You can only afford to lose 7 lemmings on this level.
For this explanation, the entrances are numbered 1 thru 4 (left to right). You
will only need to use bombers from entrances 3 and 4. For this and other levels
like it, you need to find the correct time to assign the bombing skill. This is
a process of trial and error. In general, look for the narrowest points in
barriers that separate one part of the structure from another. The 1st lemmings
from entrances 3 and 4 should be made bombers such that they make openings
into a common cavity below them. Then assign a bomber from entrance 3 to make
an opening down to the next cavity and a lemming from entrance 4 to open a
hole to the lowest cavity just to the right of the exit. Now use one (or 2)
miners to mine thru to the left down to the exit from the lowest accessible
cavity. Use a builder out of entrance #2 to build over to entrance #3. Use a
basher to get from entrance #1 to entrance #2.
Wild 2: Lemming Hotel
Make the 1st lemming dig down over the peak
underneath the landing platform and set blockers behind him. Have the scout
bash thru both tubes at the bottom of the peak, then build over the gap to his
right. Next, make him a builder up to the ice obstacle beyond the 3 identical
ice mounds. Then have him bash through the obstacle, and build to the next
platform on the right. Have him build up to the tall tube in the middle. Make
him a digger when he breaks thru the tube. After digging a ways, make him build
and bash thru the last tube. Don't let him drop off the other side before
building a few steps. (Use a bashing skill to stop him early.)
Wild 3: Lemming Rhythms
Set blockers at the right and left edges of the
landing platform. Make the next lemming dig down on the left after turning to
the right. Set another blocker to keep other lemmings from going into the
shaft being dug. The digger will need to stop digging about half way to his
destination and bash right for a bit before continuing to dig. The destination
is the 2nd mortar line above the lowest platform. When he reaches the line,
make him a basher, then a builder when he bashes through. Make him build to
the lowest hanging pulley block, bash through it and build far enough to get
over the next platform underneath. Make him stop building so he'll drop to the
platform. Make him build off the next 2 platforms, then over the last gap to
the entrance. As he starts building over the last gap, release the middle
blocker by making a lemming a miner who will mine left into the previously dug
shaft.
Wild 4: Meeting Adjourned
As the 1st lemming drops to the tree top, let
him move right a short distance, then dig down. After breaking through to the
rock platform underneath, make the 1st lemming that reaches the 4th rock from
the left edge of the tree platform a basher. Set a blocker behind him. Make
the same basher bash through the next rock obstacle. Make him a builder when
he breaks through. Make him bash through the next obstacle then build again.
When he arrives over the next rock obstacle, make him a basher to stop building
and drop down. Make him build from the peak of the obstacle he dropped down on.
Make him build over the last gap to the exit. Release the blocker by bashing
under his feet.
Wild 5: Lemming Head
Because there are blockers available, you will not
have to time any bombers on this level. All lemmings will drop safely to the
lowest brass tube. Set two blockers in succession to bomb through the 1st
junction of horizontal and vertical tubes on the lowest platform. Do the same
for the next junction. Set a blocker at the bottom of the drop off after the
last explosion. Have a lemming build to the right from a point that will make
only one long ladder all the way to the highest platform on the right.
Wild 6: Just a Quicky
As soon as the 1st scout goes all the way to the
right and turns around, make him a builder. When he starts the 2nd ladder
section, have another lemming break through the previous ladder section
somewhere by digging. Have the lead scout bash thru the lattice work close to
floor level and build to the left far enough to so he'll drop on the brass
tube extending to the right from the exit platform. Have one of the remaining
lemmings bash through the vertical brass tube. Increase the release rate
to 99.
Wild 7: You Take the High Road
Start with the upper entrance. When the
lead scout gets to the top of the split brick pyramid have him start building
to cover the split before the next lemming gets there. Now immediately pause
the game and go to the lower entrance. Restart the action and make the lead
lemming bash through the taller 2 columns. As soon as he starts bashing through
the 2nd column, go back up stairs and have a lemming bash through the first
3 of 5 small brick arches. When he starts to cut through the 3rd arch, pause
the game again, go back down to the lower level and make the lead lemming
start building a bridge from the pit between the 2 metal pedestals up to the
right pedestal. Go up to the upper level again and have a basher finish
bashing through the last 2 arches. Make a lemming build to the left from the
pit between the slanting bricks.
Wild 8: It's a Tight Fit
Make the first lemming an athlete, then pause
the game. Increase the release rate to about 80. Restart the game and make each
of the remaining lemmings climbers as they drop to the ground. Then quickly
make each one a floater. After the lead lemming floats to the platform below
and walks right, find a spot for him to bridge which will only require the
laying of four steps. (At the minimum release rate of 1 (which this game
started at), only four ladder steps can ever be built before the next lemming
catches up.)
