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will explode while on the ladder. When the ladder is blown, pause the game and
increase the release rate to 99. Restart the game. If any lemmings start to go
left underneath the landing platform, make each one a builder to turn them
around.
Wild 19: "Lemming delica." Make the 1st lemming a builder at the right edge
of the upward slanting green projection on the right side of the landing area.
The first lemming to touch down on the 1st mossy green platform should build a
2 section ladder off it's right edge. When a lemming drops to the 2nd platform
to the right, have him build to bridge to the 3rd lower platform on his right.
Before the 2nd bridge builder completes his bridge to the 3rd upper platform,
make another lemming bash through the bridge behind him so no one else can
follow the builder and will drop to the 2nd mossy platform below. Set a blocker
at the left edge of the metal platform on the right. When the 2nd builder
completes his 2 section ladder, have him build to the 4th platform. While he's
doing this, have another lemming start building right next to the blocker
below.
Let him complete only one section now. Make the lemming above build off the
right edge of the 4th platform (one section). When he drops down to the metal
platform below, make him build to the rocks on his right. When he gets there,
make him a basher. When he gets to the other side, make him start building over
to the platform on the right from where the last large rock drops off
sharply. Have him build off the right edge of the next platform. His ladder
should continue all the way to the green post on the right. When he turns
around, have him build left up to the exit. Now pause the game and increase
the release rate to 99. Go back to the unfinished ladder on the metal platform
and have someone complete it.
Wild 20: "Got anything. . . .Lemmingy?" When the 1st lemming gets to the top
of the stairs to the right of the entrance, make him a builder from the left
edge of the step. Make the 2nd lemming a builder as soon as he lands. Make the
3rd lemming a digger when he gets to the first platform to the right where a
chain hangs down. He should start digging when he's directly over the line in
the middle of the platform. (The lemmings that follow must be able to land on
the platform ahead of where he is digging. At the same time, they must also
be able to touch the pulley block below when they step off the platform.) When
the 1st lemming reaches the pit down below make him build left out of the pit
to reach the exit. When the digger is about 3/4 of the way down the chain, make
him a builder. Increase the release rate if necessary.
SOLUTIONS TO THE WICKED LEVELS
Wicked 1: "Lemming Tomato Ketchup Facility." There are 2 entrances. When the
1st lemming from the lower entrance gets to the last bit of brick platform
ahead of the lemming crusher, make him a miner. Now go to the upper level and
make the lead scout a climber. Make him and the next lemming bombers in
positions that will result in creating an opening in the bottom of the brick
obstacle on the right end of the landing platform. Set them to go off on each
side of the obstacle. The 1st lemming through should be made a digger in the
notch on the other side of the brick obstacle. When he gets to the 1st hole
completely underneath the platform, make him a basher in either direction.
Increase the release rate to 99.
Wicked 2: "Introducing SUPERLEMMING" (or "Speedy Gonzalez"). The clock for
this level has been speeded up many fold. If your system has a button on the
case that allows you to use a lower speed, push it. If it doesn't, and you
don't have any software to slow the game down, then you're in for an exciting
level. When "SUPER" turns back to the left after landing, make him mine down
to come out over the right-hand platform below. When he turns to the right
again, have him bash through the next 5 obstacles. When he gets to the set of
5 stacked platforms, let him dig through each one.
Next are 5 gaps to be bridged in order to reach the exit. At the 4th gap, you
should detect the clock starting to slow down somewhat. For the 5th and final
gap, make him dig at the right end (leaving no material on his right). Make
him a builder before he digs all the way through, then a basher after he gets
across the gap, but before he hits his head.
Wicked 3: "This Corrosion." Make the first 2 lemmings build across the gap on
the right end of the landing platform. Make a left moving lemming a climber.
