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Lemmings Chronicles: Solutions
by
Allen Walters
----------------------------------------------------------------------------
INTRODUCTION
Greetings, Lemophiles, and welcome to my collection of solutions to
all the levels in "Lemmings Chronicles".
These solutions are intended for the frustrated Lem-aficionado who has
found him/herself stymied in this game, and at the point of abandoning
all hope of making any further progress. Not to worry! Together we can
get you through this, so you can wrap up this game and get on with doing
more important things, such as playing "Lemmings 3-D", for example.
If you're a newcomer to this game, I recommend that you throw this
walk-through away (or at least put it aside for now) and attack the puzzles
with your wits instead. Sure, it will be tough going for a while, and you'll
make a lot of mistakes at first, but so what? Much of the fun of playing
"Lemmings" is making mistakes...and seeing the gruesome results. Only when
you reach a point where you're about to put your fist through the monitor
and your face has become permanently contorted with exasperation should you
resort to peeking at my solutions.
Therefore, I'm going to assume that you've already played the game a good
deal, and are familiar with the basic mechanics...how to assign skills,
how to use the tools, what dangers the monsters present, etc. If you're a
little shaky here, go to the practice screen a play around there a bit
until you understand how things work. It wouldn't hurt to read the manual,
either, though it leaves a lot unsaid (intentionally, I'm sure), leaving it
up to the user-controlled player (i.e., you) to figure things out on his/her
own.
Occasionally, though, I'll point out certain things that I feel might
have escaped some players' attention...certain tricks the Lems can do
that are only used once or twice in the game. If I'm talking down to you
during those times, just ignore me.
I am not, however, going to take you by the hand and lead you step by step
through each level from the point where the first Lem drops out to where the
last Lem disappears through the exit. Usually, I'll describe the solution up
to the point where the rest of the level is pretty much self-explanatory,
requiring maybe an occasional Blocker or other skill to aim the
Lems in the right direction, and then just leave the mopping-up to you.
If you're a veteran of earlier Lemmings games you already know that there
are a lot of differences between them and "Chronicles"...differences in
skills, how the Lems behave, and so on. Most of these changes are, in my
opinion, for the better. Two of the most valuable new features are those
that allow you to "highlight" a specific Lemming before doing something
with him, and permitting you to replay a recorded version of a level up
to a certain point before jumping in and taking over again. (What a
godsend that one is!) After you've learned to use these two features,
the game becomes much, much easier.
Now a word about my solutions. I don't claim they are the "best"
solutions...only that they will allow you to save 100% of the Lems on
all the levels (including freeing all prisoners). There may be better
ways to do the same thing, if "better" means "more efficient" or
"faster"
or "easier". I didn't spend any time fine-tuning my solutions once I
came up with them, so if you have better ones let me know about
them (my e-mail address is hawalter@teleport.com), and if I receive
enough I may put out a revised version of this thing, and will give you
credit for your help. I'm sure that will really make your day.
A few final things to remember (you probably already know all this, but
just in case...):
1) A Lem can only carry one tool at a time. If he wants to pick
something up and is already carrying something else, he must
drop the item he's carrying first. However, he can carry an unlimited
number of the same item (bricks, spades, bombs, etc).
2) An empty-handed Lem will automatically pick up an item as he walks
past it. If you don't want him to pick it up, have him jump over it.
3) A Lem can build and dig both up and down, and at angles.
4) You can reverse a Walker's direction as often as you like.
5) You can change a Walker into a Blocker, back into a Walker, again
to a Blocker, etc., as often as you like.
6) There's no limit to the number of skills you can apply. For example,
you can make a Lem jump as often as you like...even if it's just
for the hell of it!
I've tried to maintain a little syntactical consistency in my solutions.
When I speak in the present tense ("The Lem walks left and picks up the
bricks") I'm referring to what goes on without any necessary action by you.
If you are required to do something I'll explicitly say so ("The Lem walks
left and picks up the bricks. Have him build stairs up and to the right").