Wild 9: Ice Station Lemming
Ignore the top entrance, there's nothing
to be done. On the lower level, make the lead lemming a builder to the left
from the bottom of the left side of the third little ice hill from the left.
Have another lemming break the ladder behind him somewhere. Make the leader
bash through the ice wall when he reaches it. Have him build left from the
other side and be sure to close the gap to the rock wall above. When the gap
is closed, make him build to the right to get to the upper entrance platform.
Lastly, have a lemming repair the broken ladder below.
Wild 10: Higgledy Piggledy
Don't worry about the lemmings you're going to
lose at the beginning of this level. You'll rescue more than needed. Make the
first lemming build right from the right end of the ramp. When the next
lemming gets across the gap, make him dig down on the right side of the green
area so that he leaves no edge on the right (his left side as he digs). When
he gets far enough down to build to the right so his ladder will not leave a
gap over the next platform, have him start building. Have a lemming build left
to the next platform. Bash all the way through the upper platform to the exit
using only 1 bashing skill. Increase the release rate to 99.
Wild 11: Mutiny on the Bounty
Have the lead lemming build over the notch
in the left slanting bricks, then turn around and build to close the gap
between the brick ramp and red column. Make a lemming who's traveling to the
right into an athlete. Have him build one ladder section over the right side
of the chain hanging over the water. Have him bash through the brick extension
at the top of the brick ramp. When he reaches the platform at the bottom have
him build right to the column, then left. He should start building right at a
point that will ensure that the ladder going left will either reach or cross
over the small platform in mid air. If he gets only to the small platform,
have him build left again from the platform to the wall on his left. When he
turns back to the right, climbs the column and floats back down, make him mine
through the stairs he just built so the exit can be reached. Go back where the
rest of the lemmings are and have one build to the right under the right edge
of the over-hanging metal platform. Increase the release rate to 99.
Wild 12: Snow Joke
Make the 1st lemming a builder and climber and have him
build off the right edge of the landing platform. Make the 3rd lemming a
climber. Set blockers on the left and right sides of the landing platform.
Have the 1st lemming to climb over the arrowed obstacle build right to the ice
obstacle up high (2 ladder sections only). Let the 2nd scout come back and bash
through the arrowed object. Increase the release rate to 99. Have the 1st
lemming bash through the obstacle he is approaching. Have him build one ladder
section off the right edge of the platform he is on. His next task will be to
build a series of ladders crisscrossing between the wall on the right and ice
hanging down from above with the 5 building skills remaining. Make sure all
gaps are closed and go for maximum height. When he first turns to build left,
pause the game and go back and release the right blocker on the landing
platform. When the lead lemming builds the last ladder to the right, make him
a basher to get to the exit.
Wild 13: Onward and Upward
Make the 1st two lemmings climbers. Make the
3rd lemming a blocker when he reaches the middle of the 3rd red floor tile
from the right hand wall. (You may have to adjust his position slightly to the
left or right in a later try to get an even distribution of lemmings on the
landing platform.) When the 1st lemming gets to the thin red post above, make
him a blocker up next to the post. Make the next lemming a miner as soon as he
turns left off the blocker. Now make the blocker a bomber to break through the
post. When the 2nd lemming completes the ramp and turns back to the right, make
him build over the gap to the right. When he starts the 2nd ladder section,
pause the game, release the remaining blocker and increase the release rate to
99. Restart the game and have the lead lemming bash through the brick obstacle
up ahead. When he reaches the top of the following set of gray stairs, make him
a bomber. Make the next leader a bomber at a point where he will explode just
as he gets to the right end of the lower platform.
Wild 14: Ice Spy
Make the 1st lemming a blocker the instant he hits the
landing platform. Make the 2nd lemming build across the last large flat area of
ice on the landing platform to avoid a lethal sensor. Make the next lemming
a blocker to the left of the ladder. After building over the sensor, make the
leader build over the gap below to get to the next platform, then have him bash
through the ice spike ahead. He will cross over an arched bridge, then must
build a set of crisscrossed ladders (close all gaps) to get high to the right
so he can bash through to the ice slope on the other side. (Reserve 1 builder
skill for later.) After he bashes through and walks down the slope to a level
area of the ice, then reaches the last flat area of ice to the right, make
him a builder once more to avoid another lethal sensor. When he's across, make
him bash through the last obstacle to get to the exit. Go back and release the
blocker on the right and increase the release rate to 99.
Wild 15: The Silence of the Lemmings
There are 2 entrances. The first
lemming will drop from the left entrance. Make him a blocker as soon as he
touches down. Go to the right entrance and make the 1st lemming out of there a
blocker right next to the Lemming Crusher on the right, then make him a bomber.
