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likely spot for him to mine down to the next lower platform. Mine again from
the same relative spot as the previous platform. When he gets down to the last
platform before the landing platform, make him a miner so he will come out on a
line about even with the top of the ladder on the landing platform. Let him
reclimb the brick structure, turn around and start across the thin red
platform high above. When he's about half way across, have a lemming start a
new section at the top of the ladder below. Make the leader a builder to cross
the last gap over to the exit platform.
Havoc 9: "AAAAAARRRRRRGGGGGGHHHHHH" (aptly named). Do NOT adjust the release
rate until the ladder to the exit is complete. Let the 1st lemming walk to the
wall on the right and turn left. The next 18 (at least) lemmings must be made
climbers. Start the first lemming building when he gets to the left edge of the
platform. Listen carefully for the sound of the last 3 bricks being laid for
each ladder section (turn off the music before starting this level if you have
to). While the ladder is being built, continue making each lemming a climber.
A critical point in the operation will occur when the 1st climber arrives
over the 4 white columns positioned in mid-air to the right. You must make the
lead lemming a miner so all the ones who follow will fall to the white columns.
(Pause the game just before assigning the mining skill, if need be, so things
don't get out of hand.) Once this last maneuver is done, much of the pressure
will be gone. Continue servicing the builder and assigning lemmings as
climbers. When the ladder is nearly complete (5 sections), you can stop
assigning climbers. When a climber drops off the right side of the white
columns, make him a miner so the lemmings trapped in the pit below can come
out. The first climber to get back to the brick obstacle must be made to mine
as soon as he gets there. Now increase the release rate.
Havoc 10: "Flow Control." Start by pausing the game before the entrance opens.
Increase the release rate to 99. Restart. As soon as 3 or 4 lemmings have
appeared at the entrance trapdoor, pause the game again and decrease the
release rate to minimum (50). Restart again. When a single lemming gets past
the suction machines, make him build over the gap to the exit. When the ladder
is about half complete, pause once again and increase the release rate back to
99.
Havoc 11: "Welcome to the party, pal!" Solution Outline
To solve this level, you'll just need one leader to do all the work. Let the
1st lemming build a ladder to the right that only one other lemming can get by
before the ladder is complete. The lead lemming needs to dig down, then build
up the next shaft (nearly all ladders must be started so that the first step of
one is built on the last step of the previous one). When there are only 50
seconds left, you must release the lemmings back at the landing platform.
Havoc 11: Detailed Solution. Make the 1st lemming a builder slightly
less than a half inch from the right wall. Make the 2nd lemming a digger when
he drops off the incomplete ladder (after he turns back to the left). Have him
dig through the remaining green platforms from left to right so that the lowest
platform is pierced at the far right. Have him build left from the left end of
the green ledge he drops to below. When he hits the wall and turns around to
the right, make him a builder at the 5th step from the bottom of the ladder.
Next, have him build from the right edge of the next platform. As soon as he
gets to the wall on the other side and turns around make him build left, then
zig-zap upwards with a series of ladders until he gets to the opening at the
top. (When he turns around to start a new ladder section, make him lay the
brick for the next ladder on top of the previous ladder so he will gain the
maximum height necessary - it is suggested you slow your system down while
these ladders are being built, if you can. When he gets to the top and drops
off to the green platform below, either make him a builder as soon as he
touches down, or make him a builder from the right edge, then a basher when he
is safely over the next platform below. You should be watching the clock and
when 50 seconds remain on the timer, go back to the landing platform and have a
lemming dig through the ladder on the right. Pause the game and increase the
release rate to 99 if you haven't already done so. When the lead lemming drops
off the top ladder from the top ledge, repeat the procedure you used above
(build, or build and bash). Complete the level by building over the remaining
2 gaps from the right edge of each platform.
