OH NO! MORE LEMMINGS! Wild, Wicked, and Havoc Levels INTRODUCTION AND DISCLAIMERS This is a continuation to the solutions for the Tame and Crazy levels which were written by Jason Strausman. That file is named NLEMM1.WLK. I want to especially thank Nancy B. Linsley whom I consulted as we helped each other solve several of the levels. It is not uncommon to find other solutions than those listed below. Whatever works, I always say. I had found that at least 3 of the solutions I had worked out would never work again for me, so I had to find ones that were repeatable. Because of the complexity of some of the later levels in this game, it is almost impossible to eliminate important details in the interest of not giving away too much, but without which there isn't a complete solution. I've tried not to give away so much that you won't ever get into trouble as you execute the solutions below. Don't expect to finish any of the levels after 1 or 2 attempts (unless you're exceptionally lucky). Each solution has been tested several times to make sure the results are consistent. If you do find any errors of commission or omission, I'd appreciate hearing from you. And finally, if you get stuck and can't make a solution work, please send me a note. I can supply more details if you need or want them. Whenever a solution refers to building at the edge of something, that should be taken to mean the extreme edge in all cases except when noted otherwise. Many THIN platforms have lines which divide the platform into well defined segments. When you have to assign a bomber skill on such platforms, consider each line to be one second apart from the next. SOLUTIONS TO THE WILD LEVELS Wild 1: "Pop Your Top." You can only afford to lose 7 lemmings on this level. For this explanation, the entrances are numbered 1 thru 4 (left to right). You will only need to use bombers from entrances 3 and 4. For this and other levels like it, you need to find the correct time to assign the bombing skill. This is a process of trial and error. In general, look for the narrowest points in barriers that separate one part of the structure from another. The 1st lemmings from entrances 3 and 4 should be made bombers such that they make openings into a common cavity below them. Then assign a bomber from entrance 3 to make an opening down to the next cavity and a lemming from entrance 4 to open a hole to the lowest cavity just to the right of the exit. Now use one (or 2) miners to mine thru to the left down to the exit from the lowest accessible cavity. Use a builder out of entrance #2 to build over to entrance #3. Use a basher to get from entrance #1 to entrance #2. Wild 2: "Lemming Hotel." Make the 1st lemming dig down over the peak underneath the landing platform and set blockers behind him. Have the scout bash thru both tubes at the bottom of the peak, then build over the gap to his right. Next, make him a builder up to the ice obstacle beyond the 3 identical ice mounds. Then have him bash through the obstacle, and build to the next platform on the right. Have him build up to the tall tube in the middle. Make him a digger when he breaks thru the tube. After digging a ways, make him build and bash thru the last tube. Don't let him drop off the other side before building a few steps. (Use a bashing skill to stop him early.) Wild 3: "Lemming Rhythms." Set blockers at the right and left edges of the landing platform. Make the next lemming dig down on the left after turning to the right. Set another blocker to keep other lemmings from going into the shaft being dug. The digger will need to stop digging about half way to his destination and bash right for a bit before continuing to dig. The destination is the 2nd mortar line above the lowest platform. When he reaches the line, make him a basher, then a builder when he bashes through. Make him build to the lowest hanging pulley block, bash through it and build far enough to get over the next platform underneath. Make him stop building so he'll drop to the platform. Make him build off the next 2 platforms, then over the last gap to the entrance. As he starts building over the last gap, release the middle blocker by making a lemming a miner who will mine left into the previously dug shaft. Wild 4: "Meeting Adjourned." As the 1st lemming drops to the tree top, let him move right a short distance, then dig down. After breaking through to the rock platform underneath, make the 1st lemming that reaches the 4th rock from the left edge of the tree platform a basher. Set a blocker behind him. Make the same basher bash through the next rock obstacle. Make him a builder when he breaks through. Make him bash through the next obstacle then build again. When he arrives over the next rock obstacle, make him a basher to stop building and drop down. Make him build from the peak of the obstacle he dropped down on. Make him build over the last gap to the exit. Release the blocker by bashing under his feet. Wild 5: "Lemming Head." Because there are blockers available, you will not have