Workbench Über mich Impressum Kontakt Mein Account
DE EN
14:11:40
RETROPROJECTS
×

RETROPROJECTS

16-BIT. 100 % HERZ // KICKSTART 3.1 // WORKBENCH LOADED

Projekte
Projekte
Datenbank
Datenbank
Shop
Shop
AMIGO
AMIGO
Downloads
Downloads
Upload
Upload
Main Content - Cheats
_
68%
CPU Usage
512KB
Chip RAM
42
Processes
Lemmings II: The Tribes


-----------------------





The first thing to do is to turn off the music. (You can do this by playing a


tribe and then returning to the menu, by pressing ESCape).


On the menu screen, press the left mouse button in each of the four corners


of the screen, starting top left and working clockwise. If you do it


correctly, you'll hear the "Let's go!" sample every time you click in a


corner. Now you will be able to select any level to play from any tribe (but


you'll still have to complete every level to receive the talisman).


Alternatively you could try placing the pointer in the bottom right corner of


the menu screen and clicking once with the left, and then once with the right


mouse button. If you hear the "Let's go!" voice, you'll get the same effect 


as mentioned above.


  


  ---------------------------------------------------------------------------


  | A Complete "Gold" Solution to the DMA Design / Psygnosis Computer Game  |


  | Lemmings II - The Tribes - Compiled by David Crooke, Date: April 1993.  |


  ---------------------------------------------------------------------------





			      Fixed by [RYGAR].





Terminology and General Points 


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~





This is just a list of some of the terms used in this document and


some helpful ideas.





- The term "hatch" refers to the points at which the Lemmings enter a level.





- The term "exit" refers to the objective you're trying to get the Lemmings


  to. Often also called the "goal". 





- There are many references to Lemmings "reflecting" in this solution.


  Lemmings always have a direction (left or right) which they remember and


  keep to, but if they run against an obstacle, they reflect and change


  direction. This is caused by e.g. a non-climber reaching a wall, a builder


  running out of room, or a climber hitting the ceiling while climbing.





- The "Maxkill" given at the start of each level is the number of Lemmings you


  will lose or kill on that particular level, and is usually equal to the


  maximum you are allowed to lose while still securing a "Gold" - since the


  scoring system is negative, within limits it means you can still get a


  Gold on later levels even if you have messed up earlier ones. You can then


  go back and correct your mistakes without redoing all the later levels. It


  also means that persisting with e.g. Sports 1 until you get lucky in order


  to get an extra Lemming is of no advantage for later levels. However, it is


  rumoured that you must end up with at least 30 Lemmings from each tribe to


  see the end animation - I am not about to go back and redo the game just to


  find out! 





- When references to Lemming types like, e.g. "basher", it means you are


  expected to perform an action with that type of Lemming. These are also used


  in verb form, e.g. "bash" means "Use a basher" etc. When a verb is used


  imperatively "do this", it means make the Lemming you are working with do


  so. If you tried to "bash" in person, it might have grave consequences for


  your monitor/TV...





- A part of the screen completely surrounded by scenery is called a "chamber".





- A small piece of scenery in otherwise open space is called a "platform" or


  "island". 





- Many levels are solved by having one or two Lemmings forge ahead and do the


  dirty work, while the others are delayed by penning them in a pit, or with


  blockers, or using an attractor. This majority that is left behind is


  referred to as "the horde". If you manage to complete a tribe without having


  a horde, you'll only get a "bronze"...





- At some points, a suggested action is followed by a multiplier, e.g.


  "lfill x2" - this means it will have to be repeated about the quoted number


  of times to satisfy the requirements. 





- When the instructions suggest you do something "immediately", it usually


  means you will have to have a finger of your non-mouse hand poised above a


  function key to select a Lemming action very quickly. When you are going to


  do a level (whether following these solutions or devising your own), it is a


  good idea to pause as soon as the screen comes on, and look round the level,


  going over the solution in your mind.





- When initially starting this game I found the variety of exit designs


  bewildering (I had to deduce the design of the Sports one from the fact it


  was the only unique thing on the screen!), so I have described them at the


  start of the solutions to each tribe - if you need help with the first level


  for a tribe, it may well be because you're aiming for the wrong thing! 





- If there is a long delay between required actions, or at the end of a level,


  use the fast forward button, but with care! 





- Servicemen in the armed forces should carefully make themselves certain of


  what is intended by advice like "bomb" and "mine". 





- In order to be Politically Correct, all Lempersons are refered to by the


  gender neutral pronoun "it". This is not intended to detract in any way from


  their personification. 





- Please don't send me messages telling me that I have used the wrong


  terminology, or pointing out technical imperfections in the solutions. No


  warranty is offered that these solutions are the easiest, slickest, best, or


  whatever, but all solutions given ARE sufficient to get a "gold" on the


  level in question. However, if you have any really sneaky ones, I'd like to


  hear them...


 








Classic Tribe 


~~~~~~~~~~~~~





The Classic exit is a doorway with flaming torches outside.








"Do You Remember?" 





Maxkill Zero





Bash to break out to the right, build from the wooden platform to


the stone pillar and bash through it. Build x2 from on top of the


rounded bit at the base of the pillar to reach the exit platform.


bash left under the pillar from the right hand pit. Build right from


the left edge of the left pit, and again from the left edge of the


platform on which the pillar stands. Bash right from on top of the


other rounded part. Stop this basher once it is through the pillar by


making it into a builder.








"Mr Lemmy Lives Next Door" 





Maxkill Zero





After the first Lemming reflects, make it a climber. When it


reflects in the top left corner, build right from the little ledge


toward the stone blocks. Let it reflect again and clamber over to the


right hand half of the screen, then make it build to reflect it off


the wooden ceiling. Make it mine left, from between the two marks


just before the step. After it climbs up the left side of the screen


and reflects off its first ramp, make it build to the right, a few


pixels to the right of where it falls amongst the horde. This ensures


reliable clicking. The single ramp should not reach far enough to let


the main horde escape. When it climbs up from the pit, make it build  


right from just under the join between the two largest blocks, to join


up with the tunnel mined earlier. The timing can be taken from the


marks on the stone below and will require practice. If it stops


building and reflects, you will need to redo the level. Build from


atop the ramp in the pit to release the main horde. Remember to use the


digger to make a hole in the wooden platform above the exit. If you


do not do so, the climber will escape to the left and drown.








"LEMTRIS" 





Maxkill Zero





The general idea here is to set off a few climbers at 10-15 second


intervals, and to use them in turn to prepare ways through the various


obstacles. The description below refers to the stone Tetris pieces


which form the obstacles as "piece 1" to "piece 7", from RIGHT to


LEFT respectively.





Make the first Lemming a climber after it reflects. When it starts


climbing piece 2, set off another climber. After the first


climber reflects off piece 3, make it mine to the right from tight


into the corner of piece 2. Make the next climber build left from


the middle of the same block of piece 2, up towards piece 3. Start


another climber about now. Build left against the right edge of piece 5,


causing the builder to reflect. Use this Lemming to mine right from


the very left edge of piece 4. If it starts too far to the right, the


non-climbers won't make it up the step formed at the other side. Use


the next Lemming to build left from the same point. Use the last


builder at the left end of piece 5. Mine piece 6, bash piece 7, and


finally bash piece 1, using one of the climbers to ensure accurate


clicking.








"Tension Sheet, Good Idea" 





Maxkill One





Make the first Lemming a climber and a floater. Build over the


small gap above the lake. Mine the tiny piece after the steel and


just before the gap left of the exit - this gets the Lemming low


enough to build and reflect. Build x2 at the last possible second,


allowing a little delay between the builders to stagger the ramp.


Mine just left of the steel after reflection, and then bash  


along under the lake. Start a digger among the horde, just left of


the left end of the buried steel, when the basher is about halfway


under the lake. This will allow time for left-going members of the


horde to reflect in the basher's tunnel. The basher will die, but all


others should make it.








"The Magnificent Severn" 





Maxkill One





Make the third Lemming a blocker, isolating two Lemmings on the right


and containing the horde on the left. Bash the first four pillars,


and mine just before reflecting off the last one. Make the first of


the two a climber, let it climb the steel and go down the ramp, then


bash right just before reflecting. When it drops at the right end


of the screen, dig immediately, so that it doesn'tt have a chance


to climb the high wall, and so it leaves a ledge on the right. Let it


climb and relfect, then build just before the exit in order to pass


over it. When it gets two-thirds of the way to the left on the exit


level, quickly go and explode the blocker, releasing the horde.


Make the advance Lemming build at the left end of the exit


platform, and then make the other one walking in the pit above it


dig at the right end of the upper level, while going right, so it


lands on the ramp which the builder will have just completed.








"The Starry Threshold" 





Maxkill Zero





Let the Lemmings reflect, then make the 2nd Lemming a blocker, when it


is just above the middle of the three wedge shaped pieces under the


platform. Make the free Lemming a digger just right of the left


wedge, so that it will break out and land on the right side of the


wedge and reflect and walk right before dropping, and so that an overlap


ensures that subsequent Lemmings falling down its shaft will also walk


up the wedge and reflect. Build right from the steel just before


the big drop to the small lake. Make this Lemming a floater.


Hopefully, it will land on the steel right of the small lake. Just


before it reflects off the sandstone, make it build. It will reflect.


Make it build x3 left from just under the right hand edge of the


hanging steel. It will reflect again. Bash the sandstone. Among the


main horde, make a Lemming mine going left, then convert it to a


basher after it has mined down about 6 or 8 pixels, so that it


tunnels under the blocker and releases it. Mine the bottom of the


first ramp built, above the high drop.








"So close but so far away" 





Maxkill Four





Let the Lemmings reflect, make the first one a climber, then make it


an exploder, timed from three quarters of the way to the left. Make


the fifth Lemming a blocker just left of the hatch, isolating the


exploder plus a further three Lemmings on the left. Make one of the


three a climber, and once it gets out, build across the small pit,


then convert to a basher just as it places the last plank before


reflecting (this is a worthwhile skill, especially useful in "Oh, No!


More Lemmings", but you will probably have enough time to let it


reflect and come back if you're not confident). Let the basher finish


and drop, build x3 from under the hanging block of steel, going


back briefly to the right end of the screen between clicks of the


builder to make one of the two remaining isolated Lemmings a


climber. Turn the builder into a blocker after it places the last


(i.e. 36th) plank. When the next Lemming arrives, make it build  


just before it reaches the blocker. It will reflect and


continue building. Make it build again a further two times. The


ramp should be high enough for non-climbers to make it up the step onto


the steel (the maximum step is 5 pixels, but you knew that, right?).


Bash and mine the two obstacles respectively. Dig just after


the end of the steel, as close to the steel as possible. The margin of


error for this is at most 2-3 pixels. Make the last isolated Lemming a


climber. Make the digger explode, timing it from halfway down the


last block of steel before the gap to the exit. It should blow through


to the left, but not the right. Explode the blocker which is


retaining the horde - the explosion should break them out of the


chamber. To give it the personal touch, explode the blocker on the


ramp once the level is complete (or you could just hit the nuke, or wait).








"The Secret Of LEMH" 





Maxkill One





Make the first Lemming a blocker as soon as it lands, such that the


others land between its arms and go right. Just as a Lemming reflects,


make it dig - despite the steel, it will take a little nick out of


the sandstone, and so effectively break right a little way. A dozen or


so such diggers should be enough to get past the steel. Now click a


normal digger going right, i.e. before it reflects. Let it cut


about halfway down the sandstone, then convert to a basher to break


out to the right. Build right just before the little step. Bash  


through the wood. Dig at the right end just before reflecting off


the steel, and convert to a miner after a few pixels. Destroy the


blocker by either means, or wait.








"Flying The Mad Pursuit" 





Maxkill Zero





Make a climber going left, wait a few seconds, then make one going


right. Make the left one build from the sandstone ledge to get over


the exit. Make the right one bash the sandstone block with the


indentation. Let the left one drop, then mine from the left side of


the exit - it should end up in the bottom left chamber; if necessary,


make it bash to stop it. Let it reflect, then mine right, and


bash as soon as it is low enough to clear the steel. Use the other


climber to bash x5 the strips of wood. When it has started the last


one, dig the sandstone to release the horde.








"What's it like up there?" 





Maxkill Zero





The first few stages must be done quickly in succession, in the order


given: make the 2nd Lemming build as it lands; make the 1st one


build from the extreme end of the platform; make the 3rd one build   


from the join between the 3rd and 4th steel blocks. Make the 4th


Lemming a blocker as high up the rightmost ramp as possible. Let


the 1st Lemming finish building and reflect, then build left from the


1st join in the steel, counting from the right. This ramp should meet


the previous one and seal off the chasm. To get through the pillar,


make the Lemming dig just as it is about to reflect - 4 to 6


repetitions will suffice. Mine the sandstone on the right just


before reflection, then stop the miner at the last second by making it


build. As soon as it reflects, make it a digger. Build x2,


placing the first tile between the marks on the pedestal - it should


make a ramp up to the steel without reflecting off it. Build again


from the left of the steel to get over the lake, and make the builder


a climber. Build over the lake on the exit level, allowing the


builder to reflect. Cause it to reflect back by making it dig just


before it starts to climb back over the wall. Bash through to the


exit. Using the first Lemming of a group to ensure accurate clicking,


mine the ramp, releasing the horde to the exit, and the blocker to


the right. Make the ex-blocker build just before the pillar to


cause it to reflect, and make it a floater for safety.











Medieval Tribe 