Havoc 12: "It's all a matter of timing." Solution Outline
Both timing and starting positions are equally important. Those players with
slower systems will probably enjoy an advantage. You will quickly observe that
although the release rate is 1, twice as many lemmings will descend from the
middle entrance as from the other two. The beginnings for the upper and lower
platforms are identical. Make the 1st lemming on both platforms builders at a
point where they will drop safely to the small platform below. The 2nd lemmings
to descend from the bottom and top entrances must be delayed so the 1st guys
have enough time to finish building; this means making them builders. Because
lemmings descend from the middle entrance at twice the rate as the other 2, you
must make the 1st lemming build 2 ladder sections so he ends up just over the
small upper platform that a lemming from the upper entrance is building from.
The lemming behind the 1st guy will have to drop down to the small platform
below the landing platform and do the building. The 3rd lemming will have to be
delayed. Synchronization details are provided in the detailed solution below if
you need them.
Havoc 12: Detailed Solution for Synchronization
The starting points for the 1st lemmings from the upper and lower platforms
are at a point where the leading edge of the 1st step laid is at or slightly
over the last line near the right end of their respective platforms. The
starting point for the 1st lemming from the middle entrance is about halfway
across the last segment of the right end of the platform. After they have all
started building, the following events will start to occur in the order listed.
1) Bottom entrance: Lemming #2 will land and must be made a builder
immediately.
2) Bottom entrance: Lemming #1 will land on small platform below and must
build again from the extreme right edge.
3) Middle entrance: Lemming #1 must start a 2nd ladder section.
4) Middle entrance: Lemming #3 must be made a builder before he gets to
ladder.
5) Upper entrance: Lemming #1 will drop to small platform and build from right
edge.
6) Upper entrance: Lemming #2 will land and must build while he's on platform.
7) Bottom entrance: Lemming #1 must build from extreme left edge of platform
so that it only takes 3 steps to protect landing of next lemming.
8) High and to the right: You will see 1 or 2 lemmings getting near the gap
that hasn't been closed yet. Make 1 or both builders.
Pause and increase the release rate to 99.
Havoc 13: "Highland Fling." Set the 1st lemming as a blocker when his feet
touch down. Make the 3rd lemming a blocker before the ramp begins. Make the
2nd lemming bash through the rock obstacle. Make him a builder at the instant
he leaves the last flat rock area on the other side of the 1st rock obstacle.
If he hits his head before completing the bridge, turn him around back in the
tunnel by making him a builder. When he finishes the ladder, make him a miner
before he can turn around. (If you make him a miner too soon, he'll fall thru
a gap at the end of the ladder.) After he mines thru the 2nd rock obstacle and
gets to the green floor, make him a builder to avoid a lethal trap ahead of
him. Have him next build right and left just before the end of the green area
of the platform. Go back and release the blocker on the right and increase the
release rate to 99.
Havoc 14: "Synchronized Lemming." Solution Outline
Slow your system down for this one if you can. The following are the
individual solutions for each quadrant of the level.
Upper right (UR): 2 ladders must be built.
Lower right (LR): 2 columns must be bashed.
Upper left (UL): this quadrant consists essentially of 3 brick pyramids with
thin vertical slots in the top of each and a small cavity within each. Make the
first lemming a basher when he is as close to the left wall of the cavity of
the first pyramid on the right as you can get him. This will ensure that he
bashes non-stop to the cavity in the middle pyramid. When he drops into the
middle cavity, make him bash starting a short distance back from the left wall
so he will stop when he gets through the middle pyramid. When he walks to the
top of the left pyramid, make him build over the thin slot in the middle.
Lower left (LL): Make the leading lemming a climber when he starts to walk
left. When he gets on top of the 1st brick obstacle, make him dig down on the
LEFT half. Let him go when he finishes. Make a 2nd lemming a climber and have
him dig down on the remaining half of the same obstacle. When he reaches
bottom, make him a builder. Synchronizing details follow if you want them.
Havoc 14: Details for synchronizing all 4 quadrants.
1) LR - 1st lemming bashes thru 1st column.
2) UR - 1st lemming touches down and must start building immediately.