I've probably violated this rule just often enough to confuse you.
My terminology needs some explanation:
1) When describing how a Lem should dig or place bricks I'll use
directional terms like UP-RIGHT and DOWN-LEFT. RIGHT refers to the
right side of the screen as you are looking at it. An H-BRIDGE
is a horizontally built bridge of bricks. H-RIGHT means horizontally to
the right.
2) I'll often identify specific Lems with labels like L1, L2, etc., in
an attempt to avoid confusion and repetition. Some of these levels get
pretty chaotic. I originally considered giving them more clever names, but,
well, this is a family walkthrough.
3) The SCOUT is the Lem who heads out on his own in advance of the main
party (who usually spend most of the level bouncing back and forth
between 2 Blockers) and does all the dirty work to prepare the path for
the others.
4) The MOB is the mass of Lems who are usually trapped in some way
until the Scout has made it safe for them to travel. When I say
"Free the Mob" I mean you should release them from their detention
and let them head for the exit.
5) PRISONERS are the unfortunate Lems who are already somewhere on the
level when it starts, confined in CELLS of some kind, and in need of rescue
by the the others.
6) A ZAPPER is a trap whose purpose it is to turn Lemmings into black
smoke or lem-squish. These come in several varieties, all nasty.
7) WATER is the vile-looking liquid that comes in various colors and
containers. Lemmings will merrily walk into it and drown unless you do
something to prevent it.
8) The Lems will often come across brown-colored blocks or steps
that wear away bit by bit as they tromp across them. This is DIRT.
The green blocks and stuff that looks like vegetation is GRASS.
The concrete-like material is ROCK or STONE. Anything with rivets in it
is METAL.
9) To FREEZE a Lem is to make him a temporary Blocker. To
"let him go" or "release" him or "wake him up" means to make him a
Walker
again.
10) To ZIGZAG a Lem is to force him to quickly walk back
and forth so he tromps a hole through the dirt he's walking on.
11) To REVERSE a Lem is to change the direction he's
walking... from left to right, and vice-versa.
12) PB = Potato Beast and/or Psycho Buzzard.
I tried to enlist a third party to go through the solutions step-by-step
as I've written them, to proofread them and verify their accuracy, but
after repeatedly meeting with such responses as "How much will you pay
me?" and "Yeah, right, like I've got nothing better to do for the next
week than play your silly computer game. Get a life, Walters", I gave up
and decided to quickly run the whole thing through the spell-checker
once, and call it good.
Therefore, it wouldn't surprise me a bit if I've made errors (said
"left" when I meant "right", said "L1" when I meant "L2",
etc.) Feel free
to let me know if you find any. I promise I won't feel hurt! Ditto for
misspellings, lousy grammar, poor punctuation, sexist
terminology, unnecessary steps (see lame excuse above), ambiguous
instructions and other atrocious behavior on my part.
Send e-mail to:
hawalter@teleport.com
An unexplained mystery: There were several levels that seemed to
short-change me when it came to totalizing up the "Lemmings
saved" on the completion-screen that follows every level. For
example, if I understand correctly, you start out with a certain
number of Lems at Level 1, then carry over the saved Lems, plus
any rescued prisoners, to the next level. So if you start Level
10 with 20 Lems, and you successfully get them all to the exit
including 2 prisoners that you free, then you will start level 11
with 22 Lems. Most of the time that's what happens, but I noticed
on several levels that I started with fewer Lems than I had
before, even though I successfully saved all the Lems on the
previous level. I can't explain this, so I'll just call it a bug and
ignore it.
Finally, many thanks to Psygnosis and DMA for another excellent
installment in this wonderful series; I've played and enjoyed them all.