~~~~~~~~~~~~~~





The Medieval exit is a small castle.








"LEMMING OF NOTTINGHAM" 





Maxkill Zero





Scoop to the right to get out of the initial chamber, and again to


get out to ground level. Use a sandpourer x2 to fill in the small


pit. Give one Lemming icaruswings and use the fan to blow it


upwards and to the right, over the protruding ledge. After it


reflects, make it scoop left just where the ledge starts, allowing


the others up and to the right. Use another scooper to the right to


break into the exit chamber.








"SIR! I KID YE NOT" 





Maxkill Zero





Make a twister amongst the rubble and fan it downwards and to the


right. Use a clubbasher to get through each of the thin pillars.


lfill the small pit. Get over the block of steel by building a ramp


with sandpourers. Stomp the platform. Clubbash the rubble to the


right to reach the exit.








"ALL IN A KNIGHTS WORK!!" 





Maxkill One





Jump one Lemming over the small pit. The catapult will land it in


the top tray. Let it reflect, then stomp in the middle of the tray.


explode it, starting the timer just before the right hand edge of the


small ledge - this will blow through the bulkhead. Jump another


Lemming over to the catapult. Jump it over the hole in the tray,


then let it reflect and fall down the hole. After it passes through the


hole in the bulkhead, rope back to the bulkhead to block it off.


Platform across the water. Stomp to release the main horde.








"WATCH THAT LAST STEP!" 





Maxkill Zero





Make a stacker on each of the small platforms, and on the grassy


part. This should leave a single Lemming going right. Use a


gluepourer to bridge the gap to the water section. Surf it across


the water. As it approaches the pit just left of the exit, use a


sandpourer to eliminate the step. Make it a stacker just before the


left edge of the pit, and once it has built 5 or 6 steps, change to a


sandpourer while facing left. Bridge the water with a


gluepourer. Use a clubbasher to release the horde.








"KING ARTHURS LEMMINGS" 





Maxkill Zero





Bomb once, then clubbash to the right from the bottom of the crater.


Stop the horde with an attractor. When the club basher stops, build  


x2 across the hole. Bomb the extreme right edge of the platform so


the drop is reduced. Release the attractor by making it jump.








"Let's Play Twister" 





Maxkill Zero





Jump one Lemming to the stone island at the right and make it a


runner. Let it reflect off the tree, then jump onto the slope


under the hatch. Make it a twister. Fan the twister left and down,


so it lands in the left chamber and walks left. Make it a slider. After


sliding down, jump right onto the platform and platform across the


lake. Use another twister to get into the chamber above the exit,


being sure to enter to the right of the gap in its floor. Jump over


the gap (remember, your advance Lemming is a slider). Start a


twister in the horde, and work it all the way right and down by


the portcullis. Twist again to break out to the brown ramps.








"UNDERGROUND" 





Maxkill Zero





Fence the first tower. While the fencer is working, start an


attractor. Platform to the trees. When the Lemming reflects,


jump onto the remains of the fence to reflect off the tower and


back to the right. Fence the trees, and platform to the tower.


fence the last tower before the exit. Free the attractor by making


it jump.








"What shall we do now?" 





Maxkill Zero





Make the first Lemming stomp at the right hand side, and make the


second an attractor. Stomp again by the castle, allowing the


Lemming to reflect twice first, and while going right. Give it a


balloon and use the fan to guide it all the way up to the top.


Let it reflect, and platform the gap. Bomb x5 from the top of


the slope, making each bomb 3/4 of the way to the left in the crater


left by the previous one, so as to break through down and left. Use


this Lemming to platform the stomped hole, or if it stops and


dances, use one of the dancers (but NOT the attractor!). Release the


attractor by making it a platformer.








"LEMMING IN DISTRESS !!" 





Maxkill Zero





Make the first Lemming a runner, and immediately make the second an


attractor. Let the runner drop onto the steel, then jump onto the


island, and immediately jump again to reach the alcove at right.


Let it reflect, and balloon back up to the island. Click an


archer, aiming the arrow at the corner of the hatch ledge. Click


another archer; this time aim a few pixels higher. The second arrow


should tag on to the first, making the lake safe. Let the Lemming


drop, and rope up to the bottom left corner of the island, sealing


off the route to the right. build at the left end of the small pile


of stones on the exit level - it conceals a dragon, whose trigger is a


few pixels left of the pile.








"JUST JOUSTING AROUND" 





Maxkill Zero





Click a gluepourer - the glue will run to disable the dragon's


trigger. Wait for the last Lemming, and make it rope up to the


ledge on the right. Make it a floater. Position the catapult with 2


links of chain showing on the right. Let the Lemming be launched,


reflect and glue left from beneath the horde, sealing off the lake.


Bomb at the left hand end of the horde. If necessary, balloon  


the last Lemming past the catapult.











