Oh, No! More Lemmings

Oh, No! More Lemmings

05.10.2013 08:44:21
Oh No! More Lemmings FAQ: Part Two - The Havoc Levels

by GavLuvsGA@aol.com

Version 1, 06-12-99

Copyright notice: The contents of this FAQ are the property of the author.
Copying of any part of this without including my name is basically not
allowed.

Level Solutions (For levels 1-80, see part 1)

Havoc

Level 81: Tubular Lemmings

Let the first lemming walk on and have second lemming dig down until they are
all trapped in the pit it has dug (make the digger build when it is far
enough down). Have the other lemming build across the chasm, using the ice
stacks (the best way to tackle these is to bash a little way in, then dig
down a little way and mine the rest of the way. You have to do this so the
builder goes progressively downwards so as to be in line with the gap in the
two steel blocks. The ceiling of the corridor has a slicicle hidden in it; to
avoid it, turn this lemming into a builder as it crosses the third block of
steel from the left, and then bash out of the pit at the end. Build the
trapped lemmings out of the pit.

Level 82: Be More Than Just A Number (ACCESS CODE: IHRTGNGCFP)

When the first lemming turns from the steel, turn it into a builder and have
it build one bridge (this will make things easier later) and turn this
lemming into an athlete. When the athlete lands between two steel blocks,
make it into a builder and - as soon as it turns - make it build again. It
will turn again, and before it climbs the steel block to the left, make it
dig through the platform. Now turn one of your trapped lemmings (who is
facing left) into a climber. The athlete will meanwhile fall to a lower
platform, climb over the steel block and land on the lowest platform; when it
has walked a few steps to the left, turn it into a blocker, and now have one
of your trapped lemmings complete the bridge you began earlier (i.e. have it
build just before it falls off the end of the bridge). The climber will hit
the blocker and turn; all the other lemmings will end up trapped (the ramp
the athlete built breaks their fall). Make the cl;imber build to the right to
meet the single steel block (making sure it is just above the base, so the
lemmings don't walk over the top when they arrive). When the climber turns,
make it build up to the exit. Now turn one of the trapped lemmings into a
digger to rescue them.

Level 83: It's The Price You Have To Pay (ACCESS CODE:LQTFLGCDFK)

This is really easy! Have the first lemming bash through the first two
barriers and then mine through the third. It should be through by the time
the second lemming catches up. Before the miner mines through the floor, make
it build so it turns, and then have it build over the chasm to the left of
the trapdoor. Now, the other lemmings will have a long trek to the end of the
screen, giving the first lemming time to dig down just before the cliff, then
mine in arder to break the lemmings' fall, and bash through the wall off
balls before the exit.

Level 84: The Race Against Cliches (ACCESS CODE: RTFLGILEFS)

This level would be fairly simple, if you had as many floaters as you had
lemmings, but you're two short, so when the first lemming comes out, turn it
into a climber. When the others turn and are heading for the ice pillars,
make them into athletes. Keep doing this, but concentrate on the climber.
When it gets to the top of the cliff, and has got a little way along, make it
into a builder and it will hit its head and turn. have it build off the left
hand side of the cliff to the snow platform. Keep turning the lemmings into
athletes, but be sure to turn the final lemming into a climber before it
turns from the cliff. While you're doing this, have the other climber bash
through the wall that is blocking it. There is also one ice pillar blocking
the athletes' way, which they must bash through. When the last lemming
reaches the top of the cliff, make it build like you did with the other
climber. Wait until the first climber is roughly above the second ice pillar
from the left, and make it into a digger. The pillar wil break its fall. Now
make this lemming build over the gap to the door and the other lemmings will a
lso be able to exit.

Level 85: The Race Against Cliches (ACCESS CODE: TFLGAHVFFL)

This level is really frustrating! Turn the first lemming into a basher and
have it bash through the wall, and when the second lemming turns, immediately
turn this lemming into a miner and turn the basher into a builder before it
gets to the other side of the wall. If this is all done correctly, which is
easier said than done, the lemmings will all fall to the bottom without
splatting. Turn the first lemming down into a climber, and have it climb once
then through the wall to the exit. Make another lemming into a climber as it
is facing left. This must be done at the right moment; too late and the
basher will finish bashing before the other climber arrives and you won't be
able to turn this lemming around. Too soon and when the climber turns, when
you turn it into a miner to create a slope the others can walk up, it'll come
out of the brickwork too soon. This takes loads of practice to get right.