Make him build from the left edge of the 2nd platform down over to the red ball
with a hook on it. When he turns back to the right, make him bash through the
white column between the top 2 platforms. Next, make him build to close the gap
on the right. When he comes back to the red ball, let him climb the chain and
come down on the other side to drop to the small platform below. Make him a
builder as soon as he lands. When he turns around, make him build right to the
3rd platform down. Have him bash through the white column between the 2nd and
3rd platforms. When he gets to the candy-striped post on the left side of the
exit, make him a builder. When he drops down, make him build to the right to
close the gap. Now dig through the two bridges above so that the openings are
offset from one another and the lemmings will not fall all the way to the
bottom without touching the 2nd level. Increase the release rate to 99.
Wicked 4: "Oh No! It's the 4TH DIMENSION." Ignore the two upper entrances for
now. Starting on the lower left, make the 1st lemming a builder as soon as he
touches down. Make the 1st lemming from the lower right entrance a builder from
a point where he will reach the wall on the right using only 1 ladder.
Meanwhile, keep the lemming going on the lower left. The 1st lemming to step
up on the metal platform on the lower left should be made a builder as soon as
he steps on it. Meanwhile, when the lemming on the lower right finishes
building and comes back down the ladder, make him build left when he's half
way back down. Keep him building until he's over the gray stairs above.
When the lemming from the lower left gets to the lower left side of the exit
platform and turns around, make him build left. He'll hit his head and turn
to the right; when he gets back up the ladder, make him add another step.
Continue the process of adding steps until he steps on the gray stairs and
heads right to the exit. When the next lemming steps on the gray stairs behind
him, make him build left immediately to the red platform above. When he turns
back to the right and steps on the exit platform, make him build right
immediately so he won't go out the exit. Make the next lemming who gets to the
right side of the exit platform, build right to close the gap under the gray
stairs leading up to the upper right entrance. Have a lemming bash through the
brick obstacle at the top of the stairs. Go to the upper left landing area and
select a lemming who is moving to the left. Make him a bomber so he'll explode
next to the column on the right end of the platform.
Wicked 5: "Chill Out." When the 1st lemming lands, make him dig until the next
lemming appears out of the entrance above. Pause the game. Increase the release
rate to about 80. Make the digger a basher as soon as the game restarts. Pause
the game again after 1 or 2 bashes, but before the 2nd lemming gets too near
the left edge of the platform. As soon as the game restarts, make the basher
a digger once again. Pause the game again and get ready to make the 2nd lemming
a builder as soon as he reaches the left edge of the platform. Pause the game
and make the digger a basher for the 2nd time before he digs too deep for the
lemmings that follow to get up the step that he dug. Now increase the release
rate to 99. All 18 remaining lemmings should turn around in the tunnel before
the basher breaks out at the right end. When the basher walks down to the
bottom floor and turns left, make him a climber.
Wicked 6: "Pop Til You Drop!" This level consists mainly of working out the
timings for where bombers will explode. The 4 mining skills can be used to
reach the exit from the right entrance (#4) without having to use a bomber.
Including the entrance platforms there are 5 levels of openings above the exit.
For this explanation the levels are numbered 1 to 5 (bottom to top) and the
openings on each level are numbered from left to right. For example, the 1st
lemming out of the right entrance will mine left to level #4, opening #7 (4-7).
When he gets to 4-7, he should mine again from the far left to opening 3-4
which is directly above the exit. Next he should mine to 2-3, then to the
right to the exit.
Now, work out the bomber timings so all explosions occur while the lemmings
are moving to the right. For example, a lemming from entrance #3 (2nd from the
right) can be made a bomber just as he turns back to the right from the left
end of the landing platform. Similarly, the lemmings from entrance #2, can
make an opening using a nearly identical timing as for entrance #3. The
objective is to get everyone down to opening 2-3 and out to the exit.
Wicked 7: "Last Lemming to Lemming Central." Here again, you have to work out
the bomber timings so no 2 holes in the platforms are directly over each other.