Egyptian Tribe 


~~~~~~~~~~~~~~





The Egyptian exit is pyramid-like with a bit of blue showing.








"Two's Company...." 





Maxkill Zero





Bash the wall between the top hatch chambers to join them. Dig from


within this tunnel. Use a flamethrower and a bazooker to penetrate the


brickwork bulkheads.








"Glued to the Goal!" 





Maxkill Zero





Use a gluepourer at the top to bridge the gap. Use a flamethrower x3


to get to exit. At the bottom, flamethrow the pillar. Start a


platformer over the gap, then make the next Lemming a gluepourer to


seal it. Use a gluepourer x2 to bridge the gap over the sphinx. Let a


Lemming reflect at the top right, then platform towards the purple


and blue stuff. Break into exit chamber with another flamethrower.








"LABYRINTH OF FUN" 





Maxkill Zero





Wait until the first Lemming is about to drop off the first ledge,


then start an attractor near the hatch. When it reflects off the


painted pillar, fence left into the chamber with the small table. Let


it reflect twice and fall into the pit just left of the sphinx. Stomp  


when facing left, and scoop left down to the exit chamber. Release


the attractor by any convenient means.








"Spiralling DNA" 





Maxkill Zero





"First", "second", etc, refer to the order the Lemmings originally


emerge from the hatch.





Make the second Lemming into a twister just before it is about to


reflect. When the first Lemming arrives left of the hatch, make it


into a stacker. Delay the third Lemming by making it into a


platformer. Use superlemming to fly the stacker back into the horde.


Carefully burrow the twister upwards and towards the exit with the fan. 








"Echo of Light" 





Maxkill Zero





Bash the tree, then make a climber, and whilst it is climbing make it


a slider. After sliding, bash to the right, and make it a runner.


Jump the gap, bash the last bulkhead, and jump to reach the


exit. Stomp just left of the hatch to release the horde, and


glue right as soon as they land. Bash the two bulkheads, and


immediately glue again.








"RUPER'Z QUESTLING" 





Maxkill Zero





This level is tedious, but simple.





Let them reflect, then start a hopper just before the 4 small pits.


The hopper will stop and drop in the third one, while the horde


assembles in the first. Working with the advance Lemming, lfill  


while standing on the left side of the pit facing right, lfill the same


way again to get out of the next pit. Platform over the lake.


Platform the pit containing the trap. Bash the painted column,


the table stand, and the tree. Platform over this lake. Rope  


from about half an inch right of the sphinx to a point halfway up its


head. Platform left from the top of the sphinx, lfill x13 to


fill up the tall thin pit at the extreme left. Let the Lemming


reflect, then platform right from the top of the sphinx, lfill  


x6 in the blue painted tray. Platform x2 over the collection of


blocks, and platform the gap above the vase. Bash the bulkhead.


Platform the gap above the scales, lfill the small pit, lfill  


the pit containing the horde, and the pit to its left as well.








"The Egypt Cottage!" 





Maxkill Zero





Jetpack one going right, and fan it out so it falls on the ramp to


the right of the pit. When it falls stunned, let it reflect, then give


it a balloon and fan it to the left. Dig just right of the


division between the two stone blocks, so as to break into the sphinx


chamber but keep digging all the way down tho the steel and make a


route out. Fly a superlemming from the horde all the way round the


ramp on the right, and stub it into the underside of this ramp, above


the small island block which covers the big drop. It should walk left


and into the digger's shaft. Give it a parachute, and fan it


left onto the sphinx. Laserblast to release the horde.








"HEROE'Z QUEST...." 





Maxkill Zero





Jump one Lemming over the block to the left. Stomp into the


chamber below, and stomp again through the block with the eye. Let


the Lemming drop, etc., and it will end up in a small pit, the first


of three. To get out of these pits, you need to jump the opposite


way, so jump left. Jump right to get out of each of the next two.


Platform over the pit containing the trap. Stomp when the Lemming


ends up at the bottom and can't fall any further. Fence the sandstone


bulkhead, and fence each of the painted columns. Let the Lemming


reflect off the sphinx, then give it a balloon and fan it gently


right then left, to land on the obvious platform. It should walk left.


Let it reflect, then immediately jump to get onto ramp going up to


the right. Let it reflect and jump left. Let it walk all the


way to the left and relfect, then immediately polevault from the


right hand bolt of the leftmost block of steel, to land the Lemming


stunned in the obvious place - this does take some practice, which is


why you get five vaulters! Let it reflect at the top of the ramp,


then jump onto the next one. Do this a further two times. Platform


the gap just left of the exit, then make the platformer a scooper as


soon as the gap is sealed over. Stomp from the horde into this chamber


to complete the level.








"Wave Pathway" 





Maxkill Zero





Make the first Lemming a stacker as soon as it lands, so that


subsequent ones land on the stack itself and walk right unhindered.


After it builds about six blocks, make it jump while facing right.


Stomp between the two steel blocks, and change to a basher just


before breaking through to the water. Stomp above the eye, and then


bash just above the eye block. Platform x2 over the lake, and


stomp just before the Lemming reflects off the step. Again, convert


to a basher at the last moment, then stomp, bash, and stomp again,


avoiding the buried steel. Make it start to platform over


the gap on the right, then go to the main horde and release them with


a basher going right. Go back to the advance Lemming, stomp at


the left end of the chamber just before reflecting, and then convert


to a basher to reach the exit.








"Pyramid of Despair!" 





Maxkill Zero





Let the Lemmings reflect, then start a hopper from halfway down the


little slope just before the blocks. It will hop across to become the


advance Lemming, while the horde collects in the pit below. Let it


reflect at the bottom of the steps, then immediately glue x2 to


fill in the small pits further along (it is impossible to pour glue,


hop, jump etc. in the tunnel due to restricted headroom). Let it fall


into the trap pit, and use a sandpourer to cover the trigger. While


going right, make it a rocker, and let it clamber out of the pit


and up the next wall as well. At the top of this wall, make it


shimmy just as it reaches the top and before it drops to go left.


Let it climb up to the little ledge, and sandpour to build up


towards the overhang. The Lemming will reflect and drop back in the


trap pit - let it come round, and shimmy again, get back up to the


same point and sandpour again. This time it should be able to


clamber out, but if it reflects, bring it back around. Let it walk


left along the tunnel under the pit containing the horde, and reflect.


Immediately glue x3 to the right, then let it walk under the pit


and mortar to release the horde.


 








Outdoor Tribe 


~~~~~~~~~~~~~





The Outdoor exit is a small green tent.








"Pa-tent-ly Obvious" 





Maxkill Zero





Use a twister to burrow up the pile of leaves to the right hand exit.








"Swing/Roundabout Theory" 





Maxkill Zero





Start a stacker two thirds of the way to the left between the


posts.  After it builds 4 blocks, make it into a filler, and then


make two more, ensuring that two fills are to the left of the stack


and one to the right.








"Glide Like The Wind" 





Maxkill Zero





Start a hangglider from the hump in the vine bridge above the wasp.


Fan it to land on the tree just left of the first frog. Use a


flamethrower immediately on landing to disable the frog's trigger.


Tunnel under the next frog from the step below with flamethrower x3.


Platform the gap. Delay any oncoming Lemming by (carefully)


making it a flamethrower if necessary.








"Deliverance ?" 





Maxkill Zero





Make the first Lemming a kayaker, and the second into an attractor  


to stop the horde. Use an archer to fire an arrow back into the left


edge of the lake, as low down as possible. Free one of the dancers by


making it jump, and make it glue x2 to bridge over the water. Release the


attractor by making it a roper - ensure the rope does NOT reach.








"Friday's Walk" 





Maxkill Zero





Make the first Lemming rope up to the right from the first hump. This


should block the horde off, letting one free. Rope up alternately to


left and right to get it up to the exit level - if it is walking


right, fire a rope vertically to block and reflect it. Rope across


the small gap, then release the horde.








"The Magic of Mushrooms" 





Maxkill Zero





Consider the (approximate) layout of mushrooms 10 lines further down


you might want to ink the route on your printout.





Jump a lemming out and rope down to enable it to walk to the right


freely. Rope to M1, let it drop to M3 and M5, rope to M6, rope to


M7 and stomp the mushroom cap left of the stem. Let it drop to M9


and M11, and rope from the end of the grass to M10. Platform out to


the exit. Use a roper to make a way out for the horde.





    |   |


----|---|---


                        M1





                  M2       M3


                                      M6


              M4             M5               M7


                                     M8


                                            M9


                        M10


                                          M11


                                  -----------








"Natural Selection" 





Maxkill Zero





The Lemmings will be split into three groups. Make the first 22


shimmy, make the next 22 float, and jump the remaining Lemmings


across the gap. Use bazookers to get the floater group into the


bottom left exit. Use bombers to get the jumper group into the


middle exit. Use bombers and bazookers to get the shimmiers to


the right exit.








"The Laws of Tradition" 





Maxkill Zero





Platform, then start an attractor. Platform to the stones. Platform  


over the pit under the steel. Platform again just after it reflects.


Fence far enough to clear the steel upright, then stomp almost to


the bottom, then fence again. Platform across. Release the main


horde at this point by making the attractor into a platformer.


Fence with the lead Lemming up towards the exit. If the fencer


fails to stop, make it into a platformer to fill in the space under


the exit.








"22934" 





Maxkill Zero





Make the first Lemming a runner. It should bound off the last hump in


the vine and land on the leaf on the right. Make it an archer,


firing the arrow down and left to create a break for the others


falling. Let it drop and reflect, then build from the right edge of


the third hump in this lower section of vine, sealing off the pit. Let


it reflect, and build x3 to the left from the same hump. Meanwhile,


build x5 to the right from the left hump with one of the incoming


Lemmings. The two ramps should meet, and the latter one should reach


the vertical piece of vine to the right of and a little below the


exit. Rope from the top of this ramp to the top corner of the steel


by the exit. Break through with a clubbasher facing right .








