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1991-08-01
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This solution was leeched off the ever-expensive CompuServe by Nightwing.
LEMMINGS
INTRODUCTION
This walkthru is based on the IBM VGA version. The other formats for
LEMMINGS should use the same puzzles for levels with the same numbers. But
in case they do not, I have also listed the titles to each of the levels to
make finding a particular level easier. Most levels are simply a question
of knowing what to do and when to do it. But there are a few levels that
cannot be explained completely in a walkthru, or where these solutions may
not save all of the needed lemmings. In these cases, I have provided one
access code to the next level. (There are many access codes for each level,
but all will work on any computer.)
"Block off the (left/right)" means make the first lemming heading towards
the (left/right) into a blocker. Exact locations are not important, since the
blockers are usually only used to keep other lemmings from walking to their
deaths.
At the end of each level, if there are any remaining lemmings (blockers,
those trapped in pits, etc.), they can simply be nuked with the "Armageddon"
command. You should also speed the release rate to 99 if there is a safe
path to the exit; this will cause lemmings not yet released to fall faster.
A "scout" is one lemming that goes ahead of the rest (use a blocker to hold
the rest back) to clear a safe path.
SOLUTIONS TO THE FUN LEVELS
Fun 1 - "Just dig!" - As the name of this level suggests, all you need to
do is turn one lemming into a digger to dig through the floor trapping the
lemmings. As long as you don't dig directly under the exits (where the
lemmings just coming out would die from the fall), you can dig anywhere.
Fun 2 - "Only floaters can survive this" - Turn all of the lemmings into
floaters.
Fun 3 - "Tailor made for blockers" - Block off the right end of the highest
platform. Then, block off the left of the next platform, and the right of
the third. You should not do anything to the fourth platform, but block off
the left of the fifth (bottom) one. Block the right side of the bottom floor
where the exit is.
Fun 4 - "Now use miners and climbers" - Mine through the floor to free the
lemmings. Then, make all the lemmings climbers.
Fun 5 - "You need bashers this time" - Bash through the two vertical
objects. Then, bash through the lattice surrounding the exit where it meets
with the floor. (This will take several different bashers.)
Fun 6 - "A task for blockers and bombers" - Turn one of the lemmings into
a blocker, and then bomb him. (You can do this anywhere along the
platform.) Then, do the same to a lemming that is next to the vertical
obstacle.
Fun 7 - "Builders will help you here" - Build stairs to give the lemmings
a way to get over the miniature cliff. Then, build over the pit. If you use
the first lemming to do this, only a few lemmings will fall into the pit,
and you should meet your quota.
Fun 8 - "Not as complicated as it looks" - Use the first lemming to block
passage to the right. The other lemmings will turn around and head to the
exit.
Fun 9 - "As long as you try your best" - Bash through the column in the
middle of the screen. If you need to, use a blocker to keep other lemmings
(that have turned back before there was a path through the column) from
reaching the grinder.
Fun 10 - "Smile if you love lemmings" - Turn all lemmings into floaters.
Block off the right end of the floor at the bottom of the screen.
Fun 11 - "Keep your hair on Mr. Lemming" - Make the first two lemmings
athletes. After the first one has gotten over the obstacle, turn him into a
blocker. The other athlete will change directions after bumping into the
blocker, and before he climbs back over the obstacle, change him into a
basher. This will free a path to the exit for the rest of the lemmings.
Bomb the blocker.
Fun 12 - "Patience" - Bash through the obstacle in the middle of the
screen. Block off the left end (with a lemming that has bounced off the
obstacle). Build out of the pit using two builders.
Fun 13 - "We all fall down" - Wait for the first lemming to get close to
the right edge of the platform, and turn him into a digger. When the next
lemming comes close to the hole that the first lemming has created, turn him
into a digger. Repeat for all of the lemmings. (Diggers do not die from
high falls.)