Use the 2 blockers at the right end of the top platform and one line in from
the right edge of the next platform down. Make the 1st lemming out of the left
entrance a bomber when he gets to the 5th line from the left end of the landing
platform. The 2nd lemming out of the right entrance should be made a bomber
after he turns to the left and crosses the 1st line from the right edge of the
platform. The next lemming from the right entrance should be made a bomber when
he gets to the 2nd line from the right end of the top platform as he is moving
left. You can work out the timing for the final bomber as well as which
lemmings to use as blockers.
Wicked 8: "A Towering Problem." Make lemming #1 an athlete, then make him a
bomber at a point on the first pole that will result in an opening in the pole
near floor level without creating a hole in the platform. Same scenario
for another lemming for the 2nd pole after the opening is created in pole #1.
Make another lemming climb the 3rd pole. When he gets to the line on the
platform between poles 3 and 4, make him a builder, then a bomber right away
as he builds. He should explode right beside the pole and blow a hole
in it and destroy most of the ladder. Make another lemming climb the 3rd pole,
then make him a builder to get across the gap to the exit landing. Make one
last lemming climb the 3rd pole. Make him a bomber somewhere on the way up so
he will blow away the bottom of the pole without creating a hole in the
platform.
Wicked 9: "How on Earth?" Make the 1st lemming a builder from the right edge
of the platform and also a floater. Set 2 blockers at the extreme edges of the
landing platform. Make a lemming a builder when he's right next to the left
blocker (1 ladder section only). Have the 1st lemming build from the right
edges of both lower platforms. When he turns around to the left, make him a
builder again when he's slightly higher than half way down the ladder. When he
gets back to the green platform, make him build to the exit platform. Now make
a lemming complete the ladder on the landing platform and increase the release
rate to 99.
Wicked 10: "Temple of Love." Make the 1st lemming a floater. Make the 2nd
lemming a blocker just to the right edge of the small platform below the right
end of the landing platform. When the 1st lemming lands below, make him a
builder to close off the exit at the right end of the platform. When he turns
around and gets to the bottom of the gray stairs, make him build left up to the
little gray platform over the other set of gray stairs. Make him build from the
left edge of the brick platform on the left (gray floor). Make him
build one more ladder section after he gets beyond the edge of the metal
platform above. Make him a blocker at the end. Go back to the landing platform
and make any lemming a climber. When he climbs out left over the brick
obstacle, make him a digger on the left side of the notch below. When he gets
to the blocker and turns to the right, have him build up to the exit platform.
Go back to the landing platform and release the blocker.
Wicked 11: "Rocky Road." Have the first lemming build one ladder section from
the right end of the landing platform that will not quite reach the next
platform above and to the right. Make the leading lemming a miner when he gets
to the little knob at the left end of the flat rock ahead of the lizard on the
tree limb. Set 2 blockers behind him with one lemming trapped between them.
Increase the release rate to 99. Have the leader bash through the tree trunk,
then build right, then left when he gets to the top of the ramp beyond the
tree. When he gets on the platform after building left, make him a blocker at
the top. Now go back and release the single lemming between 2 blockers. When he
gets to the next blocker ahead and turns around, make him a builder over to
the platform on the right. Make him build to the next platform. Next, make him
a miner before the end of the green area on the next platform. When he's about
a third of the way down, go back and release the blocker holding back the rest
of the lemmings. Just ahead of the lead lemming is a ramp. At the bottom of the
ramp is a thin, green stem sticking up. Have the lemming start mining just
ahead of this lethal trap. Then have him build across the last gap before the
exit.
Wicked 12: "Suicidal Tendencies." This is simpler than it looks. At each
opportunity, the lead lemming should build right from the extreme right edge of
each platform including the top step of the stairs at the beginning. Position a
blocker dead center over the last full segment on the right end of the landing
platform. Set another blocker on the left end of the platform. When the lead
lemming gets to the brick ramp on the right, make him a miner at a point where
he and those who follow will land safely on the platform below the brick ramp.