"Garden of Stone" 





Maxkill Zero





Stomp just right of the hatch. When the first one drops between the


platform and flower on the right, make it a runner. Fence right


through the flower directly below this, starting the fencer a few


pixels back so it just cuts the stem and stops. Platform from the


edge. Jump off the platform - the remaining Lemmings should fall on


the right edge of the lake. When the runner reflects, platform the gap.











Beach Tribe 


~~~~~~~~~~~





The Beach exit is a sandcastle with a red pennant.








"Quad Quirks on the Quay!" 





Maxkill Zero





From the top left hatch, flamethrow the sloped part. From the next


hatch down, let a Lemming reflect and then flamethrow the umbrella


pole. From the bottom left hatch, flamethrow the palm tree. From the


bottom right hatch, flamethrow the Lemming beer can.








"The Barley Mow...." 





Maxkill Zero





Start a jetpack, and fan it upwards and left of the red and white


umbrella. Let it walk along the grass, then bash just at the bottom


of the slope. Rope from near the bottom of the next slope to the


ledge on which the beach ball stands. Let it reflect, then bash the


umbrella pole next to the exit. Bash the left umbrella pole to


release the horde.








"Cannonball" 





Maxkill Zero





Jump a Lemming out of the pit, and kayak across lake. Dive from the


high platform, and kayak again. When it reflects at the top right,


jump onto the ramp. Hangglide from the top, and use the fan to waft


gently into steel tunnel. Bomb at the end of the tunnel, and


laserblast to release the main horde. Jump the first Lemming to


reach the end of the tunnel to give it a head start. When it reflects,


make it into a gluepourer.








"Costal Suction Function" 





Maxkill Zero





Make 12 of the first Lemmings into runners. Fan the chain up to full


speed. Jump a Lemming from halfway down the slope over the ball and


then onto the chain. If it is not near the bottom of the chain,


restart the level. Speed the chain up again, and release the Lemming


on the right. Jump over the trigger for the zapper, and kayak across


the water. Laserblast next to the exit to release the horde.








"Sand Stone" 





Maxkill Zero





Click an archer halfway along the pit, firing the arrow to a couple


of pixels below the top of the obstacle on the right. Build right


with the next Lemming as soon as it lands. The completed ramp should


not touch the arrow. Jump one onto the arrow, let it walk all the


way to the right and reflect, then stomp the left edge of the


sandstone cliff across the gap from the exit. Stop the stomper after 5


or 6 "stomps" by making it build, and jump off when the ramp is


complete. Make it an archer on the small mound just above the right


edge of the steel, aiming 3/4 or more of the way up the slope. Let it


reflect, then glue right from the arrow. After gluing, it should


walk up towards the exit level - fence the sandstone, and glue  


as soon as the fencer finishes. Let it reflect and come back, then


jump to the exit. Jump another one from the horde off the ramp,


let it come round and reflect, and glue from the top of the ramp to


the exit. Start a builder from the top of the ramp to release the


horde. 








"Beach Lems" 





Maxkill Zero





Jump just before the coconut, and immediately fence the tree.


Platform the lake at the last second, so that one platformer


suffices. Scoop before the beach hut, and scoop again after


dropping through. Let it reflect off the coconut, platform under


the zapper to defeat its trigger, and rope up to the next island.


rope to the right from the umbrella to just above the steel.


fence just before reflecting. Release the horde with a clubbasher.








"SAND IN YER SARNIES" 





Maxkill Zero





Make the first Lemming platform the tiny gap between bucket and


spade at the last second, so that none escapes. Jump one of the


emerging Lemmings off the spade handle, and let it drop to the level


below the beach huts. Make it a runner and a swimmer. Bash the


palm tree, and jump from the bucket handle. Let it reflect off the


steel, then jump again. Jump over the clam. Mine the beach


huts, converting to a basher on reaching ground level. Platform  


the gap and bash the bucket. Bash the beercan on the way back.








"Beach Mania" 





Maxkill Zero





Give one a magiccarpet, and make the next an attractor. After


the carpet lands and the Lemming reflects, make it an archer from


the left end of the platform, firing the arrow into the bottom corner


of the hatch ledge. Let it drop, then build left from the bottom of


the slope on the first small island - this will reflect this Lemming


and catch later ones. Bomb while standing on the right hand


coconut to get through the tree, and build x2 from where the tree


base was, to get up to the umbrella. Use an archer x2 from the top


of the umbrella, firing the first arrow into the edge of the island on


the left and the second into the first, and then build out over


them. Jump onto the exit island, and make an archer fire an


arrow back into the previous one. Jump to release the attractor.








"Sand Blaster" 





Maxkill Zero





Make the 4th Lemming an attractor, which should leave one loose


Lemming. Platform the lake at the last moment. Let the Lemming


reflect, an bazooka left while standing in the notch between the


slope and the platform - this should create a reflection point with


the steel block. Mortar against the edge of the 3-4 pixel step at


the bottom of the castle. Mortar again several times, placing each


mortar about halfway up the slope in the hole left by the previous


one. In between, use a bazooka or two as well. The last mortar


should break through to the level below, to the right of the lake.


Platform under the clam to defeat the trigger, and bazooka x2 to


get through the big clam. Jump to release the attractor.











"Surf Lem !" 





Maxkill Zero





Click a filler just before the right hand bucket, to gain an extra


pixel in height for the scooper, which should break a little gap at


the bottom right corner of the bucket. Start a superlemming halfway


down the scooped tunnel, and fly it out over the beercan and into the


spade handle. Let it drop, go all the way left and reflect, come


back and drop onto the first small grassy island. In the middle of


this island, use an archer to fire an arrow vertically downwards.


This will reflect future Lemmings. Balloon the Lemming


back to the left of the arrow. Build left to join the tiny gap


between the sloped island and the top left one - if the Lemming


reflects, make it a runner and jump it up to the arrow, lfill x2 in


the scooped hole to release the horde, and scoop again at the beercan.











Sports Tribe 


~~~~~~~~~~~~





The Sports exit is a golf hole flag.








"Ceci n'est pas une pipe." 





Maxkill Three





After the first steam pipe blows the Lemmings and they start to land


stunned, break through to the right by making the first Lemming into a


flamethrower. After it then lands in the pit to the right, make it a


bomber. Let them be blown all the way round and back into the middle


where they congregate, then use the remaining flamethrowers to free


them to the left.








"School Sports Day" 





Maxkill Zero





Make the first Lemming a twister. Carefully burrow until it is under


the steel wall. Use a rope up to the steel wall to separate the horde


off. Use the fan to nudge the twister out under the rugby ball


(football to Americans!). Rope up to the exit ledge. To release the


horde, scoop the first rope.








"The Octathalon!" 





Maxkill Zero





Start an attractor. Jump one Lemming out. Once it drops and


reflects at the left hand side of the screen, make it platform.


Platform x2 from a third of the way down the slope, on a level with


the pool table. Platform to cover the left hand arm of the "Y"


shaped hole, using a jumper to stop the platformer. Jump the


attractor to release the horde. 








"RRRACKETEERZ!" 





Maxkill Zero





Jump the first Lemming over the gap in the top rope, over the


red pole and out to the left. When it starts downhill towards the


collection of blocks, make it shimmy to pass over them. When it


lands on the green and white chequered block above the lake, rope  


upwards and right, to halfway up the edge of the green platform.


Rope down and left from the left end of the chequered block, onto


the steel. Jump another Lemming out of the horde, and fence  


through the handle of the tennis racquet. Jump each of the rest of


the horde out onto the racquet.








"Blow Back...." 





Maxkill Zero





Lfill in the pit, then stomp at its left edge, stopping the


stomper immediately (or as quickly as the mouse handling software will


allow!) by making it jump. Repeat this stomper and jumper trick a


further three times.








"Double Trouble" 





Maxkill One





Rope from the left end of the ledge to just below the top left


corner of the chamber. Exactly one Lemming should escape, and the


horde should not climb up above the hatch. With the loose Lemming, fly


a superlemming up the right hand side of the screen and to the


left, landing it on the hexagonal island. Platform from the point,


and jump off when the platform is complete. Make it an exploder,


timed from the first gap in the steel (counting from the right). This


should free the horde. Send a rocker over, and platform from the


bottom of the slope to the exit, stopping the platformer after 5 or 6


planks by making it a fencer. Using the first Lemming of a group,


fence the obstacle.








"Run the Risk" 





Maxkill Zero





Build from just before the third join in the steel, making a ramp


to get the Lemmings into the small pit at the right. Get one out onto


the bent pipe above by either using a superlemming or by clicking a


polevaulter at the bottom of the initial slope. Let it drop down to


the right and reflect, then platform x2 to the left, under the pit


where the horde is collecting. Stop the platformer with an archer,


leaving a small gap so it drops on the outcrop below and reflects. Let


it drop, and build x2 from the bottom of the small slope. The ramp


should tie up nicely with the narrow tunnel on the right. Stomp


just before reflecting off the steel on the right, and then fence


right to break into the next chamber. Let it walk up, and build


right from the top of the slope, let it reflect and build left to


get up to the next slope. Make it a stacker near the top of the


slope - when it finishes stacking, it will drop and come back round.


