A Complete ``Gold'' Solution to the DMA Design / Psygnosis Computer Game --- Lemmings
II - The Tribes Compiled by David Crooke - [email protected] 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 ``Loss of Lemmings: '' 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 are made in bold, 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. ``Fill 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 beacuse 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
reffered to by the gender neutral pronoun ``it''. This is not intended to detract in any
way from their personification. and finally......... 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?'' Loss of Lemmings: 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'' Loss of Lemmings: 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'' Loss of Lemmings: 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'' Loss of Lemmings: 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'' Loss of
Lemmings: 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''
Loss of Lemmings: Zero Let the Lemmings relfect, 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'' Loss of Lemmings: 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, especillay 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 hgh 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'' Loss of Lemmings: 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'' Loss of
Lemmings: Zero Make a Climber going left, wait a few seconds, then make one going right.
Mkae the left one Build from the sandstone ledge to get over the exit. Make the right one
Bash the snadstone 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?'' Loss of
Lemmings: 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'' Loss of Lemmings: Zero Scoop to
the right to get out of the initial chamber, and again to get out to ground level. Use a
Sand Pourer x2 to fill in the small pit. Give one Lemming Icarus Wings 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'' Loss of
Lemmings: Zero Make a Twister amongst the rubble and Fan it downwards and to the right.
Use a Club Basher to get through each of the thin pillars. Fill the small pit. Get over
the block of steel by building a ramp with Sand Pourers. Stomp the platform. Club Bash the
rubble to the right to reach the exit. ``ALL IN A KNIGHTS WORK!!'' Loss of Lemmings: 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!'' Loss of Lemmings: 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
Glue Pourer 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 Sand Pourer 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 Sand Pourer while facing left. Bridge the water with a Glue Pourer. Use a Club Basher
to release the horde. ``KING ARTHURS LEMMINGS'' Loss of Lemmings: Zero Bomb once, then
Club Bash 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'' Loss of Lemmings: 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'' Loss of Lemmings: 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?'' Loss of Lemmings: 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 relfect 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 !!''
Loss of Lemmings: 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'' Loss of Lemmings: Zero Click a Glue Pourer - 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....'' Loss of Lemmings: Zero Bash the wall between
the top hatch chambers to join them. Dig from within this tunnel. Use a Flame Thrower and
a Bazooker to penetrate the brickwork bulkheads. ``Glued to the Goal!'' Loss of Lemmings:
Zero Use a Glue Pourer at the top to bridge the gap. Use a Flame Thrower x3 to get to
exit. At the bottom, Flame Throw the pillar. Start a Platformer over the gap, then make
the next Lemming a Glue Pourer to seal it. Use a Glue Pourer 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 Flame Thrower. ``LABYRINTH OF FUN'' Loss of
Lemmings: 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'' Loss of Lemmings: 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 Super Lemming to fly the stacker back into the horde.
Carefully burrow the twister upwards and towards the exit with the Fan. ``Echo of Light''
Loss of Lemmings: 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'' Loss of Lemmings: 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. Wroking with the advance
Lemming, Fill while standing on the left side of the pit facing right. Fill 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. Fill 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. Fill 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. Fill the small pit.
Fill the pit containing the horde, and the pit to its left as well. ``The Egypt Cottage!''
Loss of Lemmings: Zero Jet Pack 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 Super Lemming 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. Laser Blast to release the horde. ``HEROE'Z QUEST....'' Loss of
Lemmings: Zero Jump one Lemming over the block to the left. Stomp into the chamber below,
and Stomp again through the block with te 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 Pole Vault 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 sson as the gap is sealed over. Stomp
from the horde into this chamber to complete the level. ``Wave Pathway'' Loss of Lemmings:
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 relfects 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!'' Loss of Lemmings: 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 Sand Pourer to cover the
trigger. While going right, make it a Rock Climber, 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 Sand Pour 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 Sand Pour 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'' Loss of
Lemmings: Zero Use a Twister to burrow up the pile of leaves to the right hand exit.
``Swing/Roundabout Theory'' Loss of Lemmings: 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'' Loss of Lemmings: Zero Start a Hang Glider 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
Flame Thrower immediately on landing to disable the frog's trigger. Tunnel under the next
frog from the step below with Flame Thrower x3. Platform the gap. Delay any oncoming
Lemming by (carefully) making it a Flame Thrower if necessary. ``Deliverance ?'' Loss of
Lemmings: 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'' Loss of Lemmings: 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'' Loss of Lemmings: Zero Consider the (approximate) layout of
mushrooms given on the next page... 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'' Loss of Lemmings: 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'' Loss of
Lemmings: 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'' Loss of Lemmings: 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 Club Basher
facing right. ``Garden of Stone'' Loss of Lemmings: 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!'' Loss of Lemmings: Zero From the top left hatch, Flame Throw the
sloped part. From the next hatch down, let a Lemming reflect and then Flame Throw the
umbrella pole. From the bottom left hatch, Flame Throw the palm tree. From the bottom
right hatch, Flame Throw the Lemming beer can. ``The Barley Mow....'' Loss of Lemmings:
Zero Start a Jet Pack, 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'' Loss of Lemmings: 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. Hang Glide from the top, and use the Fan to waft gently into steel
tunnel. Bomb at the end of the tunnel, and Laser Blast 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 Glue Pourer ``Costal Suction Function'' Loss of Lemmings: 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. Laser Blast next
to the exit to release the horde. ``Sand Stone'' Loss of Lemmings: 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'' Loss of Lemmings: 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 Club Basher. ``SAND IN YER SARNIES'' Loss
of Lemmings: 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, convreting to a Basher on reaching
ground level. Platform the gap and Bash the bucket. Bash the beercan on the way back.