Now go back to the left entrance and isolate a single lemming to the far right
by setting another blocker to the right of the entrance. Go back to the right
side once again. If the bomber was stopped at the right place, the resulting
crater will let the rest of the lemmings walk under and by the crusher. Have
the lead lemming build a single ladder across the right side of the chain.
Make the lead lemming and the following 2 lemmings bombers and space their
starting positions so they will make holes in the top 3 platforms to the right
of the ramp on the right side of the chain. When a lemming reaches the 4th
platform, make him a bomber at a point that he will explode at the far right
end. Immediately go back to the left entrance and have the isolated lemming on
the right dig down when he is moving to the right. When he gets under the
metal, make him a basher. When he starts across the bridge over the water
below, pause the game to increase the release rate to 99, then release the
remaining lemmings. When the leader gets across the bridge, make him a basher.
Wild 16: Take Care, Sweetie
When the only lemming lands, make him build
right so he hits his head on the underside of the gray box above. Have him
build over the 1st gap to the left of the entrance. Let him drop down the next
gap and walk right in the tunnel below. When he gets to the far right of the
tunnel, he will have to build 2 bridges, 1 to the right and one to the left.
When he finishes the one on the left, no gap can be left between the top step
and the wall. As he completes the last bridge he'll turn back to the right,
then the left. As he turns left, make him a climber.
Wild 17: The Chain with No Name
Make the 1st lemming a builder to close
the gap on the far left of the landing platform. Have a lemming bash through
the 3 columns on the right of the entrance. Have somebody build a 2 section
ladder ahead of the far right column. When the last lemming has dropped off
the right edge of the ladder before it is finished, make him a miner under the
ladder when he turns around and walks left. Make him mine to the right at the
right end of the platform underneath the landing platform. When he gets to the
lowest floor, let him walk right and turn back to the left. When he's 4 1/2
lines from the brick platform that supports the exit, make him build left until
he hits his head. When he gets back down to the base of the ladder, have him
build right. When he's half way finished with the last ladder section, go back
to the landing platform and make any lemming who's traveling right mine
through the left end of the ladder ahead of the opening in the platform
underneath the ladder. Increase the release rate to 99.
Wild 18: Dr. Lemminggood
The first 6 lemmings must be made bombers. The
1st 2 must be made bombers the instant they land (4th line from the right).
The next 2 must be made bombers when they reach the 3rd line from the right.
The 5th and 6th lemmings when they touch the 2nd line from the right. Let the
7th lemming through. When he lands on the bottom platform, make him a builder.
Go back to the landing platform and have someone build across the hole at the
right end to seal it off. When the ladder is completed below (to the top right
platform), go back to the landing platform and make a lemming a bomber so he
will explode while on the ladder. When the ladder is blown, pause the game and
increase the release rate to 99. Restart the game. If any lemmings start to go
left underneath the landing platform, make each one a builder to turn them
around.
Wild 19: Lemming Delica
Make the 1st lemming a builder at the right edge
of the upward slanting green projection on the right side of the landing area.
The first lemming to touch down on the 1st mossy green platform should build a
2 section ladder off it's right edge. When a lemming drops to the 2nd platform
to the right, have him build to bridge to the 3rd lower platform on his right.
Before the 2nd bridge builder completes his bridge to the 3rd upper platform,
make another lemming bash through the bridge behind him so no one else can
follow the builder and will drop to the 2nd mossy platform below. Set a blocker
at the left edge of the metal platform on the right. When the 2nd builder
completes his 2 section ladder, have him build to the 4th platform. While he's
doing this, have another lemming start building right next to the blocker
below.
Let him complete only one section now. Make the lemming above build off the
right edge of the 4th platform (one section). When he drops down to the metal
platform below, make him build to the rocks on his right. When he gets there,
make him a basher. When he gets to the other side, make him start building over
to the platform on the right from where the last large rock drops off
sharply. Have him build off the right edge of the next platform. His ladder
should continue all the way to the green post on the right. When he turns
around, have him build left up to the exit. Now pause the game and increase
the release rate to 99. Go back to the unfinished ladder on the metal platform
and have someone complete it.
Wild 20: Got anything...Lemmingy?
When the 1st lemming gets to the top
of the stairs to the right of the entrance, make him a builder from the left
edge of the step. Make the 2nd lemming a builder as soon as he lands. Make the
3rd lemming a digger when he gets to the first platform to the right where a
chain hangs down. He should start digging when he's directly over the line in
the middle of the platform. (The lemmings that follow must be able to land on
the platform ahead of where he is digging. At the same time, they must also
be able to touch the pulley block below when they step off the platform.) When
the 1st lemming reaches the pit down below make him build left out of the pit
to reach the exit. When the digger is about 3/4 of the way down the chain, make
him a builder. Increase the release rate if necessary.