Fun 14 - "Origins and Lemmings" - Bash through the first column on the
right. Build stairs to reach the floor in the next section (which is
created by something that looks like a column on its side), then bash
through the column to the right of the stairs. Repeat this pattern until the
lemmings reach the exit.
Fun 15 - "Don't let your eyes deceive you" - Bash through each of the
three columns. Send a scout out after you have bashed through the third
column, and build over the large pit (using 5 builders) and over the gap in
the stairs near the exit (this will take 2 builders). Free the blocker.
Fun 16 - "Don't do anything too hasty" - Send a scout to the right and
block off the left side. Builds stairs to the exit (you will need 7) and
destroy the blocker.
Fun 17 - "Easy when you know how" - Bash through the two obstacles on the
right. Turn the lemmings into floaters before they hit the ground.
Fun 18 - "Let's block and blow" - Make a lemming a blocker as he passes
over a chamber where there is no fire, and then bomb him. Keep on opening up
passages into the "safe" chambers until the lemmings are on the bottom
platform. Make sure to stagger the holes (don't line them up vertically),
or else the fall might be too much for the lemmings.
Fun 19 - "Take good care of my Lemmings" - Send a scout to the right, and
block off the fall to the left. Build 4 times to reach the exit, and remove
the blocker on the right.
Fun 20 - "We are now at LEMCON ONE" - Build stairs over the first gap to
the right. Bash through each of the thin columns and build over the gap
next to the exit.
Fun 21 - "You Live and Lem" - Bash through the two walls blocking the
lemmings' path and build over the trap near the exit.
Fun 22 - "A Beast of a level" - Bash through the trees (this should only
take 5 bashers). Don't forget to block the left edge of the solid ground.
After one of the lemmings is past the last tree, start building in a zig-zag
pattern to the exit. (When the stairs hit the cliff or tree trunk, start
building from the top of the stairs in the other direction.) Then bash
through the tree that's surrounding the exit.
Fun 23 - "I've lost that Lemming feeling" - Block off the pit to the
right. Send a scout to the left, and bash through the wall until the
lemming approaches a bottomless pit to his left. Build over this pit just as
he is finished bashing. Then bash through the wall blocking the lower exit.
Fun 24 - "Konbanwa Lemming San" - Use blockers near both ends of the
platform. (Make sure that all lemmings are trapped in the middle.) When the
pack of lemmings is heading to the left, and the first one is just above
another smaller platform (the one to the left of the one-way rock), turn him
into a blocker, and then bomb him. All of the lemmings should proceed to the
left, jumping off the lower platform. Send a scout to the right, and use him
to dig down to the exit (preferably to the left of the exit). Free the
blocker.
Fun 25 - "Lemmings, Lemmings everywhere" - Wait until the lemmings turn
around, and then mine so that the lemmings fall into one of the larger holes
in the lattice. Keep mining until they are about half way down the screen.
Then bash towards the spider web on the far right. After the lemmings have
entered the first ring of the spider web, bash into the horizontal chamber
that is just above the exit, and mine to the left of the exit. You can also
mine directly out of the spider web, but there is a chance of creating a
fall that is too large for the lemmings to handle. Use blockers as needed
to keep the lemmings from killing themselves.
Fun 26 - "Nightmare on Lem Street" - Using both of the lemmings, build
stairs to the right, over the gap. Then, use both lemmings to build up
towards the exit. If the lemmings turn around before reaching the exit, have
them build into the cliff where they started out. They should turn back
towards the exit after hitting the wall.
Fun 27 - "Let's be careful out there" - Send 3 scouts to the right and
block off the left of the platform. Turn all of the scouts into floaters.
Have one scout block near the exit and another block the left edge of the
floor. The third scout should start building as soon as he turns to the
right and continue until the stairs go past the end of the platform above.
Have one lemming build over the blocker on the right of the platform. The
lemmings should land safely on the staircase the scouts built. Remove
blockers as needed.
Fun 28 - "If only they could fly" - Create 3 athletes. Block off both ends
of the floor on the bottom of the screen. The third athlete should build
stairs that reach to the highest or second-highest of the platforms without
hitting any other platform. If necessary, build a second set of stairs to
the exit. Then dig through the ladder that is holding the others.
