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Submitted by System on 09/03/2006, 09:50. Print file.
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platform and walk down the slope, to land on the ground safely. The exit is
on their left.

Level 77: Down the Tube (ACCESS CODE: ULHGEIUNEJ)

This level can be hard to pull off because there is not much space, but turn
the first lemming into a builder as it walks back down the slope towards the
trapdoor (be careful as he will pass by the next lemming, going the opposite
way, so make sure you click on the right lemming. It will reach the
ball-shape under the trapdoor and probably turn. When one lemming falls off
to the left of the ball, turn the next into a blocker, just lft of the
trapdoor and on the ball (!!!) You can choose between the left or right
exits. First, turn the lemming into a builder as he comes to the first hole,
and it should lay a tile over it before turning, then do the same with the
hole on the left. Now either let the lemming walk over the first "bridge" or
turn it into a builder again to meet up with the pole to the right and stop
the others going left, before heading left again. Whichever way you choose,
build over the acid bath again to reach dry land and blow up the blocker.

Level 78: LoTs moRe wHeRe TheY caMe fRom (ACCESS CODE: DLGKHUUOEL)

This level is armed to the teeth with bomber, but you don't need a single
one; turn a number of lemmings into builders (about five should be enough),
in a line, creating a barrier that no lemming can pass, then have some more
lemmings build a bridge up to the side of the hanging block of snow. Have
some more lemmings build one to the side of the steel plaform, from below.
This will stop lemmings straying left or right and getting trapped or dying.
Build left onto the steel platform, and then right onto the side of the ice
block. Have a lemming climb up the side, and over the first obstacle, then
mine through the next one; when the lemming emerges, make it mine again, to
reach the jagged platform below, then build over the water to the exit. Turn
another of your trapped lemmings (facing right) into a climber and find a
converient spo to make the climber build so it turns and make it mine down,
creating a slope so all the lemmings can walk up it. You may want to turn the
climber into a builder as it reaches the bridge blockade you made earlier, to
turn it round and save all your lemmings. Your lemmings may end up trapped
when they land out of the last tunnel; if so, make one build out of it.

Level 79: Up, Down, Or Round and Round (ACCESS CODE: JGGMUWLPEF)

Turn the first lemming into a builder at the last moment, before it falls off
the first platform, and when the second lemming is about to step off this
bridge, turn it into a builder too. Then make the first lemming to reach the
pillar into a basher. Have him build across the gunge tank. many lemmings
will drown, and a few others may walk down to the passage below to get
squashed by the jackhammers (hidden in the base of the tank), but make the
first lemming to arrive on the other side of the gunge into a builder to
reach the pillar on the right. You must bash through the pillar to reach the
other side without bashing through the steps too, and getting stomped. Build
over one final tiny gap to reach the exit.

Level 80: The Lemming Fun House (ACCESS CODE: GKLVULJQEI)

Just before it reaches the gap, turn the first lemming into a climber; the
second lemming should land on the irregular pentagon shape below. Before it
is on the other side of the gap, turn the builder into a digger. If this is
far enough left, the lemmings will still land on the pentagon. You must turn
the first lemming to approach the trap into a blocker, then let the next
lemming go back and build over the gunge, and turn the next lemming into a
blocker. Build over the next gap, and free the lemmings in the usual manner.

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