This time, it will reflect off the stack; platform right to reach


the cliff above the exit. Stomp the edge of the cliff so as to cut


a step into it, stopping the stomper halfway down with an archer.


Stomp among the horde to release them.








"The Sun Sign Selection" 





Maxkill One





In quick succession, jump one over the block, jump again onto


the steel, then jump again out to the right, clicking the last one


while over the left bolt of the steel. It should catch the left edge


of the trampoline and drop. Jump to dodge the tennis ball and get it


to reflect and go left. Make it a kayaker. Let it reflect to face


right, and balloon up to the top of the chamber, landing on the


vaguely "Q" shaped island. Platform the gap from the tail of the


Q to the steel - let this Lemming walk off and die. Jump another


over the block, give it magnoboots, and laserblast under the


right hand end of the horde.








"The Nervous Network!" 





Maxkill Zero





Jump one out, and glue, thus covering the gaps. Rope from the


second glue bridge to the concavity in the pipework, just left of and


below the green and white block. Let it walk up the rope and reflect,


making it bomb while standing on the rope hook, just as it has


turned to go left - this will ensure it continues to go left when it


lands stunned, which isn't important for this bomb but is for


subsequent ones. Let it come back and walk up the remnant of the rope,


then rope from the top of it to the top left corner of the block.


scoop right while actually standing on the block, then immediately


convert the scooper to a roper, and rope up to the concave elbow of


the next pipe. Bomb the pipe, again ensuring the Lemming is facing


left. When it comes back, rope horizontally to the green stuff, so


the rope is placed not far above the steel, and so the top of the hook


is a few pixels removed from the rope. Bomb once more. When it


returns, rope a final time to complete the path to the exit. Use a


gluepourer to create a step, releasing the horde.








"Take up Archery" 





Maxkill Zero





This level is very frenetic. You will need fingers poised above F1-F5


throughout. Where it says "archer x2" in the solution, click the


first archer and fire the arrow, then click and fire another one so


that the second arrow lands in the tail of the first one.





Make the first Lemming a runner as it appears. Jump from the


middle of the last block, to land stunned on the outcrop on the right.


Make it an archer, firing the arrow down and left into the block


below the chequered one. Make it an archer again immediately,


aiming for the tail of the previous arrow. Let it reflect, then


jump onto the arrows. At the bottom of the screen, jump from the


block before the chequered one, and archer x2 back to create a ramp


for the oncoming Lemmings. A good aiming point is the bottom left


square of the chequered pattern. At the next gap, jump and


archer x2 again. Rope from the second red square of the big


chequered block, to a point a few pixels from the left edge of the


column high above with the sloped underside, at an angle of about 70


degrees. This should trap the runner which will bound between the rope


and the ledge. When the next Lemming arrives, make it an archer  


when it is level with the top of the ledge, and aim horizontally left


to a point deep in the body of the ledge island. This should seal off


the gap between rope and ledge. When the runner gets up to the level


part, make it an archer, firing the arrow horizontally left into


the wall. Make it an archer again halfway along, firing the arrow


vertically down to create a reflection point. Jump it onto the


horizontal arrow to reflect it, and jump it back over the vertical


one and into the horde. Rope up from the arrow to the top corner of


the exit ledge.











Shadow Tribe 


~~~~~~~~~~~~





The Shadow exit is a picture of the "Tardis" time machine from the TV


programme "Doctor Who".








"Land of OZ!" 





Maxkill Zero





Flamethrow the triggers of the Lemming traps. flamethrow through the


letters "OZY". Jump one out of the pit, and lfill the traps to defeat


the triggers, lfill the small pit on the left, lfill the first pit to


release the horde.








"NITRAM THE HUGE!" 





Maxkill Zero





The key to this level is getting down the "ladder" of chambers


beneath the hatch.





Use a twister for the first two steps by driving it partially into


the pillar on the right, straight down, back left into the chamber and


down through the floor. Use a digger, a bomber and a stomper for


the other three. Tunnel under the lake with a basher. Fence through


the house roof.








"Twin Bleeps" 





Maxkill Zero





The key to this level is that while the level is symmetrical, the


solution is not.





Starting with the left hatch, flamethrow to the right, then


flamethrow left from the tiny pit (this needs a bit of luck), let the


Lemming drop, and flamethrow to the right through the pillar on the


exit level. For the other group, rope up to the block on the left,


flamethrow through, and let the Lemming fall. Rope up again, and


then rope again to reach the steel, lfill the small pit.








"The Pancake Factory." 





Maxkill Zero





Give a Lemming a jetpack and fan it round to the left of the trap


chamber. Bash into the chamber, and glue the triggers. Bash left


through the pock-marked stone. Glue the three gaps, pouring the first


as late as possible, and glue the trap trigger. Bash left from the


main horde to release them.








"Swingadingding" 





Maxkill Zero





There is an easier way to do this, but it's less dramatic...





Fan the chain to full speed. Make a Lemming a rocker, then


immediately fan the chain again. The Lemming will pick it up as it


falls. Release it on the right. Bash out towards the lake, platform  


over it, and laserblast to release the horde.








"The School Gate." 





Maxkill Zero





Disable the trap trigger with a filler. Rope from about 1.5


inches left of the gate to the corner of the steel. Fly a


superlemming from this steel round to the top right house. Fence


back to release the main horde. Position the cannon with 3 links of


chain showing on the left. After one Lemming has been successfully


launched onto the ramp, move the cannon. When it reaches the top,


lfill the pit and rope the gap. Reposition the cannon for the


rest of the Lemmings. It will take some time for them all to get out.








"Fritbatter Frolics!" 





Maxkill Zero





Make one Lemming a climber, then make it a swimmer as well.


Jump from the top of the blocks. Let it swim the small lakes, and


reflect. Scoop left, above the left edge of the steel column. Stop


the scooper by making it jump. Scoop right with a member of the


horde. 


 





"Goosen's Inferno!" 





Maxkill Zero





Bazooka x2 through the pillar. Platform from 3/4 of the way down


the slope, sealing off the gap. Meanwhile, make the next Lemming an


attractor, and make the platformer a runner. Fence through the 


building and lfill the pit. Bash under the tree. At the bottom


right corner, lfill to defeat the triggers. Bash x4 through the


bulkheads. lfill the pit. Release the attractor. Move the left hand


cannon fully to the right. Assist the cannons by making Lemmings


from the thicker bunches balloon to the exit.








"SPINNY THANG...." 





Maxkill Zero





Rope vertically underneath the bottom steel step, to separate off a


single Lemming to the right. Make it a twister, and fan it down,


cutting a step, then right and up at a steep angle. Do this carefully


and with patience. If you disturb the twister by going up too steeply,


let it come back and click it again. Laserblast x6 to remove a


chunk of the platform above, between the bottom of the slop and the


right trap trigger. Rope up to the left, so the Lemming climbs up


the rope and up the triangles. Glue the trigger of the top right


trap. Use a twister to cut the original rope and release the horde.








"Moonswings" 





Maxkill Zero





Make the third Lemming an attractor as it lands. Jump x3 the


first one over the trap triggers, then build from the right end of


the ledge. When the builder finishes, make it a superlemming and fly


it left into the vertical face, thus reflecting it. Glue the top of


the ramp. Let it walk on, and it should drop on the steel at the right


end of the lake. Build x2 to reach the ledge on the right, let it


reflect, and build left. Let it drop, then make it a planter


just as it reaches the edge of the pit. Release the attractor by


making it stomp.











Cavelem Tribe 


~~~~~~~~~~~~~


 


The Cavelem exit is a crude stone archway.








"Audex Powder" 





Maxkill Zero





Allow the first two dinosaurs to flick the Lemmings. Just before the


tail of the third, stomp a few pixels, and then change the stomper to


a clubbasher.








"Successive division" 





Maxkill Zero





Stomp the small piece of rubble in the centre. Stomp one group


through to the next central chamber. Staying with this group, scoop  


right, then left, then left again to the exit. Stomp to release the


other group.








"Mortal men doomed to die" 





Maxkill Zero





Jump a Lemming as soon as it lands. It will bound round on the


trampolines to the left of the exit. Platform across to the exit,


and start a stomper on the left side of the main horde while the


platformer is still building (due to time constraints).








"A stompin' good time!" 





Maxkill Zero





Do the left hatch first. Stomp, then scoop on the extreme right of


the next chamber. Rope from just before the exit to the underside of


the right steel block, and stomp this rope at the exit door.


Release the right hatch group with two stompers. 








"This Is The Pits!" 





Maxkill Zero





Start a stacker on the small knoll on the first small pice of level


ground just down from the hatch. One Lemming will get past the stack.


Make it stomp in the indentation just above the left edge of the


water. Platform over the water, and fence left to get to the


exit chamber. Fence the stack to release the horde.








"Ain't No Time" 





Maxkill Zero





Stomp out. Rope from the dinosaur's body to the ledge on the left.


Build x2, from a high up this ledge as possible towards the exit.


Lfill x2 the small pit. Glue to the left from the extreme right of


the screen to disable the dinosaur's flick trigger.








"Deadly Exit" 





Maxkill Zero





We will use the upper of the right exits. Note the proliferation of


two-eyed traps.