Fun 29 - "Worra Lorra lemmings" - Bash through any obstacle that is in the
lemmings' path. Make sure to block the right end of the platform where the
lemming enter. There is a gap in a pre-built staircase about half way to the
exit. The first lemmings should bash through the bottom of the staircase
after falling through. Use builders to create a staircase that starts in the
hole the bashers created. This new staircase should clear any obstacles and
provide allow the lemmings to reach a climbable slope. Bash through this
slope and zig-zag stairs up to the exit.
Fun 30 - "Lock up your lemmings" - Bash to the left out of the first trap,
then right out of the second one, and left out of the third, to the exit. If
you accidentally bash in the wrong direction, block the edge of the platform
and bash again once you can see the lemmings' direction more clearly.
SOLUTIONS TO THE TRICKY LEVELS
Tricky 1 - "This should be a doodle" - Send a scout to build over the gap
to the right of the entrance. Then bash through the obstacle blocking the
exit and free the blocker.
Tricky 2 - "We all fall down" - This is essentially the same as Fun 13, only
with more lemmings to save. See the above solution.
Tricky 3 - "A ladder would be handy" - Send a scout to the right and block
off the left end of the hill where the lemmings enter. Build up to the exit
level. If you cannot reach the exit with one scout, send two, with one
blocking the right end of the platform. This will give you more room to
build since you can start off from the left. Remove the blocker to let the
lemmings reach the exit.
Tricky 4 - "Here's one I prepared earlier" - Block off the left end and send
2 scouts to the right. Bash through the first obstacle. Turn both scouts
into athletes, and after one has passed the second obstacle, make it a
blocker. Bash through the second obstacle when the other scout reaches it,
heading left. Bomb the scout that you turned into a blocker. Build over the
gaps, letting the builder land on each of the objects along the way.
Tricky 5 - "Careless clicking cost lives" - Send a scout to the right, but
place the blocker on the arch, and not on the thin lattice. Bash through the
chain connected to the first ball. Bash through the next three balls. Build
to the ice crystals and then to the exit.
Tricky 6 - "Lemmingology" - Make one of the lemmings an athlete, making sure
that it heads to the right. Build a bridge between the second and third
platforms, and then between the fourth platform and the exit. Turn the
remaining lemmings into athletes, again making sure they are heading to the
right.
Tricky 7 - "Be there, seen it, done it" - Block off the right edge of the
first pillar. Then, use two lemmings to build up to the next pillar. (The
second builder will only repeat the first's work, but he will not fall off
the edge of the stairs under construction.) Use a blocker to keep the other
lemmings back, but make sure not to place it too close to the stairs (or
else the blocker will take part of the stairs when it is removed). You can
put the blocker slightly to the right of where it lands. Use both lemmings
to build between each of the pillars. Make sure not to leave any gaps
between the bridges and the next pillars. You do not need to build over a
completed bridge, by the way. Also build once at the end of the last pillar
(so the lemmings will land on solid ground), and turn the builders into
floaters before they land. One lemming should block close to the exit, while
the other should build as soon as it reaches the right end of the floor. The
builder will hit the pillar and turn to the left. After it bounces off its
partner, have it build to hit the pillar again. (This time, you will have to
use several sets of stairs.) Once the builder has completed its task, it
will turn back to the left. Build so that the lemmings who will eventually
jump from overhead will land onto the new staircase. (If you have used two
builders on each pillar, you should use all of your building points.) Then
free the blocker holding the others back.
Tricky 8 - "Lemmings Sanctuary in Sight" - Send a scout to the left, but
place the blocker as close to the gap in the floor as possible. Have the
scout build over the gap. Let it turn back to the right, and build over the
gap in the other direction. (Start the building early enough that the
builder will not hit his head on the other bridge.) Now have one of the
trapped lemmings build over the blocker. The scout should then build up to
the higher platform from the far left of the first platform. On the next
platform, build to the right when the lemming is standing over the middle of
the entrance. When he hits the wall and turns to the left, immediately build
to the next platform. Repeat this for this new platform, although start
building only when the lemming approaches the gap in the floor. To reach the
highest platform, you will should build over the gap, and then build up to
the platform after the lemming has walked off the stairs.