Level 86: Now Get Out Of This (ACCESS CODE: FNGKHWTGFJ)

The main problem here is making hte first five or so lemmings into builders
next to eachother, so they create a barrier the others can't turn round from.
When the first lemming reaches the point where the snow mass hangs down under
the ice platform, turn it into a miner. Turn the second lemming into a
blocker at the top of this tunnel. Before the miner breaks through the wall,
turn it into a builder and mine to the left. Do this about four times until
it is mining in the direction of the exit (i.e. tot he right) and is low
enough to land on the exit platform without splatting. As with the last few
levels, you must save 100% so mine under the blocker's feet, making it lose
its footing.

Level 87: Creature Discomforts (ACCESS CODE: LGCLVTGHFE)

First concentrate on the right-hand side, and block the lemmings off on the
left. Use a blocker on the right and have a lemming build over the gap using
the single platforms. On the right, most of the pillars should be blown up by
making a lemming into a climber and a bomber, but at least one should be done
using a basher. This level is very hard to describe in too much detail.

Level 88: Lemming About Town (ACCESS CODE: GMMUVGHIFN)

Have a lemming climb up the wall to the left, and then mine down into the
hollow section to turn it around. Now build across from the cliff to another
platform. Let the lemming walk along and build at the next drop too, and then
build across to the exit platform, about 1cm from the end of the platform the
lemming is on. Just before it gets into the exit, have the climber dig, and
build to turn it around. You must now build back to the platform on the left,
but time the bridge so the lemming reaches the platform, but doesn't turn
around. Now, he must mine down to allow the lemmings to walk through to the
exit, avoiding all the cliffs (three in all). You should start them about an
inch or so to the right of the cliff to get it right.

Level 89: AAAAAARRRRRRGGGGGGHHHHHH!!!!!! (ACCESS CODE: GAHRUFNJFO)

Turn the first lemming into a climber. Let the second lemming turn and make
it build over to the exit, then make the other lemmings climb the wall to the
right. They'll walk along a platform and you will see a narrow one below, so
mine down so the lemmings land on this (N.B. it is important that the second
lemming does the building rather than the first, so a sufficient gap is
formed to allow the ifrst lemming to break through before the next lemming
arrives, otherwise you'll lose a lemming.) Mine down towards the pit to avoid
being trapped by the overhang, then mine through the wall on the left, by
which time you'll have bridged the gap to the exit.

Level 90: Flow Control (ACCESS CODE: KHSUFNGKFK)

This level is almost impossible, but you only have to save 14% (about three
out of twenty-one lemmings!) You will need to do a lot of pausing. First,
pause the game and speed up the release rate to almost 99, then as soon as
the first lemming appears, turn it into a floater. Pause again and slow them
down to 50 again. One lemming will appear immediately, and land just infront
of the floater. At some point you must get the timing right to turn this
lemming into a bomber, so he passes the vacuum (while the lemming infront
gets killed) and digs a little way before hitting the second trap, and
explodes and creates a pit that is deep enough the allow the others to pass
under the trap unharmed. To get under the first trap, time yourself to make a
lemming mine down to the pit. Too far right and it won't avoid the vacuum;
too far left and it'll go through the floor. To get past thje last vacuum,
repeat the first steps and then build over the gap to exit. You should be
able to get more than 14% in, but this level requires a lot of patience.

Level 91: Welcome To The Party, Pal! (ACCESS CODE: MSWGLFGLFM)

The first lemming should dig through the first platform, near to one end, and
the next two shoud build over the gap to keep them trapped up above. The
first lemming should keep digging through the platforms, but make sure that
it is above the green platform on the right as it digs through the bottom
one. Now build over the gap on the left, to the steel and then build right,
into the shaft, which you must build up. To get down the next shaft, build
across, until the builder is just about over the green platform and then turn
it into a basher, or it'll build right over. Don't bash too late or it'll
actually hit the steel and not do anything. At the bottom, build over to the
exit. Free the others by digging, but do this before the first lemming has
finished or you may run out of time.