3) LL - 1st lemming lands, but can be ignored for now.
4) LR - 1st lemming bashes thru 2nd column. Ignore LR quadrant after this.
5) UL - 1st lemming lands, turns around and starts bashing.
6) LL - make lemming a climber, then a digger when he gets over the LEFT half
of the brick obstacle.
7) UL - make 1st lemming bash out of 2nd cavity.
8) LL - make 2nd lemming a climber.
9) UL - make lemming build from top of left brick pyramid.
10) LL - make lemming dig down on remaining half of brick obstacle
11) UR - make lemming who is now near or on the right platform build when he
gets to the middle of the right platform segment.
12) LL - have digger build left has soon as he touches bottom and takes a
step. Pause game immediately and increase release rate to 99.
Havoc 15: "Have an Ice Day." Make the lead lemming a digger over the highest
ice peak under the flat area in the middle of the landing ramp. Make the 2nd
lemming a blocker between the two flat spots half way down the ramp. Allow the
lead lemming to walk left as far as he can and turn back to the right. Make him
a builder at the water's edge. Let him drop to the small island in the middle
then build again over to the shore. After he crosses, he will walk down into a
small valley then up 4 snow covered rocks. When he gets to the 4th rock, make
him a basher. After he bashes, make him build across the water on both sides of
the ice island. When he turns back to the left and gets to the base (left side)
of the highest point on the island, make him a builder. After he gets to
the exit platform, make him build to get over the short tube. The exit stairs
(and sensor) are buried under snow. Make him a blocker at the right side of the
doorway, then a bomber. Go back and release the blocker on the landing ramp.
Havoc 16: "Scaling the heights." Make the 1st lemming a climber just as he
leaves the entrance. When he gets clear down to the notch at the bottom of the
cliff, make him a builder to close the small gap. The next lemming will pass
him as he builds. Make him a blocker when he's about 2 inches to the right of
the cliff. Before too many more lemmings arrive, have one build to the left to
the cliff after turning around at the blocker. When the climber gets to the top
of the cliff and walks left to the last high rock before the exit, make him a
miner at the base. When he breaks through and walks down a slight amount, make
him a builder. When he hits his head and turns back to the left, let him walk
down to the base of the ladder and begin mining again. When the first lemming
gets back to the top of the ladder, make him a blocker. Have another lemming
build to the right to get to the top of the cliff. The first one that gets
there should be set as a blocker at the right edge. Another lemming should
build left off the last blocker, towards the exit.
Havoc 17: "When Lemmings Dare." Solution Outline
Lots of precision required for this level and slow down your system if you
can.
First, you have to avoid the sticky tongues of 2 lizard type creatures which
means you have to take care where you start building ladders that face them.
When you've established a lead lemming, set a blocker right behind the leader
on the platform underneath the landing platform. Next, you will notice that
there's a small rock projection at the bottom of a metal platform below the
nose of the 2nd lizard. You'll need to use this to build to the right from.
This means you'll have to stop the building overhead (use a basher) just when
the leader is even with the tip of the lizards nose. If he floats all the way
to the lowest platform, you will not have enough skills to extricate him before
he can get to the exit. When he gets turned back around and on the platform
underneath the one holding the 2nd lizard, he must make his way down to the
exit so he comes out between the letters "U" and "T" in the word OUT over the
exit doorway.
Havoc 17: Detailed Solution. Make #1 lemming a builder as soon as he touches
down. Make lemming #2 a floater. As soon as #2 lemming gets near the left end
of the platform below the landing platform, make him a builder. He should lay
down 2 bricks just ahead of the left edge and turn around.
(You'll have to find a spot for him to lay down the first brick where the
lizard won't get him after laying down the 2nd brick or when he returns to
continue laying more bricks.)
Make #3 lemming a blocker a short distance behind #2. When #2 turns around
off the blocker and continues building, make him build until he's even with
the tip of the lizard's nose. Then make him a basher so he will stop building
and float down.