Tricky 9 - "They just keep on coming" - Block to the right, and send a scout
to the left (as a floater). Build a bridge over the gap. Once the scout
bounces off the first obstacle, build up to the left to provide a safe
landing for the others. Then bash through the next obstacle and build over
another gap. Remove the blocker to let the others through.
Tricky 10 - "There's a lot of them about" - Send one scout from each
entrance to the exit in the center and bash through the obstacle blocking
the way. (It is easier to work one side at a time.) Then build up to the
pillar next to the exit and finally to the exit. You may need to turn the
scout into a basher after it has reached the exit, to stop it from building
past the exit. Free the blockers on both sides.
Tricky 11 - "Lemmings in the attic" - Build over the gap at the left end of
the floor. When the second lemming is standing slightly to the left of the
line between the first and second bricks to the left, turn it into a
blocker. (If the blocker is in the correct position, the lemmings will fall
on top of each other as they enter, making it easier to see their
direction.) Once the builder on the left turns back to the right and is
about one third of the way to the blocker, start him building until he
reaches the wall on the right. Bash through to the exit. Then, one of the
trapped lemmings should build over the blocker.
Tricky 12 - "Bitter Lemming" - Turn all lemmings into floaters. Bash
through the wall to the right and through the two pedestals on the left.
Once one of the lemmings hits the pedestal on the right (where the exit is),
make him build to the left to the pedestal in the middle. Place a blocker on
the left end of this pedestal and build to the exit. (You might want to
create the path to the exit while turning the other lemmings into floaters,
since there is less chance for mistake when there are fewer lemmings
wandering around.)
Tricky 13 - "Lemming Drops" - Send a floater to land on the staircase to
the right and block off both ends of the entrance platform. Build in a
zig-zag pattern to create a safe landing for the other lemmings and to get
out of this are. Continue building towards the top through the space in the
middle of the screen. You should eventually create a path to a wooden
platform just to the left of (and slightly above) the exit. Build to the
exit and remove the blocker on the right.
Tricky 14 - "MENACING!!" - Send a scout to the right and block off the
left edge of the floor. Build over the gap in the middle of the floor and
then build over the obstacles in the exit to reach the exit. Bomb the
blocker on the right.
Tricky 15 - "Ozone friendly Lemmings" - Pick any point and bomb four
lemmings as the cross through this point. They should create a hole through
the floor that allows the others to reach the exit.
Tricky 16 - "Luvly Jubly" - Bomb one lemming just as it has entered. Once
another lemming is in the pit created by the first and is heading to the
right, turn it into a basher. It will bash through the floor and the wall in
the middle of the screen. The pick a point and set other lemmings to explode
as they pass through. They should create a hold that reaches the exit. (You
may have to move the point slightly closer to pit the previous lemming
created.)
Tricky 17 - "Diet Lemmingoid" - Turn a lemming into a bomber just as he
enters. Then set a second lemming to bomb when it is halfway under the
fire-shooting object overhead. It should break through the thin obstacle to
the right when it explodes.
Tricky 18 - "It's Lemmingentary Watson" - When the first lemming is near
the right end of the last column on the right, mine. There should be enough
of the column left to the right to prevent any lemmings from jumping to the
exit. Set the miner to explode just after he starts mining. You will
probably also have to turn a few lemmings into builders (when they are on
the left and middle columns) to give the miner time to finish his job. You
might also need to use the floater to save one lemming.