Make him a builder on the right end of this platform. Now release the blocker
on the right.
Wicked 13: "Almost Nearly Virtual Reality." Make the 1st lemming a blocker as
soon as he touches down. Make the next lemming a builder at the right edge of
the landing platform. When he gets to the chain, have him bash through it and
when he falls to the pulley block below, make him a builder. The next lemming
should build to the right off the edge of the platform below the previous
builder. When the previous builder is done, make him a blocker. When the next
builder gets to the next chain, make him a basher, then a builder when he falls
to the pulley block below. Repeat this for the last chain and pulley block to
the right. Make the leader a builder to get up to the metal platform on his
right. When he gets up on the platform and turns around, make him build
left. When he is over the platform on his left, cease building. When he turns
back to the right, make him a builder to the exit. When he starts to build the
last section of the ladder, go back and release the blocker holding back the
remaining lemmings. Increase the release rate to max by pausing the game before
blowing up the blocker.
Wicked 14: "The Lemming Learning Curve." Make the 1st lemming a miner when he
is above the left edge of the little platform below. When he gets to the bottom
platform, make him a blocker as soon as he touches down. Make the next two
lemmings climbers. When the leader is centered over the last whole brick on
the right of the platform above, make him a miner to cut off the pointed
platform edge. Make the following lemming a builder when he reaches the same
spot (he should build no more than 5 steps before he turns left). Make him a
miner when he gets to the bottom of the steps. When the 1st lemming gets to the
steps that were built, have him bash through them at the base. Now increase the
release rate to 99.
Wicked 15: "SPAM, SPAM, SPAM, EGG AND LEMMING." When the 1st lemming appears
out of the entrance, make him a floater. After he lands and walks to a notch
in the landing platform's flat surface, make him a miner. When he strikes
metal and turns around, make him a builder at the top of the ramp. Set a
blocker at the bottom of the ramp using the first lemming that survives the
fall to the ladder being built. When the ladder is complete and the lemming
increase the release rate to 99. Restart the game. If any lemmings start to go
left underneath the landing platform, make each one a builder to turn them
around.
Wild 19: "Lemming delica." Make the 1st lemming a builder at the right edge
of the upward slanting green projection on the right side of the landing area.
The first lemming to touch down on the 1st mossy green platform should build a
2 section ladder off it's right edge. When a lemming drops to the 2nd platform
to the right, have him build to bridge to the 3rd lower platform on his right.
Before the 2nd bridge builder completes his bridge to the 3rd upper platform,
make another lemming bash through the bridge behind him so no one else can
follow the builder and will drop to the 2nd mossy platform below. Set a blocker
at the left edge of the metal platform on the right. When the 2nd builder
completes his 2 section ladder, have him build to the 4th platform. While he's
doing this, have another lemming start building right next to the blocker
below.
Let him complete only one section now. Make the lemming above build off the
right edge of the 4th platform (one section). When he drops down to the metal
platform below, make him build to the rocks on his right. When he gets there,
make him a basher. When he gets to the other side, make him start building over
to the platform on the right from where the last large rock drops off
sharply. Have him build off the right edge of the next platform. His ladder
should continue all the way to the green post on the right. When he turns
around, have him build left up to the exit. Now pause the game and increase
the release rate to 99. Go back to the unfinished ladder on the metal platform
and have someone complete it.
Wild 20: "Got anything. . . .Lemmingy?" When the 1st lemming gets to the top
of the stairs to the right of the entrance, make him a builder from the left
edge of the step. Make the 2nd lemming a builder as soon as he lands. Make the
3rd lemming a digger when he gets to the first platform to the right where a
chain hangs down. He should start digging when he's directly over the line in
the middle of the platform. (The lemmings that follow must be able to land on
the platform ahead of where he is digging. At the same time, they must also
be able to touch the pulley block below when they step off the platform.) When
the 1st lemming reaches the pit down below make him build left out of the pit
to reach the exit. When the digger is about 3/4 of the way down the chain, make
him a builder. Increase the release rate if necessary.