``Beach Mania'' Loss of Lemmings: Zero Give one a Magic Carpet, 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'' Loss of Lemmings: 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 !'' Loss of Lemmings: 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 Super Lemming 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. Fill 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.'' Loss of Lemmings: 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
Flame Thrower. 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 Flame Throwers to free them to the left. ``School Sports Day'' Loss of Lemmings:
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!'' Loss of Lemmings: 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!'' Loss of Lemmings: 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....'' Loss
of Lemmings: Zero Fill 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'' Loss of
Lemmings: 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 Super Lemming 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 Rock Climber 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'' Loss of Lemmings: 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 Super Lemming or by clicking a Pole Vaulter 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'' Loss of Lemmings: 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
doge 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 Magno Boots, and Laser Blast under
the right hand end of the horde. ``The Nervous Network!'' Loss of Lemmings: 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 grenn 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 Glue Pourer to create a step, releasing the horde. ``Take up
Archery'' Loss of Lemmings: 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!'' Loss of Lemmings: Zero Flame Throw the triggers of the Lemming
traps. Flame Throw through the letters ``OZY''. Jump one out of the pit, and Fill the
traps to defeat the triggers. Fill the small pit on the left. Fill the first pit to
release the horde. ``NITRAM THE HUGE!'' Loss of Lemmings: 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''
Loss of Lemmings: Zero The key to this level is that while the level is symmetrical, the
solution is not. Starting with the left hatch, Flame Throw to the right, then Flame Throw
left from the tiny pit (this needs a bit of luck), let the Lemming drop, and Flame Throw
to the right through the pillar on the exit level. For the other group, Rope up to the
block on the left, Flame Throw through, and let the Lemmng fall. Rope up again, and then
Rope again to reach the steel. Fill the small pit. ``The Pancake Factory.'' Loss of
Lemmings: Zero Give a Lemming a Jet Pack 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'' Loss of Lemmings: Zero
There is an easier way to do this, but it's less dramatic... Fan the chain to full speed.
Make a Lemming a Rock Climber, 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 Laser Blast to release the horde. ``The School Gate.'' Loss of Lemmings: 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 Super Lemming 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, Fill 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!'' Loss of
Lemmings: 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!'' Loss of Lemmings: 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
Fill the pit. Bash under the tree. At the bottom right corner, Fill to defeat the
triggers. Bash x4 through the bulkheads. Fill 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....'' Loss of Lemmings: 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. Laser Blast 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''
Loss of Lemmings: 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 Super Lemming 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'' Loss of Lemmings: 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 Club Basher. ``Successive division'' Loss of Lemmings: 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'' Loss of Lemmings: 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!'' Loss of Lemmings: 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!'' Loss of Lemmings: 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'' Loss of Lemmings: 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. Fill x2 the small pit. Glue to the left from the extreme right of the
screen to disable the dinosaur's flick trigger. ``Deadly Exit'' Loss of Lemmings: 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!'' Loss of Lemmings: 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.
Fill 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. Fill to
release the horde. ``EVOLUTION OF LEMMINGS'' Loss of Lemmings: Zero Jet Pack 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. Laser Blast x2 to cut a hole in the level above, but making sure
it is under the overhang of the level above that. Jet Pack 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. Hang Glide 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
relfect, 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'' Loss of Lemmings: 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'' Loss of Lemmings: Zero Give one Lemming a
Jet Pack 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'' Loss of Lemmings: 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 Magno Boots just before it meets the obstacle. When it is about two
thirds of the way round, Jump the other one out and give it Magno Boots. When the first
one reaches level ground, Jump it to remove the magno boots 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 Fill x2
each of the pits to release the horde. ``THE LEMMINGS HAVE LANDED'' Loss of Lemmings: 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 Rock Climber 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
Fast Forward 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'' Loss of Lemmings: 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). Club Bash 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 Club Basher (which will go left), and
once a bit of space clears, Club Bash right as well. Mortar the two minor obstacles, from
close up. ``The Stainless Steel Lemm'' Loss of Lemmings: 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 he