Tricky 19 - "Postcard from Lemmingland" - Create an athlete, and once he
has climbed over his first wall, start bashing through the bricks to the
right into the pit. After the athlete has climbed out of he pit and is about
half of the way to the exit (from the pit), turn him into a digger. After
four or five digs, turn him into a builder. He will turn to the left after
building. Make him mine into the pit to meet with the other lemmings. You
will have to find the precise location where the miner will meet with the
others and give them a path to the exit, but not mine to oblivion.
Tricky 20 - "One way digging to freedom" - Bash through the first obstacle
to the right and block off the platform to the left. Create two athletes.
Once the first one has climbed over the one-way obstacle, it should block
while over a thick part in the floor. The other should bash through the
one-way object when it heads to the left. Remove the blocker nearer to the
exit.
Tricky 21 - "All the 6's........" - Send a scout to the right. Bash
through the right side of the first 6 and build to the middle 6. Bash
through the left and then right sides of the middle 6. Then build to the
third 6 and bash through to the exit. Free the blocker.
Tricky 22 - "Turn around young lemmings!" Set the first two lemmings to
explode from any point. They will create a pit from which the lemmings
cannot escape. Build to the left out of this pit.
Tricky 23 - "From the boundary line" - Turn the first lemming into an
athlete and have the second athlete bash through the obstacle in the middle.
Once the athlete has climbed out of the pit and is ear the exit, turn him
into a digger. After digging a few times, turn him into a builder, and he
will eventually turn back to the left. Get him to mine so that he hits the
empty space underneath the pit and turns around towards the exit. From the
pit, bash towards the hole the miner has created. (Even with this technique,
some people have had a lot of trouble finishing this level. If you are
also having trouble, the access code for #24 is "NMBMJNNGFW.")
Tricky 24 - "Tightrope City" - Once the lemmings are close to the exit,
make the second lemming from the right a blocker. Block the left end of the
platform, and build to the exit with the scout. Then, one of the other
lemmings should build over the blocker.
Tricky 25 - "Cascade" - Turn the first and last nine lemmings into
floaters. The first lemming should build over the gap, into the tall column
blocking the exit. Bash through this column and build to the exit.
Tricky 26 - "I have a cunning plan" - Use two bashers to get through the
column and builders to keep the other lemmings occupied. Start mining in
case any of the stairs is about to hit the middle column. (This is another
difficult level that cannot be solved simply with an explanation. The access
code for #27 is "CAJJMFMJFR.")
Tricky 27 - "The Island of the Wicker people" - Put blockers on both edges
of the platform. Use any combination of diggers, miners, and bashers to give
the lemmings a safe landing. (It is best to make little use of diggers,
since the lemmings will huddle together and it will be harder to see
individual lemmings.) Once the lemmings have fallen through, block the left
end of the floor and send two athletes over the one-way obstacle. After the
lemmings have climbed over it, the first one should block near the right end
of the screen. The other one should bash through the one-way obstacle. Build
up to the exit with any remaining lemming.
Tricky 28 - "Lost something" - Send a scout to the right, and block off the
left. Build up to the rock that seems to float in the air. The exit is on
the bottom off the rock (sitting on the steel floor), towards the middle.
Bash, mine, or dig to find it. Free the blocker on the right.
Tricky 29 - "Rainbow Island" - The first lemming should bash through the
top arch. The others should dig into the arch just below the entrance on the
right, into the chamber. Only the first lemming should be out of this
chamber. Once he is to the right of this chamber, dig down, and almost
immediately after falling, dig again, making sure not to get caught in the
the grinder. Bash through three walls to the right to reach the exit. The
other lemmings should bash to the right through the chamber wall, so they
can follow the path created by the first lemming.
Tricky 30 - "The Crankshaft" - Mine down to the right, through the column.
Send two athletes over the next column to the right. After crossing over,
the first should be turned into a blocker, so that the other turns to the
left. Mine (to the left) through the column. One of the lemmings below
should build up to the hole created by the miner. Remove the blocker and
repeat to reach the exit.
LEMMINGS is published and distributed by Psygnosis, Ltd.
This walkthru is copyright (c) 1991 by Jason Strautman. All rights reserved.