And now, if you'll excuse me, I'm deep into "Lemmings 3-D". I'm on this
level,
see, where the Lems have to climb this giant ferris wheel, except there are
only four Builders, and the exit is way at the top, and there's no way
-- do you hear me? NO DAMN WAY! -- I can see to get 'em up there. It's
impossible. Wait a minute...if I send the Climber up the back side, turn him
into a... no! no! Wait! Make him a Turner, then send up another Climber
and...no-- damn -- I don't have any more Climbers. Wait I've got it! Instead
of using a Miner I'll use a Digger and...Arggh!
NUKE 'EM AND START OVER!
----------------------------------------------------------------------------
Note: If you're reading the HTML version of this document you can
jump to a specific tribe and level using the links below. If you
have the text version you might try using the "find" utility in
your text editor/reader.
CLASSIC TRIBE
Level 1 Level 11 Level 21
Level 2 Level 12 Level 22
Level 3 Level 13 Level 23
Level 4 Level 14 Level 24
Level 5 Level 15 Level 25
Level 6 Level 16 Level 26
Level 7 Level 17 Level 27
Level 8 Level 18 Level 28
Level 9 Level 19 Level 29
Level 10 Level 20 Level 30
EGYPTIAN TRIBE
Level 1 Level 11 Level 21
Level 2 Level 12 Level 22
Level 3 Level 13 Level 23
Level 4 Level 14 Level 24
Level 5 Level 15 Level 25
Level 6 Level 16 Level 26
Level 7 Level 17 Level 27
Level 8 Level 18 Level 28
Level 9 Level 19 Level 29
Level 10 Level 20 Level 30
SHADOW TRIBE
Level 1 Level 11 Level 21
Level 2 Level 12 Level 22
Level 3 Level 13 Level 23
Level 4 Level 14 Level 24
Level 5 Level 15 Level 25
Level 6 Level 16 Level 26
Level 7 Level 17 Level 27
Level 8 Level 18 Level 28
Level 9 Level 19 Level 29
Level 10 Level 20 Level 30
----------------------------------------------------------------------------
===========================================================================
CLASSIC TRIBE
===========================================================================
CLASSIC TRIBE: LEVEL 1
by
Allen Walters
----------------------------------------------------------------------------
INTRODUCTION
Greetings, Lemophiles, and welcome to my collection of solutions to
all the levels in "Lemmings Chronicles".
These solutions are intended for the frustrated Lem-aficionado who has
found him/herself stymied in this game, and at the point of abandoning
all hope of making any further progress. Not to worry! Together we can
get you through this, so you can wrap up this game and get on with doing
more important things, such as playing "Lemmings 3-D", for example.
If you're a newcomer to this game, I recommend that you throw this
walk-through away (or at least put it aside for now) and attack the puzzles
with your wits instead. Sure, it will be tough going for a while, and you'll
make a lot of mistakes at first, but so what? Much of the fun of playing
"Lemmings" is making mistakes...and seeing the gruesome results. Only when
you reach a point where you're about to put your fist through the monitor
and your face has become permanently contorted with exasperation should you
resort to peeking at my solutions.
Therefore, I'm going to assume that you've already played the game a good
deal, and are familiar with the basic mechanics...how to assign skills,
how to use the tools, what dangers the monsters present, etc. If you're a
little shaky here, go to the practice screen a play around there a bit
until you understand how things work. It wouldn't hurt to read the manual,
either, though it leaves a lot unsaid (intentionally, I'm sure), leaving it
up to the user-controlled player (i.e., you) to figure things out on his/her
own.
Occasionally, though, I'll point out certain things that I feel might
have escaped some players' attention...certain tricks the Lems can do
that are only used once or twice in the game. If I'm talking down to you
during those times, just ignore me.
I am not, however, going to take you by the hand and lead you step by step
through each level from the point where the first Lem drops out to where the
last Lem disappears through the exit. Usually, I'll describe the solution up
to the point where the rest of the level is pretty much self-explanatory,
requiring maybe an occasional Blocker or other skill to aim the
Lems in the right direction, and then just leave the mopping-up to you.
