledge, and left
towards the hanging platform that's roughly in the middle of the screen.
Build from here over to the exit, and blow up the left-hand blocker.

Level 76: Five Alive (ACCESS CODE: QWLHGKLMEP)

This level has six lemmings, but the title refers to the number of lemmings
you must save. First you must turn the first lemming into a bomber to it goes
of over the brick section of the platform (the rest is steel). When it steps
onto this section, you have to turn it inot a miner to get it low enough to
blow through the floor (this only requires a few swings), before it explodes.
The second lemming will walk past; turn it into a floater. As soon as the
third lemming falls through the hole, wait until it is about to fall, and
turn it into a builder. Turn the fourth lemming into a floater as it will
fall off the half-made bridge. The rest should hand on the triangular
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