to time any bombers on this level. All lemmings will drop safely to the lowest brass tube. Set two blockers in succession to bomb through the 1st junction of horizontal and vertical tubes on the lowest platform. Do the same for the next junction. Set a blocker at the bottom of the drop off after the last explosion. Have a lemming build to the right from a point that will make only one long ladder all the way to the highest platform on the right. Wild 6: "Just a Quicky." As soon as the 1st scout goes all the way to the right and turns around, make him a builder. When he starts the 2nd ladder section, have another lemming break through the previous ladder section somewhere by digging. Have the lead scout bash thru the lattice work close to floor level and build to the left far enough to so he'll drop on the brass tube extending to the right from the exit platform. Have one of the remaining lemmings bash through the vertical brass tube. Increase the release rate to 99. Wild 7: "You Take the High Road." Start with the upper entrance. When the lead scout gets to the top of the split brick pyramid have him start building to cover the split before the next lemming gets there. Now immediately pause the game and go to the lower entrance. Restart the action and make the lead lemming bash through the taller 2 columns. As soon as he starts bashing through the 2nd column, go back up stairs and have a lemming bash through the first 3 of 5 small brick arches. When he starts to cut through the 3rd arch, pause the game again, go back down to the lower level and make the lead lemming start building a bridge from the pit between the 2 metal pedestals up to the right pedestal. Go up to the upper level again and have a basher finish bashing through the last 2 arches. Make a lemming build to the left from the pit between the slanting bricks. Wild 8: "It's a Tight Fit." Make the first lemming an athlete, then pause the game. Increase the release rate to about 80. Restart the game and make each of the remaining lemmings climbers as they drop to the ground. Then quickly make each one a floater. After the lead lemming floats to the platform below and walks right, find a spot for him to bridge which will only require the laying of four steps. (At the minimum release rate of 1 (which this game started at), only four ladder steps can ever be built before the next lemming catches up.) Wild 9: "Ice Station Lemming." Ignore the top entrance, there's nothing to be done. On the lower level, make the lead lemming a builder to the left from the bottom of the left side of the third little ice hill from the left. Have another lemming break the ladder behind him somewhere. Make the leader bash through the ice wall when he reaches it. Have him build left from the other side and be sure to close the gap to the rock wall above. When the gap is closed, make him build to the right to get to the upper entrance platform. Lastly, have a lemming repair the broken ladder below. Wild 10: "Higgledy Piggeldy." Don't worry about the lemmings you're going to lose at the beginning of this level. You'll rescue more than needed. Make the first lemming build right from the right end of the ramp. When the next lemming gets across the gap, make him dig down on the right side of the green area so that he leaves no edge on the right (his left side as he digs). When he gets far enough down to build to the right so his ladder will not leave a gap over the next platform, have him start building. Have a lemming build left to the next platform. Bash all the way through the upper platform to the exit using only 1 bashing skill. Increase the release rate to 99. Wild 11: "Mutiny On the Bounty." Have the lead lemming build over the notch in the left slanting bricks, then turn around and build to close the gap between the brick ramp and red column. Make a lemming who's traveling to the right into an athlete. Have him build one ladder section over the right side of the chain hanging over the water. Have him bash through the brick extension at the top of the brick ramp. When he reaches the platform at the bottom have him build right to the column, then left. He should start building right at a point that will ensure that the ladder going left will either reach or cross over the small platform in mid air. If he gets only to the small platform, have him build left again from the platform to the wall on his left. When he turns back to the right, climbs the column and floats back down, make him mine through the stairs he just built so the exit can be reached. Go back where the rest of the lemmings are and have one build to the right under the right edge of the over-hanging metal platform. Increase the release rate to 99. Wild 12: "Snow Joke." Make the 1st lemming a builder and climber and have him build off the right edge of the landing platform. Make the 3rd lemming a climber. Set blockers on the left and right sides of the landing platform. Have the 1st lemming to climb over the arrowed obstacle build right to the ice obstacle up high (2 ladder sections only). Let the 2nd scout come back and bash through the arrowed object. Increase the release rate to 99. Have the 1st lemming bash through the obstacle he is approaching. Have him build one ladder section off the right edge of the platform he is on. His next task will be to build a series of ladders crisscrossing between the wall on the right and ice hanging down from above with the 5 building skills remaining. Make sure all gaps are closed and go for maximum height. When he first turns to build left, pause the game and go back and release the right blocker on the landing platform. When the lead lemming builds the last ladder to the right, make him a basher to get to the exit. Wild 13: "Onward and Upward." Make the 1st two lemmings climbers. Make the 3rd lemming a blocker when he reaches the middle of the 3rd red floor tile from the right hand wall. (You may have to adjust his position slightly to the left or right in a later try to get an even distribution of lemmings on the landing platform.) When the 1st lemming gets to the thin red post above, make him a blocker up next to the post. Make the next lemming a miner as soon as he turns left off the blocker. Now make the blocker a bomber to break through the post. When the 2nd lemming completes the ramp and turns back to the right, make him build over the gap to the right. When he starts the 2nd ladder section, pause the game, release the remaining blocker and increase the release rate to 99. Restart the game and have the lead lemming bash through the brick obstacle up ahead. When he reaches the top of the following set of gray stairs, make him a bomber. Make the next leader a bomber at a point where he will explode just as he gets to the right end of the lower platform. Wild 14: "Ice Spy." Make the 1st lemming a blocker the instant he hits the landing platform. Make the 2nd lemming build across the last large flat area of ice on the landing platform to avoid a lethal sensor. Make the next lemming a blocker to the left of the ladder. After building over the sensor, make the leader build over the gap below to get to the next platform, then have him bash through the ice spike ahead. He will cross over an arched bridge, then must build a set of crisscrossed ladders (close all gaps) to get high to the right so he can bash through to the ice slope on the other side. (Reserve 1 builder skill for later.) After he bashes through and walks down the slope to a level area of the ice, then reaches the last flat area of ice to the right, make him a builder once more to avoid another lethal sensor. When he's across, make him bash through the last obstacle to get to the exit. Go back and release the blocker on the right and increase the release rate to 99. Wild 15: "The Silence of the Lemmings." There are 2 entrances. The first lemming will drop from the left entrance. Make him a blocker as soon as he touches down. Go to the right entrance and make the 1st lemming out of there a blocker right next to the Lemming Crusher on the right, then make him a bomber. Now go back to the left entrance and isolate a single lemming to the far right by setting another blocker to the right of the entrance. Go back to the right side once again. If the bomber was stopped at the right place, the resulting crater will let the rest of the lemmings walk under and by the crusher. Have the lead lemming build a single ladder across the right side of the chain. Make the lead lemming and the following 2 lemmings bombers and space their starting positions so they will make holes in the top 3 platforms to the right of the ramp on the right side of the chain. When a lemming reaches the 4th platform, make him a bomber at a point that he will explode at the far right end. Immediately go back to the left entrance and have the isolated lemming on the right dig down when he is moving to the right. When he gets under the metal, make him a basher. When he starts across the bridge over the water below, pause the game to increase the release rate to 99, then release the remaining lemmings. When the leader gets across the bridge, make him a basher. Wild 16: "Take care, Sweetie." When the only lemming lands, make him build right so he hits his head on the underside of the gray box above. Have him build over the 1st gap to the left of the entrance. Let him drop down the next gap and walk right in the tunnel below. When he gets to the far right of the tunnel, he will have to build 2 bridges, 1 to the right and one to the left. When he finishes the one on the left, no gap can be left between the top step and the wall. As he completes the last bridge he'll turn back to the right, then the left. As he turns left, make him a climber. Wild 17: "The Chain with no name." Make the 1st lemming a builder to close the gap on the far left of the landing platform. Have a lemming bash through the 3 columns on the right of the entrance. Have somebody build a 2 section ladder ahead of the far right column. When the last lemming has dropped off the right edge of the