If you're a veteran of earlier Lemmings games you already know that there
are a lot of differences between them and "Chronicles"...differences in
skills, how the Lems behave, and so on. Most of these changes are, in my
opinion, for the better. Two of the most valuable new features are those
that allow you to "highlight" a specific Lemming before doing something
with him, and permitting you to replay a recorded version of a level up
to a certain point before jumping in and taking over again. (What a
godsend that one is!) After you've learned to use these two features,
the game becomes much, much easier.
Now a word about my solutions. I don't claim they are the "best"
solutions...only that they will allow you to save 100% of the Lems on
all the levels (including freeing all prisoners). There may be better
ways to do the same thing, if "better" means "more efficient" or
"faster"
or "easier". I didn't spend any time fine-tuning my solutions once I
came up with them, so if you have better ones let me know about
them (my e-mail address is hawalter@teleport.com), and if I receive
enough I may put out a revised version of this thing, and will give you
credit for your help. I'm sure that will really make your day.
A few final things to remember (you probably already know all this, but
just in case...):
1) A Lem can only carry one tool at a time. If he wants to pick
something up and is already carrying something else, he must
drop the item he's carrying first. However, he can carry an unlimited
number of the same item (bricks, spades, bombs, etc).
2) An empty-handed Lem will automatically pick up an item as he walks
past it. If you don't want him to pick it up, have him jump over it.
3) A Lem can build and dig both up and down, and at angles.
4) You can reverse a Walker's direction as often as you like.
5) You can change a Walker into a Blocker, back into a Walker, again
to a Blocker, etc., as often as you like.
6) There's no limit to the number of skills you can apply. For example,
you can make a Lem jump as often as you like...even if it's just
for the hell of it!
I've tried to maintain a little syntactical consistency in my solutions.
When I speak in the present tense ("The Lem walks left and picks up the
bricks") I'm referring to what goes on without any necessary action by you.
If you are required to do something I'll explicitly say so ("The Lem walks
left and picks up the bricks. Have him build stairs up and to the right").
I've probably violated this rule just often enough to confuse you.
My terminology needs some explanation:
1) When describing how a Lem should dig or place bricks I'll use
directional terms like UP-RIGHT and DOWN-LEFT. RIGHT refers to the
right side of the screen as you are looking at it. An H-BRIDGE
is a horizontally built bridge of bricks. H-RIGHT means horizontally to
the right.
2) I'll often identify specific Lems with labels like L1, L2, etc., in
an attempt to avoid confusion and repetition. Some of these levels get
pretty chaotic. I originally considered giving them more clever names, but,
well, this is a family walkthrough.
3) The SCOUT is the Lem who heads out on his own in advance of the main
party (who usually spend most of the level bouncing back and forth
between 2 Blockers) and does all the dirty work to prepare the path for
the others.
4) The MOB is the mass of Lems who are usually trapped in some way
until the Scout has made it safe for them to travel. When I say
"Free the Mob" I mean you should release them from their detention
and let them head for the exit.
5) PRISONERS are the unfortunate Lems who are already somewhere on the
level when it starts, confined in CELLS of some kind, and in need of rescue
by the the others.
6) A ZAPPER is a trap whose purpose it is to turn Lemmings into black
smoke or lem-squish. These come in several varieties, all nasty.
7) WATER is the vile-looking liquid that comes in various colors and
containers. Lemmings will merrily walk into it and drown unless you do
something to prevent it.
8) The Lems will often come across brown-colored blocks or steps
that wear away bit by bit as they tromp across them. This is DIRT.
The green blocks and stuff that looks like vegetation is GRASS.
The concrete-like material is ROCK or STONE. Anything with rivets in it
is METAL.
9) To FREEZE a Lem is to make him a temporary Blocker. To
"let him go" or "release" him or "wake him up" means to make him a
Walker
again.
10) To ZIGZAG a Lem is to force him to quickly walk back
and forth so he tromps a hole through the dirt he's walking on.
11) To REVERSE a Lem is to change the direction he's
walking... from left to right, and vice-versa.