He should descend to a rock projection at the bottom of a metal square. When
the same relative spot as the previous platform. When he gets down to the last
platform before the landing platform, make him a miner so he will come out on a
line about even with the top of the ladder on the landing platform. Let him
reclimb the brick structure, turn around and start across the thin red
platform high above. When he's about half way across, have a lemming start a
new section at the top of the ladder below. Make the leader a builder to cross
the last gap over to the exit platform.
Havoc 9: "AAAAAARRRRRRGGGGGGHHHHHH" (aptly named). Do NOT adjust the release
rate until the ladder to the exit is complete. Let the 1st lemming walk to the
wall on the right and turn left. The next 18 (at least) lemmings must be made
climbers. Start the first lemming building when he gets to the left edge of the
platform. Listen carefully for the sound of the last 3 bricks being laid for
each ladder section (turn off the music before starting this level if you have
to). While the ladder is being built, continue making each lemming a climber.
A critical point in the operation will occur when the 1st climber arrives
over the 4 white columns positioned in mid-air to the right. You must make the
lead lemming a miner so all the ones who follow will fall to the white columns.
(Pause the game just before assigning the mining skill, if need be, so things
don't get out of hand.) Once this last maneuver is done, much of the pressure
will be gone. Continue servicing the builder and assigning lemmings as
climbers. When the ladder is nearly complete (5 sections), you can stop
assigning climbers. When a climber drops off the right side of the white
columns, make him a miner so the lemmings trapped in the pit below can come
out. The first climber to get back to the brick obstacle must be made to mine
as soon as he gets there. Now increase the release rate.
Havoc 10: "Flow Control." Start by pausing the game before the entrance opens.
Increase the release rate to 99. Restart. As soon as 3 or 4 lemmings have
appeared at the entrance trapdoor, pause the game again and decrease the
release rate to minimum (50). Restart again. When a single lemming gets past
the suction machines, make him build over the gap to the exit. When the ladder
is about half complete, pause once again and increase the release rate back to
99.
Havoc 11: "Welcome to the party, pal!" Solution Outline
To solve this level, you'll just need one leader to do all the work. Let the
1st lemming build a ladder to the right that only one other lemming can get by
before the ladder is complete. The lead lemming needs to dig down, then build
up the next shaft (nearly all ladders must be started so that the first step of
one is built on the last step of the previous one). When there are only 50
seconds left, you must release the lemmings back at the landing platform.
Havoc 11: Detailed Solution. Make the 1st lemming a builder slightly
less than a half inch from the right wall. Make the 2nd lemming a digger when
he drops off the incomplete ladder (after he turns back to the left). Have him
dig through the remaining green platforms from left to right so that the lowest
platform is pierced at the far right. Have him build left from the left end of
the green ledge he drops to below. When he hits the wall and turns around to
the right, make him a builder at the 5th step from the bottom of the ladder.
Next, have him build from the right edge of the next platform. As soon as he
gets to the wall on the other side and turns around make him build left, then
zig-zap upwards with a series of ladders until he gets to the opening at the
top. (When he turns around to start a new ladder section, make him lay the
brick for the next ladder on top of the previous ladder so he will gain the
maximum height necessary - it is suggested you slow your system down while
these ladders are being built, if you can. When he gets to the top and drops
off to the green platform below, either make him a builder as soon as he
touches down, or make him a builder from the right edge, then a basher when he
is safely over the next platform below. You should be watching the clock and
when 50 seconds remain on the timer, go back to the landing platform and have a
lemming dig through the ladder on the right. Pause the game and increase the
release rate to 99 if you haven't already done so. When the lead lemming drops
off the top ladder from the top ledge, repeat the procedure you used above
(build, or build and bash). Complete the level by building over the remaining
2 gaps from the right edge of each platform.