SOLUTIONS TO THE WICKED LEVELS
Wicked 1: "Lemming Tomato Ketchup Facility." There are 2 entrances. When the
1st lemming from the lower entrance gets to the last bit of brick platform
ahead of the lemming crusher, make him a miner. Now go to the upper level and
make the lead scout a climber. Make him and the next lemming bombers in
positions that will result in creating an opening in the bottom of the brick
obstacle on the right end of the landing platform. Set them to go off on each
side of the obstacle. The 1st lemming through should be made a digger in the
notch on the other side of the brick obstacle. When he gets to the 1st hole
completely underneath the platform, make him a basher in either direction.
Increase the release rate to 99.
Wicked 2: "Introducing SUPERLEMMING" (or "Speedy Gonzalez"). The clock for
this level has been speeded up many fold. If your system has a button on the
case that allows you to use a lower speed, push it. If it doesn't, and you
don't have any software to slow the game down, then you're in for an exciting
level. When "SUPER" turns back to the left after landing, make him mine down
to come out over the right-hand platform below. When he turns to the right
again, have him bash through the next 5 obstacles. When he gets to the set of
5 stacked platforms, let him dig through each one.
Next are 5 gaps to be bridged in order to reach the exit. At the 4th gap, you
should detect the clock starting to slow down somewhat. For the 5th and final
gap, make him dig at the right end (leaving no material on his right). Make
him a builder before he digs all the way through, then a basher after he gets
across the gap, but before he hits his head.
Wicked 3: "This Corrosion." Make the first 2 lemmings build across the gap on
the right end of the landing platform. Make a left moving lemming a climber.
Make him build from the left edge of the 2nd platform down over to the red ball
with a hook on it. When he turns back to the right, make him bash through the
white column between the top 2 platforms. Next, make him build to close the gap
on the right. When he comes back to the red ball, let him climb the chain and
come down on the other side to drop to the small platform below. Make him a
builder as soon as he lands. When he turns around, make him build right to the
3rd platform down. Have him bash through the white column between the 2nd and
3rd platforms. When he gets to the candy-striped post on the left side of the
exit, make him a builder. When he drops down, make him build to the right to
close the gap. Now dig through the two bridges above so that the openings are
offset from one another and the lemmings will not fall all the way to the
bottom without touching the 2nd level. Increase the release rate to 99.
Wicked 4: "Oh No! It's the 4TH DIMENSION." Ignore the two upper entrances for
now. Starting on the lower left, make the 1st lemming a builder as soon as he
touches down. Make the 1st lemming from the lower right entrance a builder from
a point where he will reach the wall on the right using only 1 ladder.
Meanwhile, keep the lemming going on the lower left. The 1st lemming to step
up on the metal platform on the lower left should be made a builder as soon as
he steps on it. Meanwhile, when the lemming on the lower right finishes
building and comes back down the ladder, make him build left when he's half
way back down. Keep him building until he's over the gray stairs above.
When the lemming from the lower left gets to the lower left side of the exit
platform and turns around, make him build left. He'll hit his head and turn
to the right; when he gets back up the ladder, make him add another step.
Continue the process of adding steps until he steps on the gray stairs and
heads right to the exit. When the next lemming steps on the gray stairs behind
him, make him build left immediately to the red platform above. When he turns
back to the right and steps on the exit platform, make him build right
immediately so he won't go out the exit. Make the next lemming who gets to the
right side of the exit platform, build right to close the gap under the gray
stairs leading up to the upper right entrance. Have a lemming bash through the
brick obstacle at the top of the stairs. Go to the upper left landing area and
select a lemming who is moving to the left. Make him a bomber so he'll explode
next to the column on the right end of the platform.
