TAME
CRAZY
WILD
WICKED
HAVOC
Wild 1: Pop Your Top

You can only afford to lose 7 lemmings on this level. For this explanation, the entrances are numbered 1 thru 4 (left to right). You will only need to use bombers from entrances 3 and 4. For this and other levels like it, you need to find the correct time to assign the bombing skill. This is a process of trial and error. In general, look for the narrowest points in barriers that separate one part of the structure from another. The 1st lemmings from entrances 3 and 4 should be made bombers such that they make openings into a common cavity below them. Then assign a bomber from entrance 3 to make an opening down to the next cavity and a lemming from entrance 4 to open a hole to the lowest cavity just to the right of the exit. Now use one (or 2) miners to mine thru to the left down to the exit from the lowest accessible cavity. Use a builder out of entrance #2 to build over to entrance #3. Use a basher to get from entrance #1 to entrance #2.

Wild 2: Lemming Hotel

Make the 1st lemming dig down over the peak underneath the landing platform and set blockers behind him. Have the scout bash thru both tubes at the bottom of the peak, then build over the gap to his right. Next, make him a builder up to the ice obstacle beyond the 3 identical ice mounds. Then have him bash through the obstacle, and build to the next platform on the right. Have him build up to the tall tube in the middle. Make him a digger when he breaks thru the tube. After digging a ways, make him build and bash thru the last tube. Don't let him drop off the other side before building a few steps. (Use a bashing skill to stop him early.)

Wild 3: Lemming Rhythms

Set blockers at the right and left edges of the landing platform. Make the next lemming dig down on the left after turning to the right. Set another blocker to keep other lemmings from going into the shaft being dug. The digger will need to stop digging about half way to his destination and bash right for a bit before continuing to dig. The destination is the 2nd mortar line above the lowest platform. When he reaches the line, make him a basher, then a builder when he bashes through. Make him build to the lowest hanging pulley block, bash through it and build far enough to get over the next platform underneath. Make him stop building so he'll drop to the platform. Make him build off the next 2 platforms, then over the last gap to the entrance. As he starts building over the last gap, release the middle blocker by making a lemming a miner who will mine left into the previously dug shaft.

Wild 4: Meeting Adjourned

As the 1st lemming drops to the tree top, let him move right a short distance, then dig down. After breaking through to the rock platform underneath, make the 1st lemming that reaches the 4th rock from the left edge of the tree platform a basher. Set a blocker behind him. Make the same basher bash through the next rock obstacle. Make him a builder when he breaks through. Make him bash through the next obstacle then build again. When he arrives over the next rock obstacle, make him a basher to stop building and drop down. Make him build from the peak of the obstacle he dropped down on. Make him build over the last gap to the exit. Release the blocker by bashing under his feet.

Wild 5: Lemming Head

Because there are blockers available, you will not have to time any bombers on this level. All lemmings will drop safely to the lowest brass tube. Set two blockers in succession to bomb through the 1st junction of horizontal and vertical tubes on the lowest platform. Do the same for the next junction. Set a blocker at the bottom of the drop off after the last explosion. Have a lemming build to the right from a point that will make only one long ladder all the way to the highest platform on the right.

Wild 6: Just a Quicky

As soon as the 1st scout goes all the way to the right and turns around, make him a builder. When he starts the 2nd ladder section, have another lemming break through the previous ladder section somewhere by digging. Have the lead scout bash thru the lattice work close to floor level and build to the left far enough to so he'll drop on the brass tube extending to the right from the exit platform. Have one of the remaining lemmings bash through the vertical brass tube. Increase the release rate to 99.

Wild 7: You Take the High Road

Start with the upper entrance. When the lead scout gets to the top of the split brick pyramid have him start building to cover the split before the next lemming gets there. Now immediately pause the game and go to the lower entrance. Restart the action and make the lead lemming bash through the taller 2 columns. As soon as he starts bashing through the 2nd column, go back up stairs and have a lemming bash through the first 3 of 5 small brick arches. When he starts to cut through the 3rd arch, pause the game again, go back down to the lower level and make the lead lemming start building a bridge from the pit between the 2 metal pedestals up to the right pedestal. Go up to the upper level again and have a basher finish bashing through the last 2 arches. Make a lemming build to the left from the pit between the slanting bricks.

Wild 8: It's a Tight Fit

Make the first lemming an athlete, then pause the game. Increase the release rate to about 80. Restart the game and make each of the remaining lemmings climbers as they drop to the ground. Then quickly make each one a floater. After the lead lemming floats to the platform below and walks right, find a spot for him to bridge which will only require the laying of four steps. (At the minimum release rate of 1 (which this game started at), only four ladder steps can ever be built before the next lemming catches up.)

Wild 9: Ice Station Lemming

Ignore the top entrance, there's nothing to be done. On the lower level, make the lead lemming a builder to the left from the bottom of the left side of the third little ice hill from the left. Have another lemming break the ladder behind him somewhere. Make the leader bash through the ice wall when he reaches it. Have him build left from the other side and be sure to close the gap to the rock wall above. When the gap is closed, make him build to the right to get to the upper entrance platform. Lastly, have a lemming repair the broken ladder below.

Wild 10: Higgledy 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.