Havoc 12: "It's all a matter of timing." Solution Outline
Both timing and starting positions are equally important. Those players with
slower systems will probably enjoy an advantage. You will quickly observe that
although the release rate is 1, twice as many lemmings will descend from the
middle entrance as from the other two. The beginnings for the upper and lower
platforms are identical. Make the 1st lemming on both platforms builders at a
point where they will drop safely to the small platform below. The 2nd lemmings
to descend from the bottom and top entrances must be delayed so the 1st guys
have enough time to finish building; this means making them builders. Because
lemmings descend from the middle entrance at twice the rate as the other 2, you
must make the 1st lemming build 2 ladder sections so he ends up just over the
small upper platform that a lemming from the upper entrance is building from.
The lemming behind the 1st guy will have to drop down to the small platform
below the landing platform and do the building. The 3rd lemming will have to be
delayed. Synchronization details are provided in the detailed solution below if
you need them.
Havoc 12: Detailed Solution for Synchronization
The starting points for the 1st lemmings from the upper and lower platforms
are at a point where the leading edge of the 1st step laid is at or slightly
over the last line near the right end of their respective platforms. The
starting point for the 1st lemming from the middle entrance is about halfway
across the last segment of the right end of the platform. After they have all
started building, the following events will start to occur in the order listed.
1) Bottom entrance: Lemming #2 will land and must be made a builder
immediately.
2) Bottom entrance: Lemming #1 will land on small platform below and must
build again from the extreme right edge.
3) Middle entrance: Lemming #1 must start a 2nd ladder section.
4) Middle entrance: Lemming #3 must be made a builder before he gets to
ladder.
5) Upper entrance: Lemming #1 will drop to small platform and build from right
edge.
6) Upper entrance: Lemming #2 will land and must build while he's on platform.
7) Bottom entrance: Lemming #1 must build from extreme left edge of platform
so that it only takes 3 steps to protect landing of next lemming.
8) High and to the right: You will see 1 or 2 lemmings getting near the gap
that hasn't been closed yet. Make 1 or both builders.
Pause and increase the release rate to 99.
Havoc 13: "Highland Fling." Set the 1st lemming as a blocker when his feet
touch down. Make the 3rd lemming a blocker before the ramp begins. Make the
2nd lemming bash through the rock obstacle. Make him a builder at the instant
he leaves the last flat rock area on the other side of the 1st rock obstacle.
If he hits his head before completing the bridge, turn him around back in the
tunnel by making him a builder. When he finishes the ladder, make him a miner
before he can turn around. (If you make him a miner too soon, he'll fall thru
a gap at the end of the ladder.) After he mines thru the 2nd rock obstacle and
gets to the green floor, make him a builder to avoid a lethal trap ahead of
him. Have him next build right and left just before the end of the green area
of the platform. Go back and release the blocker on the right and increase the
release rate to 99.
Havoc 14: "Synchronized Lemming." Solution Outline
Slow your system down for this one if you can. The following are the
individual solutions for each quadrant of the level.
Upper right (UR): 2 ladders must be built.
Lower right (LR): 2 columns must be bashed.
Upper left (UL): this quadrant consists essentially of 3 brick pyramids with
thin vertical slots in the top of each and a small cavity within each. Make the
first lemming a basher when he is as close to the left wall of the cavity of
the first pyramid on the right as you can get him. This will ensure that he
bashes non-stop to the cavity in the middle pyramid. When he drops into the
middle cavity, make him bash starting a short distance back from the left wall
so he will stop when he gets through the middle pyramid. When he walks to the
top of the left pyramid, make him build over the thin slot in the middle.
Lower left (LL): Make the leading lemming a climber when he starts to walk
left. When he gets on top of the 1st brick obstacle, make him dig down on the
LEFT half. Let him go when he finishes. Make a 2nd lemming a climber and have
him dig down on the remaining half of the same obstacle. When he reaches
bottom, make him a builder. Synchronizing details follow if you want them.
Havoc 14: Details for synchronizing all 4 quadrants.
1) LR - 1st lemming bashes thru 1st column.
2) UR - 1st lemming touches down and must start building immediately.
3) LL - 1st lemming lands, but can be ignored for now.