ladder before it is finished, make him a miner under the ladder when he turns around and walks left. Make him mine to the right at the right end of the platform underneath the landing platform. When he gets to the lowest floor, let him walk right and turn back to the left. When he's 4 1/2 lines from the brick platform that supports the exit, make him build left until he hits his head. When he gets back down to the base of the ladder, have him build right. When he's half way finished with the last ladder section, go back to the landing platform and make any lemming who's traveling right mine through the left end of the ladder ahead of the opening in the platform underneath the ladder. Increase the release rate to 99. Wild 18: "Dr. Lemminggood." The first 6 lemmings must be made bombers. The 1st 2 must be made bombers the instant they land (4th line from the right). The next 2 must be made bombers when they reach the 3rd line from the right. The 5th and 6th lemmings when they touch the 2nd line from the right. Let the 7th lemming through. When he lands on the bottom platform, make him a builder. Go back to the landing platform and have someone build across the hole at the right end to seal it off. When the ladder is completed below (to the top right platform), go back to the landing platform and make a lemming a bomber so he 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 drops left off the landing platform, start him building so he has to begin a second section of ladder before he gets to the ice obstacle on the left. Set a blocker at the left end of the landing platform. When the lead lemming turns back to the right, make him a builder again at the base of the ladder. When he goes back and steps up on the ice shelf, make him a miner immediately. When he drops down at the end of the mining operation, make him a builder a couple of steps down from the drop off. Make him continue building until he gets to the exit platform. Now increase the release rate to 99 and release the blocker on the left. Wicked 16: "5 Alive." Make the 1st lemming a bomber the instant he starts to fall from the entrance. Make lemmings 2 and 5 floaters. Make #3 a miner as soon as he reaches the bottom of the bomb crater. Make the 2nd lemming to reappear on the left side of the bomb pit, a climber. Make the one ahead of him a builder at the left end of the platform. Wicked 17: "Down the Tube." All lemmings will land on the ball underneath the entrance. Make # 1 lemming a builder when he comes back down the ramp and is at the narrowest point between the ramp and ball. Make a lemming moving down the ramp a climber. When he drops off the left side of the ball, make him a blocker as soon as he touches down, then a bomber. Select another lemming moving down the ramp on the right and make him a climber. He should go over the ball and land on the left platform below. Make him build off the left edge of the platform. As soon as he starts building the second section of ladder, have a lemming above build left over the ball. Increase the release rate to 99. Wicked 18: "LoTs moRe wHeRe TheY coMe FRom." (The intermittent capital letters in the title refer, of course, to the spiky walking course that the lemmings must endure.) Make lemming #1 a builder at the right end of the landing platform. Have lemmings 2 and 3 build left and right respectively to seal off the outlet below the metal platform and to prevent other lemmings from getting underneath the iceberg. Continue the bridge overhead to the side of the iceberg. As soon as the bridge is complete, make the next two lemmings who are coming up the ladder, climbers. Make the one who follows them a bomber so the hole in the ladder will allow all who follow to drop down for safekeeping. When the lead climber gets to the gap just in front of the tallest peak on the iceberg, make him a miner. When the next one gets there and turns around, make him a miner. Now, stay with the first miner/climber as he mines all the way to the right lower corner of the iceberg. You'll probably have to use several building skills to get him turned to the right so he can't get back under the iceberg. Have him build over the remaining gaps to the exit. At some point, the 2nd climber/miner will arrive to help. If you want, make him help build so he won't fall into the icy water. Now go back and build up the bridge leading to the ramp-tunnel built by the 2nd miner so the remaining lemmings can head for the exit. If any lemmings are unable to reach the ladder because an ice spike is in their way, build over it/them. Now increase the release rate to 99. Wicked 19: "Up, Down or Round and Round." Let the lemmings walk down to the bottom floor. Make lemming #1 bash through the first column and lemming #2 bash through the second one (saves some time later). 3 ladders must be built to get to the platform below the exit platform. You will need two builder skills for getting to the exit and to build over a hazard on the platform below the exit. That leaves 4 builder skills to build 3 ladders below. 