Make the first Lemming scoop under the left eye, then immediately


(i.e. before it takes it's first step down) stop it by making it


jump. This will disable the trigger for the trap. Rope from the


top of the rise to the small projection two-thirds of the way up the


slope on the next island. Lemmings will collect between this hill and


the vine to its right. Jump one of the incoming Lemmings onto the


vine, and then platform from under the left eye of the trap - if


positioned correctly, this will disable both traps. Rope from a


position on the left but within the pit in which the hore has


collected to a point near the top of the left stem of the vine.








"Wilma!" 





Maxkill Zero





Make the first Lemming a stacker at the right end of the ledge. One


will get past - balloon it back amongst the horde, popping the


balloon on the leaf. When the stacker completes, let it drop, then


make it stack again where it lands. Jump off the top of this


stack facing left, jump again, then immediately stack again.


Jump off this stack to the left, and the Lemming should be free.


Let it get down to the island in the middle of the screen, where it


will reflect, then balloon it up and round to the tail of rock


dangling from the hatch ledge. Stack at the bottom of this rock,


and jump off to the right. Fence in the corner under the horde.


After the Lemming reflects, it should find its own way down to the


tray directly above the exit. Lfill x3 in this tray. Stack on


the right end of the leaf, and once more jump off to the left.


Jump one out of the horde, and bomb to break into the fencer's


tunnel. Lfill to release the horde.








"EVOLUTION OF LEMMINGS" 





Maxkill Zero





Jetpack one out to the right past the mushroom. Give it a


parachute, and let it drift all the way to the bottom. Platform  


the gap. Laserblast x2 to cut a hole in the level above, but making


sure it is under the overhang of the level above that. Jetpack up


and onto the right of the ledge which was just lasered. Balloon up


and left, let reflect so as to be facing right, then balloon up


onto the sigmoid shape on the left end of the lake. Hangglide from


the top of the sigmoid, and balloon before reflecting, up and round


to the right onto the top ledge in this chamber. Bash right, and


platform to seal off the chimney. Let the Lemming reflect, drop


down, etc. and then platform x3 over the lake. Bash the sigmoid,


let the Lemming drop, etc. Stomp the level above the exit, which


was previously lasered, then convert the stomper to a basher.


Bash the mushroom to release the horde.








"Ah'm No Done Yet" 





Maxkill Zero





Make the 4th Lemming an attractor halfway up the knoll. One should


walk free. Let it drop and reflect off the mushroom, then immediately


glue to the left. Fence through the rubble and into the


skeleton's jaw. Shimmy under the jawbone. Platform right from


the mini-ledge. Stomp directly above the exit. Release the


attractor with a jumper.











Space Tribe 


~~~~~~~~~~~





The Space exit is a square block with a galactic picture and a


revolving light on top.








"HIT THE SPACE BAR" 





Maxkill Zero





Give one Lemming a jetpack and fan it down to the ledge under the


pit where the rest are ending up. Mortar the underside of the pit to


free them.








"Perpetual motion" 





Maxkill One





Jump the first two Lemmings from the left hand pit to the right hand pit.


Jump one of them out to the right, and give it magnoboots just


before it meets the obstacle. When it is about two thirds of the way


round, jump the other one out and give it magnoboots. When the first


one reaches level ground, jump it to remove the magnoboots and then


make it a platformer, late enough to cover the gap but early enough to


cause it to place all 12 planks before reflecting. Then make the other


an exploder just before it hits ground level. The first one should


drop through the hole it leaves and go left. Platform to the exit,


then lfill x2 each of the pits to release the horde.








"THE LEMMINGS HAVE LANDED" 





Maxkill Zero





Make a runner. Jump it out to the right, and jump again from


between the last and second last blocks. When it lands stunned, make


it a rocker and a slider. Let it climb the first pillar, jump it


to the second and let it climb the third. Let it slide down the other


side of the third, and make jump between the ledges in that pit. You


might want to fastforward at this point. Jump it onto the airlock


wall at the bottom right. When it gets under the steel above and right


of the exit, make it shimmy across the gap, and when it drops


platform the other one. Be ready to make it a fencer as soon as it


stops. Now stomp from the right hand end of the horde. Do not be


alarmed when the fencer reflects. Fence again in the horde once the


stomper hits steel and stops. You may have to do it twice if the first


one goes left.








"The Vortex" 





Maxkill Zero





Rope left twice, to provide a path out of the little pit and over the


steel wall. Mortar the thin obstacle (from very close range).


Clubbash out into the next chamber, and again into the next. Stomp  


from just about where the Lemmings land stunned (to avoid the steel


buried a little further left). Stop the stomper by making it into a


clubbasher (which will go left), and once a bit of space clears,


clubbash right as well. Mortar the two minor obstacles, from close up.








"The Stainless Steel Lemm" 





Maxkill Zero





This level looks easy at first, but there is a twist - we will be


using bombers to get through some ropes, and it is very easy to kill


the odd Lemming by mistake in the process (and not notice - I got


"silver" on my first two attempts having thought I'd lost none!)





Jump the first Lemming to emerge to give it a head start, then make


it rope across the gap to a little over half way up the top steel


block (the height is fairly critical - too high and the horde escapes,


too low and the jumps won't work). Jump a Lemming from about two


thirds of the way up this rope onto the column at the right, and make


it a slider. Immediately go and jump another one out - make this one


rope the gap to the right down which the slider has just disappeared.


You'll see later why. When the slider reaches the bottom, balloon it


up the shaft below the first rope, and fan it into the lower of the


two platforms below the horde. Let it reflect, then rope from the top


of the little slope at the end of the platform to halfway up the steel


block on the right which is level with the platform above. Let it


reflect again, then bomb just to the left of the bottom of the rope


it just made, to put a small gap in it. Now bomb just left of the


bottom of the original rope - make sure you still have 59 Lemmings! 








"Lunar Olympics" 





Maxkill Zero





Jump one out, and jump again over the gap. Polevault from


the 6th yellow block. Shimmy across the gap. Make the Lemming a


runner. Hop from halfway along the last block before the gaps - it


should get all the way to the right. When it gets down to the bottom


right corner, make it a climber. Throw a spear from the second last


block, so it lands in the block above the exit to create a step to


break the horde's fall. Lfill to release the horde.








"GoSh It'S FuLl Of LeMmS" 





Maxkill Zero





Make one a stacker as it lands from the hatch. Jump right after


5 blocks, and immediately jump again. It should land on the lower


of the two islands with triangles on the left end. Stack when


halfway along the narrow tunnel to cause a reflection. Platform x2


from the bottom of the triangle to seal off the drop. Let it reflect


(jump it to reflect off the wall if necessary) and stomp the


right end of the platformed piece. Bazooka x3 from the bottom of


the big slope to break through to exit chamber. Lfill or


platform to release the horde.








"Odyssey" 





Maxkill Zero





Stack exactly at the right hand end of the level bit of the hump -


one pixel to the left and it will be to far to jump, one to the right


and the laser will not cut through (see below). The second


Lemming will get past - make it stack just under the overhang. Make


the first one a rocker. When the first stack is complete, jump  


the Lemming off to the right - it should clamber away over the


sawtooth shapes. Stop the second stacker while facing left by trying


to shimmy. Wait for the rock climber to be transported to the


bottom of the screen. Laserblast just left of the underside of the


pit into which Lemmings are being transported, so that the tiny lower


chamber is breached but the laser beam stops on the steel. Stomp  


with one of the Lemmings in the pit on the right hand side - they


should all get out to the left, and none should go right. Jump the


climber onto the bottom of the chain, fan it to full speed, and


release it within the maze. It should climb round to the transporter


on the right, and emerge under the left hatch horde. Laserblast  


exactly at the right end of the gap in the steel, so that the first


stack is completely removed.








"Inside The Steel Box" 





Maxkill Zero





Stack just before reflection, tight against the steel. Rope from


the edge of the big steel block up to the point of the triangle.


Rope up and left to the next triangle. Make the Lemming a


runner. After transportation, let the Lemming bound down and


reflect, then platform starting about half an inch back from the


edge. When the platform is complete, lfill x2 before dropping. For


the paranoid, it might be worth a builder over the trigger as well. Let


the Lemming go up to the right and reflect, then build to the next


slope, let reflect, and platform to the right. These transporters


lead to the exit. Rope from among the horde to the top of the


stack.








"Frontier of surreality" 





Maxkill Zero





Jump x2 to get one out. Make it a runner. Let it drop and


reflect. Jump x2 to the left get up over the obstacles - there are


obvious timing marks. Let the Lemming be transported to the top right,


and bazooka immediately on arrival. Jump from the killer robot's


feet to get over its trigger, and again into the pounds sign.


clubbash through, meanwhile making the Lemming a rocker. Jump


from the end of the ledge. Let the Lemming clamber round to the left


of the exit, then glue to make a bridge. Clubbash the step in


the horde pit. Blast the horde out by repeatedly firing a bazooka  


close against the left wall.











Polar Tribe 


~~~~~~~~~~~





The Polar exit is an igloo with a Scottish flag.








"Lem Me Out !" 





Maxkill Zero





Flamethrow left to get out of the initial pit. Break into the next


chamber by using mortar x3 from under the right hand edge of the


initial pit. Start a runner, and use it to glue the gap over the


pit near the right hand side. Glue again. Blow through to the exit


by firing a bazooka twice, using a Lemming standing about halfway


across the glue.