Wicked 5: "Chill Out." When the 1st lemming lands, make him dig until the next
lemming appears out of the entrance above. Pause the game. Increase the release
rate to about 80. Make the digger a basher as soon as the game restarts. Pause
the game again after 1 or 2 bashes, but before the 2nd lemming gets too near
the left edge of the platform. As soon as the game restarts, make the basher
a digger once again. Pause the game again and get ready to make the 2nd lemming
a builder as soon as he reaches the left edge of the platform. Pause the game
and make the digger a basher for the 2nd time before he digs too deep for the
lemmings that follow to get up the step that he dug. Now increase the release
rate to 99. All 18 remaining lemmings should turn around in the tunnel before
the basher breaks out at the right end. When the basher walks down to the
bottom floor and turns left, make him a climber.
Wicked 6: "Pop Til You Drop!" This level consists mainly of working out the
timings for where bombers will explode. The 4 mining skills can be used to
reach the exit from the right entrance (#4) without having to use a bomber.
Including the entrance platforms there are 5 levels of openings above the exit.
For this explanation the levels are numbered 1 to 5 (bottom to top) and the
openings on each level are numbered from left to right. For example, the 1st
lemming out of the right entrance will mine left to level #4, opening #7 (4-7).
When he gets to 4-7, he should mine again from the far left to opening 3-4
which is directly above the exit. Next he should mine to 2-3, then to the
right to the exit.
Now, work out the bomber timings so all explosions occur while the lemmings
are moving to the right. For example, a lemming from entrance #3 (2nd from the
right) can be made a bomber just as he turns back to the right from the left
end of the landing platform. Similarly, the lemmings from entrance #2, can
make an opening using a nearly identical timing as for entrance #3. The
objective is to get everyone down to opening 2-3 and out to the exit.
Wicked 7: "Last Lemming to Lemming Central." Here again, you have to work out
the bomber timings so no 2 holes in the platforms are directly over each other.
Use the 2 blockers at the right end of the top platform and one line in from
the right edge of the next platform down. Make the 1st lemming out of the left
entrance a bomber when he gets to the 5th line from the left end of the landing
platform. The 2nd lemming out of the right entrance should be made a bomber
after he turns to the left and crosses the 1st line from the right edge of the
platform. The next lemming from the right entrance should be made a bomber when
he gets to the 2nd line from the right end of the top platform as he is moving
left. You can work out the timing for the final bomber as well as which
lemmings to use as blockers.
Wicked 8: "A Towering Problem." Make lemming #1 an athlete, then make him a
bomber at a point on the first pole that will result in an opening in the pole
near floor level without creating a hole in the platform. Same scenario
for another lemming for the 2nd pole after the opening is created in pole #1.
Make another lemming climb the 3rd pole. When he gets to the line on the
platform between poles 3 and 4, make him a builder, then a bomber right away
as he builds. He should explode right beside the pole and blow a hole
in it and destroy most of the ladder. Make another lemming climb the 3rd pole,
then make him a builder to get across the gap to the exit landing. Make one
last lemming climb the 3rd pole. Make him a bomber somewhere on the way up so
he will blow away the bottom of the pole without creating a hole in the
platform.
Wicked 9: "How on Earth?" Make the 1st lemming a builder from the right edge
of the platform and also a floater. Set 2 blockers at the extreme edges of the
landing platform. Make a lemming a builder when he's right next to the left
blocker (1 ladder section only). Have the 1st lemming build from the right
edges of both lower platforms. When he turns around to the left, make him a
builder again when he's slightly higher than half way down the ladder. When he
gets back to the green platform, make him build to the exit platform. Now make
a lemming complete the ladder on the landing platform and increase the release
rate to 99.