2 out of the 3 gaps must be built across with 1 builder each. Ladders one and three (counting from bottom to top) must be started at the extreme right edges of their respective platforms - the rear edge of the 1st brick must look as if it has nothing to cling to. You then have 2 building skills left to get across the gap for ladder number two. As soon as a lemming starts to build the middle ladder, pause and increase the release rate to 99. When the first lemming gets to the platform below the exit, make him a builder just as he steps on the platform. When the first lemming gets to the top of the stairs leading to the exit, make him a builder to close the small gap at the top. Wild 20: "The Lemming Funhouse." Make the 1st lemming build to the right from a point where the ladder will not quite close the gap over to wall. At the same time, the 2nd lemming must drop safely to the platform below which has 2 sloped sides. Make the 2nd lemming a blocker beside the lemming crusher on the right end of the lowest platform. Make lemming number 3 build left from the lowest point of the left slope below to close the gap over the water. Make the next lemming a digger just as he starts down the right slope. Make the 1st lemming to reach the gap over the water on the lowest platform build across it. Make the next lemming to safely cross the gap build across the final gap to the left. The building operations for both gaps must start very close to the edge. Now increase the release rate to 99. SOLUTIONS TO HAVOC LEVELS NOTE: Due to the complexity of some of the solutions that follow, a few have been written so that there's a solution outline at the beginning for those who want to figure out the details for themselves, followed by the same solution with a greater level of detail (but not all). Havoc 1: "Tubular Lemmings." Make #1 lemming a blocker as soon as he touches down. Make #3 lemming a blocker underneath the icicle hanging over the right side of the landing platform. Make #2 lemming build to close the gap at the left edge of the platform underneath. As he builds, make a lemming build left off the right blocker above (one ladder section only). Pause the game and increase the release rate to 99. Make the lemming below start bashing through the 1st two tubes on his right. Make him build to tubes 3 and 4 and start him bashing when he gets there. When he's half way through, make him a digger. Make him a basher again when he's even with the line on his left that separates the top and middle rows of metal platform blocks. Make him build clear across to the 6th tube. Then make him alternately bash, build, and bash to get to the metal platform on the right. When he gets to the 3rd metal platform block from the left and to the 2nd bolt on this platform, make him a builder again. Let him build only 5 steps, then make him stop by making him a basher. Make him build over the gap to the right. Go back to the landing platform and continue the ladder to the left to let the remaining lemmings escape. After all the lemmings have passed the builder, make him a basher so he'll stop building. Havoc 2: "Be more than just a number." Make lemming #1 build left from the 2nd bolt from the right edge of the landing platform (one section only). Make another lemming an athlete. When he lands below the landing platform, make him a builder at the left edge of his landing point. When he comes back to the left again, make him build across the gap where he landed. When he gets to the other side, make him a blocker at the left edge of the metal block. Make another lemming a climber. Make him a digger the instant he drops into the notch to the right of the blocker. Make him a digger again on the right side of the notch below. After he falls to the lowest platform, make him a builder just as he is clear of the tall metal pedestal supporting all the platforms. Make him build left when he gets to the single metal block up high on the right. When he starts building, go back and complete the ladder on the landing platform. Increase the release rate to 99. Havoc 3: "It's the price you have to pay." This level employs a "trick" of sorts at the beginning. The trick is to use only 2 bashing skills to get through the 3 posts to the right of the entrance. Depending on the speed of your system, the approach will be different. If one approach doesn't work for you, try the other. Method 1 (faster machines): Make the 1st lemming a basher a short distance ahead of the 1st post (he must bash some material on this first swing). When he gets to the 2nd post (unless he is still bashing), start him bashing again just as he gets to the post. He should bash non-stop through the 3rd post. Method 2 (slower machines): Make the 1st lemming bash just as he gets to the 1st post. He should bash non-stop through the 2nd post. Start him bashing again at the 3rd post. Pause the game now and increase the release rate to 99. Restart. One lemming will turn to the left. Make him build over the gap at the left edge of the platform. When