12) PB = Potato Beast and/or Psycho Buzzard.
I tried to enlist a third party to go through the solutions step-by-step
as I've written them, to proofread them and verify their accuracy, but
after repeatedly meeting with such responses as "How much will you pay
me?" and "Yeah, right, like I've got nothing better to do for the next
week than play your silly computer game. Get a life, Walters", I gave up
and decided to quickly run the whole thing through the spell-checker
once, and call it good.
Therefore, it wouldn't surprise me a bit if I've made errors (said
"left" when I meant "right", said "L1" when I meant "L2",
etc.) Feel free
to let me know if you find any. I promise I won't feel hurt! Ditto for
misspellings, lousy grammar, poor punctuation, sexist
terminology, unnecessary steps (see lame excuse above), ambiguous
instructions and other atrocious behavior on my part.
Send e-mail to:
hawalter@teleport.com
An unexplained mystery: There were several levels that seemed to
short-change me when it came to totalizing up the "Lemmings
saved" on the completion-screen that follows every level. For
example, if I understand correctly, you start out with a certain
number of Lems at Level 1, then carry over the saved Lems, plus
any rescued prisoners, to the next level. So if you start Level
10 with 20 Lems, and you successfully get them all to the exit
including 2 prisoners that you free, then you will start level 11
with 22 Lems. Most of the time that's what happens, but I noticed
on several levels that I started with fewer Lems than I had
before, even though I successfully saved all the Lems on the
previous level. I can't explain this, so I'll just call it a bug and
ignore it.
Finally, many thanks to Psygnosis and DMA for another excellent
installment in this wonderful series; I've played and enjoyed them all.
And now, if you'll excuse me, I'm deep into "Lemmings 3-D". I'm on this
level,
see, where the Lems have to climb this giant ferris wheel, except there are
only four Builders, and the exit is way at the top, and there's no way
-- do you hear me? NO DAMN WAY! -- I can see to get 'em up there. It's
impossible. Wait a minute...if I send the Climber up the back side, turn him
into a... no! no! Wait! Make him a Turner, then send up another Climber
and...no-- damn -- I don't have any more Climbers. Wait I've got it! Instead
of using a Miner I'll use a Digger and...Arggh!
NUKE 'EM AND START OVER!
----------------------------------------------------------------------------
Note: If you're reading the HTML version of this document you can
jump to a specific tribe and level using the links below. If you
have the text version you might try using the "find" utility in
your text editor/reader.
CLASSIC TRIBE
Level 1 Level 11 Level 21
Level 2 Level 12 Level 22
Level 3 Level 13 Level 23
Level 4 Level 14 Level 24
Level 5 Level 15 Level 25
Level 6 Level 16 Level 26
Level 7 Level 17 Level 27
Level 8 Level 18 Level 28
Level 9 Level 19 Level 29
Level 10 Level 20 Level 30
EGYPTIAN TRIBE
Level 1 Level 11 Level 21
Level 2 Level 12 Level 22
Level 3 Level 13 Level 23
Level 4 Level 14 Level 24
Level 5 Level 15 Level 25
Level 6 Level 16 Level 26
Level 7 Level 17 Level 27
Level 8 Level 18 Level 28
Level 9 Level 19 Level 29
Level 10 Level 20 Level 30
SHADOW TRIBE
Level 1 Level 11 Level 21
Level 2 Level 12 Level 22
Level 3 Level 13 Level 23
Level 4 Level 14 Level 24
Level 5 Level 15 Level 25
Level 6 Level 16 Level 26
Level 7 Level 17 Level 27
Level 8 Level 18 Level 28
Level 9 Level 19 Level 29
Level 10 Level 20 Level 30
----------------------------------------------------------------------------
===========================================================================
CLASSIC TRIBE
===========================================================================
CLASSIC TRIBE: LEVEL 1
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- Lemmings Chronicles solution by System on 09/03/2006, 09:50