"Ice Ice Lemy" 





Maxkill Zero





Click a stacker just left of the snowman. Jump over and


flamethrow the tree. Fence from the bottom of the steep slope.


fence the snowman, and make the Lemming a skater. Laserblast  


after the ramp. Flamethrow through the stacker's blocks.








"Snow More Lems" 





Maxkill Zero





Note that the obvious igloo isn't an exit!





Let them reflect, then rope from the left side of the hill to the


rear tree, allowing one Lemming to slip by. Quickly make the latter


Lemming a runner. At the bottom, rope from the long, steep slope


up to the steel at the left. Rope from the left steel block inside


up to the block halfway up the shaft. Use more ropers and a


fencer to get out. Bazooka the tree on the right of the first


hill.








"DANGER THIN ICE !" 





Maxkill Zero





Let the Lemmings walk freely, then balloon one which is walking


left out of the pit they collect in and fan it to land on the snow


slope on the left. If you get one which walks right, try again. Make


this free Lemming a skater to get it over the ice. Platform the


gap on the exit level. Balloon another Lemming out, let it slip on


the ice so it turns round, and only then make it a skater. When it


drops down and reflects in the lower pit, make it a stacker at the


left end of the pit. When it gets up to the level of the ice, make it


platform x2 while it is facing left, to cover the ice. Lfill x6


in the pit to release the horde. Bazooka the tree from halfway


across the platformed gap.








"Take Your Best Shot !" 





Maxkill Zero





Rope left to the tree as soon as the first Lemming touches the


ground. When the first one reaches the level of the snowball, jump  


it out. Let it fall to the second small island, then rope to the


snow outcrop. Rope the small gap, then scoop at the left end.


When it reflects, rope from the middle block up to a convenient


icicle to seal off the return route. Bomb where it has just


scooped, then bazooka x3 to get through the narrow gap in the


steel. Lfill if needed. Scoop from as far left as possible, then


fence and scoop to reach the exit. Release the horde with a


rope from the tree base to the snowball. 








"Turn Back !" 





Maxkill Zero





If you've struggled with a more conventional solution, you'll kick


yourself... Have a look at the underside of the main hill. Count


four major icicles to the right, and then look at the single pixel gap


just to the left of this. 





Start an attractor, then jump one Lemming free. Stomp just left


of the indentation at the bottom of the hill. Stop by making it


jump at the last possible second. Clubbash to the left, and the


Lemming will drop through the aforementioned gap. Platform x3 to


reach the exit. Release the attractor by making it jump.








"SLIPPIN & SLIDING" 





Maxkill Zero





Make the first Lemming stack just before the penguin. Two of the


others will get past the stacker. Platform the small gap with the


first - the second will fall down the hole. Bomb at the extreme


right hand end on the same level, to reduce the height of the drop


(and make it non-lethal). Let the bomber fall and land stunned (if


it's killed, start again!), and make it platform to the exit. The


next Lemming (remember the stacker?) will arrive before the platform


is complete - delay it by making it an archer. Bomb the base of


the stack to release the horde.








"Snowed In !" 





Maxkill Three





Left hatch: Give one magnoboots to get it out and then jump to


the right. Let it reflect from the tree and drop down, then fence  


the obstruction right of the cannon. Platform to the island with


the penguin, and again to the exit. Fence to the left from the left


hatch horde, then time an exploder from the extreme right of the


pit. Right hatch: time an exploder from the right hand end of the


pit, and another (going left) from just right of the landing point


below the hatch.








"Its all up hill !" 





Maxkill Zero





As soon as the first Lemming lands, rope to the island on the left.


Start a runner. Build from the top of this island to the next one.


build right with a Lemming stadning on the right cannon control


arrow. Mine left from just right of the penguin. Build x2 left from


two thirds of the way up the slope to the right of the penguin. When


the miner finishes, build again to complete the ramp started at the


cannon control arrow. Fly a superlemming from the right hand side


of the screen up and onto the top island. Jump it left onto the


steel, then make it a superlemming again and fly it round to the


left of the exit. Immediately after it reflects at the left side of


the screen, make it mine right. When the miner breaks through and


the horde clambers up, let one reflect then build right from the


top of the mineshaft to get to the exit.








"Stay Frosty" 





Maxkill Zero





Start an attractor. Jump one Lemming free, and make it a


twister at the bottom of the first slope on the right, level with


the top of the steel. Fan it left a little way to leave a sharp


edge. Jump another Lemming free from the horde, and make it glue  


x2. When it reaches the snow at the right end of the glue, make it a


twister just before it reflects. Fan it through the snow to the


right. Make the attractor jump to release the horde. Fan the


first twister left to free it, then give it icaruswings and fan  


it to the right. 











Highland Tribe 


~~~~~~~~~~~~~~





The Higland exit is a British K2 red telephone box, into which the


Lemmings stagger drunkenly.








"CREAM OF LEMMING SOUP" 





Maxkill Zero





Bazooka x2 to get through the block. Start a twister and fan  


it down and right to the octagonal chamber on the exit level. Bazooka x2 


the bulkhead from close up to break through to the exit.








"WEE BEASTIES !!!" 





Maxkill Zero





Make a runner, and jump it up the ladder of slopes, and across


the chasm to the right. When it lands at the bottom, reflect it by


making it jump into the vertical face of the block on which the


Scottie dog is standing. Use it to fence up and release the horde.








"Stop your ticklin' Jock!" 





Maxkill Zero





Build up to the island, then build from the left of the red


flower to the small crop of tartan. The Lemmings will bound round on


the trampolines to the pit just right of the exit. Lfill x3 in the


pit to free them.








"A mere stone's throw" 





Maxkill Zero





Make the 5th Lemming an attractor, then make the one that drops in


the pit throw from just right of the centre of the pit. Use more


throws to build this into a ramp running up to the right edge of


the pit. The last stone thrown will be one pixel above the pit floor


level. Lfill to the right while standing left of the stones, and the


Lemming will walk free up to the right. Now make a ramp of stones by


using throws going right, using the join between the big and small


steel blocks as a timing mark. Jump a couple of other Lemmings out


of the attractor's spell to assist with this process. When the last


stone is placed, jump all but one back into the dancing horde.


Lfill under the stone from the outside, then lfill again while


standing on the previous fill. Release the attractor. Fence through


to the exit if necessary, stopping the fencer by making it a jumper  


or thrower.








"DONALD WHARS YER LEMMING" 





Maxkill Zero





Start with the left hatch. Jump a Lemming over the block and


platform at the bottom of the ramp. Let the second Lemming reflect


twice and then make it build to the right from two thirds of the


way up the slope. Pick a Lemming which has just reflected at the


bottom of this pit, and clubbash to take away the bottom of the


builder's ramp. The first Lemming should just be finishing his


platform - start it to platform again, and let it place two


planks before making it jump, to land on the right exit island.


Make it platform from halfway across the tartan. The second Lemming


will now have finished building - jump it from the end of the first


platform to land where the first one did. Make it build just before


it steps up onto the platformed piece - it will reflect. Platform  


twice and then build to cover over the central pit. Release each of


the horde groups with a clubbasher. Click the release button to keep


the Lemmings off the chain.








"Brigadoom!" 





Maxkill Zero





Left hatch: jump one out to the right, and then hangglide from


the end of the grass, and fan it down so it lands on the right hand


side of the lake marked "Clyde built". Rope right from the grey


island up to the point of the tartan. When it is about to reflect,


laserblast to release the right hatch group. Hangglide and


fan it over the exit to the other grey island. Rope up to the


point of the tartan. Jump another out of the left hatch group, and


immediately hangglide from the top of the obstacle. It will crash


and reflect. Surf x2 across the water, and laserblast from the


right hand edge of the lower grey step to release the horde.








"In memory of McAngus" 





Maxkill Zero





Shift the right hand cannon to leave one link of chain showing to the


right. Let a Lemming from the right hatch reflect, then jump it


left to land at the middle cannon. Jump to avoid triggering the


cannon, then platform the hole. Move the left cannon to leave 2


links of chain showing on its right. Move the middle cannon fully to


the right - as soon as a Lemming has been launched, move it back. When


this Lemming reaches the steel-topped tartan column, make it a


stacker. After five or six bricks, jump off while facing left.


Move the middle cannon fully to the right.








"The White Heather Club" 





Maxkill Zero





Move the cannon to leave 3 links of chain showing on the left. After


one Lemming has been shot, move the cannon fully to the right. Make it


hop just before the bottom of the yellow slope. It should stop


between the stone and the wave shape. Jump right from just right of


the stone to get out. Let it reflect off the Scottie dog and drop,


then immediately bash to get out. Hop the first group of gaps,


and platform the next. Bash the bulkhead. Let it reflect, then


jump onto the exit island, jump again to get over the obstacle


and jump past the exit. Platform at absolutely the last second,


sealing off the gap to the right of the island. Let it reflect, then


laserblast just before the exit, cutting the left of the two stone


"stalactites". 








"TAKE A RUNNING JUMP !!" 





Maxkill Zero





Make the first Lemming a rocker and a floater. Make the next one


an attractor, just as the first one drops off the edge. Let it climb


round and then, halfway down the slope to the exit, give it


icaruswings and fan it left and into the slope, thus effectively


reflecting it. Flamethrow x3 to get through the stone, being sure


to leave a clear gap on the left. Platform x2 to seal off the drop.


Release the attractor by making it jump.








"EAT MY SHRAPNEL !!" 





Maxkill One





Make the 3rd Lemming an attractor at the bottom of the first


valley. One should escape over the hill to the right - make it a


rocker. Jump it onto the steel wall at the end of the grass, and


make it an exploder, timing from halfway up the second last steel


block before the thin bulkhead, which should be blown away. Jump  


the rightmost dancer to free it, and quickly balloon one out of the


horde (NOT the attractor!) and fan it across, bursting the balloon


to land it on the ramp about in line with the one that jumped free.


Make it a slider. When the one walking along the grass gets


underneath the steel column, make it mortar - the explosion should


blow the slider through the gap created by the exploder. Jump it


onto the rock, let it swing into the sloped tunnel, and jump it at


the bottom of the slope, to prevent it swinging round and going to the


exit. Platform x2 over the lake, and release the attractor.











Circus Tribe 


~~~~~~~~~~~~





The Circus exit is a small red and white big top tent.