he gets to the left where the brass tube turns downward, make him dig down on the left side of this tube. When he's almost to the bottom, make him a miner. Make him a basher when he's above the level of the exit platform on the left side of the rock (?) obstacle. Havoc 4: "The race against cliches." Solution Outline This level consists of a single entrance, but with upper and lower platforms. The upper platform will be used by 2 lemmings and will have to be bashed through in the middle where it hangs from the roof. The other 18 will use the lower platform. All 20 will be made climbers, but only 18 will be made floaters. To beat this one will require the liberal use of the pause key (don't try to use the mouse to pause the game). The first and last lemmings will have to take the upper route so they will be climbers only. Start by getting the maximum distance between the 2nd lemming and the rest of the pack. After the second lemming leaves the entrance, increase the release rate to about 70 which will provide a comfortable distance between lemmings for assigning skills to each individual lemming as well as ensuring they all get to the exit before time runs out. Havoc 4: Detailed Solution Start by making the 1st lemming a climber. The moment the 2nd lemming appears at the entrance trap door, pause the game and increase the release rate to about 70. Restart. When the 2nd lemming turns and walks left, make him an athlete. Now wait for the first lemming to reach the top of the platform on the right. Make him a builder at the middle of the large flat spot on the platform. The instant you do so, pause the game again. Move the cross-hair to the platform to the left of the entrance. You should be able to make the next 6 lemmings climbers before pausing the game again. Look up high. The first lemming should be nearing the left edge of the platform. When he gets to the extreme left edge, make him a builder. Once again, pause the game immediately. Go back and continue making all the lemmings climbers except for the last one. Work your cross-hair to the right as soon as the last lemming lands from the entrance. Now quickly, starting with the 2nd lemming in the line-up going over the tubes, make each one a floater (completing the transition to athlete). (If you hear a "splat," you missed one and will have to start the level over again.) Check the floater count and make sure it is zero. Go back to the top and make the lemming up there bash through the area holding the platform to the roof. At this time the last lemming back at the landing area should be walking towards the wall on his right. Make him a climber. When he gets to the top, make him add a step to the ladder on the right then ignore him. There's one tube on the lower platform that must be bashed through by the leader because it cannot be climbed over. The instant he starts bashing pause the game and check on the progress of the lemming above. Make him a digger when he gets over the last tube on the lower platform. Make sure he digs far enough left that the lemming behind him will drop safely to the tube below and not to the right of it. Make him build over the gap on the left of the lower platform. Havoc 5: "There's madness in the method." Make the 1st lemming a basher at the last instant before he can turn around at the brick wall on the right of the entrance. While holding down the right mouse button, prepare to make the 2nd lemming a miner the instant he turns left. (Check the manual for the use of the right mouse button.) If he started mining too late, he will not survive the drop to the pit below, although the others might. Let the 1st lemming continue to bash until he nears the right side of the brick obstacle, then make him a builder so he will stop. Make a climber out of one of the 1st lemmings to drop down to the pit below. Make him bash through the brick obstacle after he climbs up to the next platform above the pit. Make another lemming behind him a climber - the one you pick must be able to catch up with the basher about the time he is in the center of the structure. The 2nd climber should turn back to the right and start mining no later than the mid-point of the structure above his head. Because of synchronization problems, there's a definite possibility that the 2nd climber will not turn around. If this happens, you'll have no choice but to start the game over. Havoc 6: "Now get out of that!" Make the 1st lemming a miner just ahead of the first mound of snow at the top of the ramp. Make the next lemming a blocker just where the miner started mining. Before the miner breaks all the way through, make him a builder so he'll stop mining. Now immediately pause the game. A lemming will be coming back down the ramp and be nearing a little slope just below the entrance. Make him a miner just as he starts up the slope. Make him mine only long enough to prevent the next lemmings from walking farther to the left. Make the miner a builder to make him stop. Now go back to the first lemming and make him mine left from the bottom of the ramp. Stop him by making him a builder before he breaks through. Continue having him make new ramps below by alternately mining and building. 