4) LR - 1st lemming bashes thru 2nd column. Ignore LR quadrant after this.
5) UL - 1st lemming lands, turns around and starts bashing.
6) LL - make lemming a climber, then a digger when he gets over the LEFT half
of the brick obstacle.
7) UL - make 1st lemming bash out of 2nd cavity.
8) LL - make 2nd lemming a climber.
9) UL - make lemming build from top of left brick pyramid.
10) LL - make lemming dig down on remaining half of brick obstacle
11) UR - make lemming who is now near or on the right platform build when he
gets to the middle of the right platform segment.
12) LL - have digger build left has soon as he touches bottom and takes a
step. Pause game immediately and increase release rate to 99.
Havoc 15: "Have an Ice Day." Make the lead lemming a digger over the highest
ice peak under the flat area in the middle of the landing ramp. Make the 2nd
lemming a blocker between the two flat spots half way down the ramp. Allow the
lead lemming to walk left as far as he can and turn back to the right. Make him
a builder at the water's edge. Let him drop to the small island in the middle
then build again over to the shore. After he crosses, he will walk down into a
small valley then up 4 snow covered rocks. When he gets to the 4th rock, make
him a basher. After he bashes, make him build across the water on both sides of
the ice island. When he turns back to the left and gets to the base (left side)
of the highest point on the island, make him a builder. After he gets to
the exit platform, make him build to get over the short tube. The exit stairs
(and sensor) are buried under snow. Make him a blocker at the right side of the
doorway, then a bomber. Go back and release the blocker on the landing ramp.
Havoc 16: "Scaling the heights." Make the 1st lemming a climber just as he
leaves the entrance. When he gets clear down to the notch at the bottom of the
cliff, make him a builder to close the small gap. The next lemming will pass
him as he builds. Make him a blocker when he's about 2 inches to the right of
the cliff. Before too many more lemmings arrive, have one build to the left to
the cliff after turning around at the blocker. When the climber gets to the top
of the cliff and walks left to the last high rock before the exit, make him a
miner at the base. When he breaks through and walks down a slight amount, make
him a builder. When he hits his head and turns back to the left, let him walk
down to the base of the ladder and begin mining again. When the first lemming
gets back to the top of the ladder, make him a blocker. Have another lemming
build to the right to get to the top of the cliff. The first one that gets
there should be set as a blocker at the right edge. Another lemming should
build left off the last blocker, towards the exit.
Havoc 17: "When Lemmings Dare." Solution Outline
Lots of precision required for this level and slow down your system if you
can.
First, you have to avoid the sticky tongues of 2 lizard type creatures which
means you have to take care where you start building ladders that face them.
When you've established a lead lemming, set a blocker right behind the leader
on the platform underneath the landing platform. Next, you will notice that
there's a small rock projection at the bottom of a metal platform below the
nose of the 2nd lizard. You'll need to use this to build to the right from.
This means you'll have to stop the building overhead (use a basher) just when
the leader is even with the tip of the lizards nose. If he floats all the way
to the lowest platform, you will not have enough skills to extricate him before
he can get to the exit. When he gets turned back around and on the platform
underneath the one holding the 2nd lizard, he must make his way down to the
exit so he comes out between the letters "U" and "T" in the word OUT over the
exit doorway.
Havoc 17: Detailed Solution. Make #1 lemming a builder as soon as he touches
down. Make lemming #2 a floater. As soon as #2 lemming gets near the left end
of the platform below the landing platform, make him a builder. He should lay
down 2 bricks just ahead of the left edge and turn around.
(You'll have to find a spot for him to lay down the first brick where the
lizard won't get him after laying down the 2nd brick or when he returns to
continue laying more bricks.)
Make #3 lemming a blocker a short distance behind #2. When #2 turns around
off the blocker and continues building, make him build until he's even with
the tip of the lizard's nose. Then make him a basher so he will stop building
and float down.
He should descend to a rock projection at the bottom of a metal square. When
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