Wicked 10: "Temple of Love." Make the 1st lemming a floater. Make the 2nd
lemming a blocker just to the right edge of the small platform below the right
end of the landing platform. When the 1st lemming lands below, make him a
builder to close off the exit at the right end of the platform. When he turns
around and gets to the bottom of the gray stairs, make him build left up to the
little gray platform over the other set of gray stairs. Make him build from the
left edge of the brick platform on the left (gray floor). Make him
build one more ladder section after he gets beyond the edge of the metal
platform above. Make him a blocker at the end. Go back to the landing platform
and make any lemming a climber. When he climbs out left over the brick
obstacle, make him a digger on the left side of the notch below. When he gets
to the blocker and turns to the right, have him build up to the exit platform.
Go back to the landing platform and release the blocker.
Wicked 11: "Rocky Road." Have the first lemming build one ladder section from
the right end of the landing platform that will not quite reach the next
platform above and to the right. Make the leading lemming a miner when he gets
to the little knob at the left end of the flat rock ahead of the lizard on the
tree limb. Set 2 blockers behind him with one lemming trapped between them.
Increase the release rate to 99. Have the leader bash through the tree trunk,
then build right, then left when he gets to the top of the ramp beyond the
tree. When he gets on the platform after building left, make him a blocker at
the top. Now go back and release the single lemming between 2 blockers. When he
gets to the next blocker ahead and turns around, make him a builder over to
the platform on the right. Make him build to the next platform. Next, make him
a miner before the end of the green area on the next platform. When he's about
a third of the way down, go back and release the blocker holding back the rest
of the lemmings. Just ahead of the lead lemming is a ramp. At the bottom of the
ramp is a thin, green stem sticking up. Have the lemming start mining just
ahead of this lethal trap. Then have him build across the last gap before the
exit.
Wicked 12: "Suicidal Tendencies." This is simpler than it looks. At each
opportunity, the lead lemming should build right from the extreme right edge of
each platform including the top step of the stairs at the beginning. Position a
blocker dead center over the last full segment on the right end of the landing
platform. Set another blocker on the left end of the platform. When the lead
lemming gets to the brick ramp on the right, make him a miner at a point where
he and those who follow will land safely on the platform below the brick ramp.
Make him a builder on the right end of this platform. Now release the blocker
on the right.
Wicked 13: "Almost Nearly Virtual Reality." Make the 1st lemming a blocker as
soon as he touches down. Make the next lemming a builder at the right edge of
the landing platform. When he gets to the chain, have him bash through it and
when he falls to the pulley block below, make him a builder. The next lemming
should build to the right off the edge of the platform below the previous
builder. When the previous builder is done, make him a blocker. When the next
builder gets to the next chain, make him a basher, then a builder when he falls
to the pulley block below. Repeat this for the last chain and pulley block to
the right. Make the leader a builder to get up to the metal platform on his
right. When he gets up on the platform and turns around, make him build
left. When he is over the platform on his left, cease building. When he turns
back to the right, make him a builder to the exit. When he starts to build the
last section of the ladder, go back and release the blocker holding back the
remaining lemmings. Increase the release rate to max by pausing the game before
blowing up the blocker.
Wicked 14: "The Lemming Learning Curve." Make the 1st lemming a miner when he
is above the left edge of the little platform below. When he gets to the bottom
platform, make him a blocker as soon as he touches down. Make the next two
lemmings climbers. When the leader is centered over the last whole brick on
the right of the platform above, make him a miner to cut off the pointed
platform edge. Make the following lemming a builder when he reaches the same
spot (he should build no more than 5 steps before he turns left). Make him a
miner when he gets to the bottom of the steps. When the 1st lemming gets to the
steps that were built, have him bash through them at the base. Now increase the
release rate to 99.
Wicked 15: "SPAM, SPAM, SPAM, EGG AND LEMMING." When the 1st lemming appears
out of the entrance, make him a floater. After he lands and walks to a notch
in the landing platform's flat surface, make him a miner. When he strikes
metal and turns around, make him a builder at the top of the ramp. Set a
blocker at the bottom of the ramp using the first lemming that survives the
fall to the ladder being built. When the ladder is complete and the lemming
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