7 ramps must be built with the last breaking out to the right side of the ice. Now go make a lemming a miner at the left side of the blocker, which will release him and let the rest of the lemmings loose. Increase the release rate to 99. Havoc 7: "Creature discomforts." Go immediately to the left entrance and make the 1st lemming a blocker when he's over the last line on the left end of the landing platform. Now pause the game. Go to the right entrance. The 1st lemming will be nearing the left end of the platform. Restart the game and make him build to the 1st small platform. Set the next lemming as a blocker left of the entrance. Have the builder build again from the left edge of the 1st platform he reaches. When he finishes one ladder section, let him drop down and start building again from the left edge of that platform. When he's over the last small platform, let him drop down and build 2 more ladder sections to the exit. When he starts to build the last section, go back to the right and release the blocker. At this time you should have approximately 1-1/2 minutes left. Go to the left entrance and make at least 6 of the lemmings climbers (more if you want to rescue more). When a climber drops down from the column on the right side, make him a digger. Have the first lemming that is walking left after the hole is dug and drops down to the small platform on the left, build left as soon as he touches down. Have the last lemming who drops through the hole, bash through the column on his right, then bash through the next column. Make him mine through the next 2 columns he comes to. Make him a builder just as he finishes his last mining job. He'll only need one ladder section. As he starts to build, go back to where the rest of the lemmings are and have one of them build to the right from the top of the ladder in the pit. Havoc 8: "Lemming about Town." When the 1st lemming lands and turns left, make him a climber. Make another lemming build right just as he lands (1 section only). Make the climber a miner when he reaches the center of the top of the obstacle he just climbed. When he comes back to the right, make him build over the gap to the thin platform using only 1 ladder section. Make him build over the small gap at the right end of the thin platform. When he gets to the 5th line from the left in the red block platform, make him a digger for a short distance, then a builder so he'll turn around. After he turns around, find a 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 he turns to the right, make him a builder again just before he falls off the rock. Depending on where he starts building, he will have to build right once, left once, then right once more from the end of the previous ladder. Or he will have to build right twice, then left over to the metal platform. Finding the exact positions for where to start the 1st and last ladder sections will be a matter of trial and error; there's no way to describe them accurately here. After he makes it safely to the metal platform and walks left to the slanted green shaft, make him a digger. When he's even with the bottom of the metal platform, make him a miner. Now pause the game and increase the release rate to 99 if you haven't done so already. Restart and release the blocker above. The miner should finish between the letters "U" and "T" in the word OUT on the exit building. Too far one way or the other will result in a restart of the level. Havoc 18: "Lemmings in a situation." Make the 1st lemming an athlete. After he descends to the lowest platform on the right, make him a builder just to the left of the last mortar line from the end of the platform. He'll build 2 ladder sections and turn around. Make him a builder off the left edge of the little brick ledge over the water. When he gets to the other side, make him a digger. Let him walk left and back to the right. Before he can step down to the small brick ledge over the left side of the water trough, make him dig out half the distance to the brick ledge, then make him a builder. After he turns left and steps out of the short tunnel and onto the brick platform, have him build 2 ladder sections. At the end of the 2nd section he should climb the post. When he gets to the top, make him a digger. When he nears the previously built ladder, make him a builder again. As he is building, go back to the landing platform and make a lemming in the center of the pack, a climber. After he climbs out (left or right side), make him a floater, then forget him until later. Go back to the leader and make him start a second ladder section. When he gets to the post, make him a basher. Make him build across the next gap starting from the extreme left edge. When he drops to the platform on the other side, make him build as soon as his feet touch down. When he finishes the ladder, make him a blocker. The next lemming