"LIGHTLINES...." 





Maxkill Zero





Move the cannon fully to the right. Jump a Lemming out to it. Let


it be shot, reflect, and drop to the middle level. Jump in the


direction indicated by the yellow arrow. Make it a climber. When it


gets halfway along the red arrow (walking right on the bottom


platform), just where the platfrom changes from green to yellow, make


it laserblast. Glue just before the end of the platform. Jump  


another Lemming out of the horde, and make it follow the same route.


Jump over the hole made by the previous laser blast. Laserblast  


just before it reaches the green blocks and reflects, and the overlap


should release the horde.








"Lemmings In The Family" 





Maxkill Zero





Let the Lemmings bounce all the way to the right, reflect and walk


left. Stomp the column suspended from the platform, between the 4th


and 5th trampolines, counting from the right edge of the screen. When


the stomper has almost reached the bottom and broken through, change


it into a flamethrower. Lfill x2 the pit.








"We're Coming Home" 





Maxkill Zero





Make the 2nd Lemming scoop as late as possible, while still


allowing it to scoop twice before reflecting off the steel, thus


forming an impassable barrier and causing relfections. Make the 1st


Lemming platform x5 from the end to reach the flag by the exit. In


between platformers (but not all in one go), make a twister just


where the scooper was started, and fan it down and left to cut a


slope the others can walk up. Fan the twister vertically upwards to


cancel it. Once the main platform is complete, we want to platform


right from the peak where the twister was started - this is a bit


tricky, but one easy way to do this is to start a stacker, then


immediately chnage it to a platformer while facing right. If the


step up is too high for the horde, place another platformer at the


right end to create an extra step, stopping it with a jumper if it


ends up going left.








" `Round the Blox!" 





Maxkill Zero





This level is trivial, as there is a vast surplus of gadgets. The


solution below is merely an example....





From the top hatch, make a twister and fan it round the yellow


route. Use an attractor to delay the horde. Let it walk on, then


make another twister and cut the nest bit, then bash to the


exit. Bash left from the lower hatch to join up with the twister's


tunnel. Release the attractor by any convenient means.








"Big Top Time" 





Maxkill Zero





Make the 2nd Lemming scoop three-quarters of the way up the slope.


Let the first bound over, then platform at the very bottom of the


right slope to seal off the gap, just above the exit level.


Platform halfway down the same slope with the next Lemming that


comes across. Make the last Lemming to drop onto the lower platform


bash left, then platform to reach the exit. Bash (either way)


using one standing in the dip between the slope and the platform to


release the horde.








"HEADACHE" 





Maxkill Zero





Make a climber, and make it bomb halfway down the second


triangular segment, to leave a nice point on the right. Move the


cannon two little clicks (about a third of a chain link) off the left


hand end. The Lemming should be shot all the way to the exit platform.


Immediately bomb. Let it reflect, then glue left, sealing off the


drop. Let it climb up to the hatch level, walk along, and glue the


hole made by the first bomb. Let it rejoin the horde, climb the wall


on the left, drop and come back. To ensure accurate clicking, use the


returning climber to fence the obstacle - wait with the mouse


pointer at the right end, and count 4 or 5 seconds after it lands


before clicking the fencer. Make the last Lemming over the wall


bomb the lower glue, just above the left edge of the red and yellow


2x2 block. Immediately make it a jump to get it up to the


trampoline level. Move the lower cannon so two links of chain are


showing on the left. After each Lemming is shot, see where it lands,


and advance the cannon a single pixel to the right. Once one lands on


the exit level, leave the cannon where it is. If you go too far, if


even a single Lemming lands on the 2x2 block, you'll have to redo the


level (unless you're VERY, VERY lucky and it's the climber!)








"Circus Of Fear" 





Maxkill Zero





Make a climber. Rope horizontally across the small gap, and


rope up form the middle of the steel pit to the block. Let the


Lemming drop, and bazooka as soon as it lands. Rope from the


edge of the bazooka hole to the cone, and stomp the end of the


platform. Let it drop and reflect, then lfill each of the small


pits. Fire a rope up and right from amongst the horde to get them


out. 








"PLAY THAT FUNKY LEMMING" 





Maxkill Zero





Let the first Lemming drop and bounce (as if you had a choice!), then


bash the red pillar. Move the cannon all the way to the right. Let


one be fired up to the ledge, let it reflect, then immediately


scoop left. Stomp completely through the ladder of triangular segments


leading up to the cannon platform, so the Lemmings walk free under the


cannon. Stop the scooper when it is level with the middle of the


middle diamond shape by making it jump. Let it reflect and come back,


and then bash into the diamond, and scoop from the other side


down to the level where the horde is situated, again stopping the


scooper with a jumper. Bash through from the horde to meet the


scooped tunnel. Scoop right into the next chamber, and let the


Lemmings walk up the triangle ladder. Bash the first of the two


small red blocks, and jump one Lemming over the second. Let it walk


all the way left, jump over to the blue platform, let it climb up,


and jump onto the face and then onto the slope above the exit.


scoop into the left chamber of the two cyclic arrows, by the


shortest route, then bash into the arrowhead. Let it reflect and


come back, then jump from halfway down the little slope to land on


the right. Scoop from the first join in the blocks, and platform  


to the red hump. If necessary, let it reflect off the block


restraining the horde and platform again to complete the route.


Bash the red block, and bash through from the arrow chamber to


the exit.








"The Carpet Capers...." 





Maxkill Zero





Start a polevaulter just before the flag. Move the cannon fully to


the right. Let it come down to the level of the rows of blocks, and


just before dropping, give it a magiccarpet. Let it float along,


using the fan to get it round the obstacles. Note you will have to


fan it gently downwards to get under the green block. Let it


reflect and drop down to the exit level, then platform the gap.


Bring out another polevaulter, and round the same route with the


magiccarpet. Laserblast up from the caravan to release the horde.








"Swingz and Roundaboutz!" 





Maxkill Zero





Start a stacker at the bottom of the slope. Two Lemmings will get


past it - reflect them off the wall on the right by making them


jump at the last second. Jump the stacker to the left to stop


it, and jump each of the two you have just reflected over the


stack. Start a polevaulter from the little slope left of the car.


Let it walk up the triangle ladder, then stomp the left half of the


yellow brick. scoop immediately on landing, stopping the scooper at


the car platform level by making it jump. Clubbash from the horde


into the scooper's tunnel. Platform at the last second over the


stomped hole, so the platform also builds up the step on the left.


platform the gap, and lfill the small pit on the next level.


Move the left cannon to the right (is this necessary?). Lfill the


pit above the cannons, and lfill the pit on the top level. Scoop


on the level ground at the top of the small yellow slope, so the


Lemmings fall on the barber's pole and do not die.











Acknowledgements 


~~~~~~~~~~~~~~~~





This solution would clearly not have been possible without the


existence of the "Lemmings" series of computer games, probably the


best, and without doubt the most original, computer game concept ever


devised. Much thanks to Dave Jones and all at DMA Design, and to the


designers at Amiga Inc. for such an inspiring hardware platform.





These solutions were developed the hard way, by mind over Lemmings,


and tested on a Commodore Amiga A3000. This document was prepared


using GNUemacs and LaTeX on the same system.





               All GNUemacs and LaTeX shit, removed by [RYGAR].





       All /  \ {} `` '' spaces, codes, FUCKING CRAP removed by [RYGAR].





          Fixed & Released by [RYGAR] Tuesday 1993-05-05, Time: 00:24





			             End.



==============================================================================

ADDITIONAL CHEATS (from OLLIVision)



Level Select: First click on "Load" and then immediately on "Continue" (this turns off the music). In the main menu, move the mouse hand to all four corners (even if it's no longer visible) and click the left mouse button in each corner. A Lemming will appear and you can freely select all levels!



Freezer:

C13573 = Lemming 1 (left)

C13577 = Lemming 2

C13579 = Lemming 3

C13579 = Lemming 4

C1357B = Lemming 5

C1357D = Lemming 6

C1357F = Lemming 7

C13581 = Lemming 8

C13533 = Count

C13585 / C1358 = Min / Sec


ADDITIONAL ACTION REPLAY POKES (Source: AR Codelist):
Time Minutes = 93585
Time Seconds (hex) = 93587
Lemmings Saved = 9353b
Lemmings Out = 93533
Note: It is impossible to give individual lemming addresses as there are too many and they share addresses. Start of Lemming list = 93573 (0F 00 0F 00 0E 00 0D 00 03 00 02 00 etc)