should be getting near. When he gets to the blocker and turns right, make him a builder half way back down the stairs. Now go back to the landing platform and select a lemming on the extreme right edge of the platform by holding the cross-hair to the right of the platform then slowly bring it to the left until a box takes the place of the cross-hair. When the box becomes visible, make that lemming a bomber. Havoc 19: "Looks a Bit Nippy Out There." On either side of the entrance are 2 objects that resemble cats that are facing each other nose to nose. There are 2 narrow gaps between these objects. When the 1st lemming falls to the lowest narrow gap, make him a builder. When's he's done, build left from the right side of the gap. Pause the game and increase the release rate to 99. When lemming #75 starts to leave the entrance, pause the game again and decrease the release rate to the minimum. Restart and wait for lemming #79 to touch the nose of the cat on the left. Make him a builder. Lemming #80 will go into a holding area between the back and tail of the cat on the right. When the lead lemming turns around and goes a short ways over the top of the ear of the cat on the left, make him a digger. Let him dig down a short distance (about the height of one lemming), then make him a builder. When he finishes building, let him come back down and then go back up before making him a basher. When he finishes bashing through the obstacle on his left, have him dig down directly over the exit doorway. Now bring the other lemming up the cat's back by making him a climber. When he gets back to the noses, let him mine for a couple whacks with his pick, then make him a basher. When he comes out on the back of the cat, make him a builder. When he turns to the right, make him a builder again somewhere so he will turn around to the left again. When he gets to the top of the ladder you'll have one chance to close the gap at the top. (Lay the last brick as far left as you can.) When he turns and comes back down the ladder a few steps, make him a builder again. When he hits his head and stops building, he'll turn around to the left, then again to the right. Let him get back to the base of the ladder which was started at the end of the bashed tunnel. Now make him a miner to free the rest of the lemmings. When he gets back to the ladder stub that he quit building when he hit his head, make him a builder again from the extreme right edge of the last brick laid. Since he's a climber, if he fails to turn around and go left to the exit, the short digging job behind the cat's ear needs to be extended a little ways the next time. Havoc 20: "LOoK BeFoRe YoU LeAp." Start by pausing the game before the entrance trap doors open. Move over to the left entrance. Restart the game. The 1st lemming out of the left entrance will fall through the gap between 2 rock obstacles. When he's about 60% of the way thru the gap, he'll hit a ledge and walk left very briefly, then turn to the right. When he's taken half a step, make him a bomber. The explosion below should create a crater that will not let the lemmings that follow walk out over the left edge. (If it doesn't, adjust the place where the 1st lemming is made a bomber.) Make the 2nd lemming test to see if he can walk out to the left. If he can't, then make him an athlete. Now go to the right entrance where 2 or 3 lemmings are already moving back and forth on the right side of the top level. Near the right edge is a small, green bush. 6 lemmings must be made bombers on or next to this bush; three as they are moving right and three as they are moving left. The details for where to make all 6 bombers are below if you can't figure it out. The object is to bomb a path over to the left because the lemmings from the left entrance will need to share some of the same openings. After you've gotten all the bombings done satisfactorily, continue. Now go back to the left entrance after ensuring that the lemmings on the right will land safely on the exit platform. To the right is the athlete in a valley between to rock obstacles. As he walks left and starts up the right side of the 3rd rock from the left, make him a miner. When he breaks through and the lemmings get up to the valley, make the first one to reach the right side a miner. When he breaks thru and lemmings start walking up the ramp to the right entrance, make the 1st one that is moving along by himself a bomber just as he reaches the 1st green bush below the top of the ramp. Make another one a bomber from the same place. Now increase the release rate to max. The following is a list of the positions to use on or about the bush. Each item starts with the direction the lemming must be moving in: 1) Right - left base of bush 2) Right - right side just over the top of the bush. 3) Right - top of the bush 4) Left - top of the bush 5) Left - half way down the left side 6) Left - left base of bush OH NO! MORE LEMMINGS! is published and distributed by Psygnosis, Ltd. This walkthru is copyright (c) 1993 by Warren Buss