Level 92: It's All A Matter Of Timing (ACCESS CODE: RUFLGILMFL)

Turn the first lemming out of each trapdoor into a builder about two thirds
of the way along the first platform. Be warned however, that on this level
(and any other level on this or lemmings, with three trapdoors), every other
lemming comes out of the same trapdoor, while each of the others comes
alternately from one of the other two, i.e. on this level, the order is: Top,
Middle, Bottom, Middle, Top, Middle, etc., meaning that twice as many
lemmings will emerge from the middle trapdoor as from the other two.
Therefore the fourth lemming to emerge must also be made into a builder. Once
the lemmings land on the pillars to the right, they must each build again, to
cross the small gap and turn around. Use no more than 7 builders in the
process (two each for the top and bottom trapdoors and three for the middle.
As soon as the first lemming approaches the small gap before the exit
platform, use the final builder to get across safely.

Level 93: HIGHLAND FLING (ACCESS CODE: UGNGAHWNFI)

This is the last level that's even remotely straightforward; turn the first
lemming into a basher at the top of the slope then turn the second lemming
into a blocker. Turn the third lemming into a blocker to the left of the
trapdoor, and like with levels 52 and 71, turn another lemming into a
blocker, to isolate one lemming to the right of the crowd. Build over the
flames with the first lemming and then build to the top of the wall to the
left and now blow up the right-hand blocker and turn the builder into a
blocker. When the next lemming arrives, make it build right off the bridge to
the platform almost above the exit and mine down just before it turns round
against the green rock that's sticking out of the floor. Free the others.

Level 94: Synchronised Lemming (ACCESS CODE: NHGMIWWOFJ)

Four different levels rolled into one, with one minute to save every lemming.
Do these simultaneously, as with level 64:

Top Left

Bash left out of the pyramid, and repeat when the first lemming falls inside
the second; build over to the exit.

Top Right

Build up to the hanging platform, and from there to the exit. Use only one
builder each time.

Bottom Right

Turn a lemming into a climber and have it dig down from the top of each pole
(as with level 47)

Bottom Left

Climb over the one-way blocks to the left and have a lemming build just
before stepping onto the raised exit platform, then bash through the blocks.

Also increase the release rate to 99 so all the lemmings escape without
running out of time.

Level 95: Have An Ice Day (ACCESS CODE: LGALWUGPFM)

This is where the levels get REALLY difficult. This one is a nightmare; turn
the second lemming into a blocker and make the first lemming dig through the
platform they are on, then have it build (from the level below) towards the
ceiling to hit one of the stalactites hanging down from the bottom of the
platform, so that the other lemmings will be turned around rather than
walking on to certain death. Now build over the gap, but you must be careful
not to hit the trigger for the slicicle (which is invisible, but is roughly 1
inch below the tip). This is not as hard as it seems, but is nerve racking
all the same. Build over the next pool and then turn one of your trapped
lemmings into a builder, and as soon as it is over the blocker, turn one of
the others into a basher to stop the others following (by destroying the
bridge). Turn the other builder into a blocker when it is far enough right tha
t a bridge can be built over to the exit platform. Turn the next lemming (the
one you freed a moment ago) into a builder, off this bridge to the exit
platform, and build to the top of the small pillar. Time it right to make
this lemming into a bomber to blow up infront of the exit, to allow the
others to get in (it's blocked with snow), and free the other lemmings by
blowing up the blocker.

Level 96: Scaling The Heights (ACCESS CODE: GILTUNHQFF)

The lemmings will land briefly on the hanging platform, and then fall down to
the cliff face. Almost as soon as the first lemming lands, turn it into a
blocker, then turn the second lemming into a climber. It will climb the
cliff, and get to a point near the top where it momentarily stops climbing,
so turn it into a miner, and keep going until it is almost through the cliff.
Then make it build, then mine down to the right. Let this lemming walk down
the slope, turn round, then come back. When it turns again (in the
mineshaft), make it build to the upper part of the tunnel, then make one of
the trapped lemmings into a builder, when it is facing right so it hits the
blocker and turns and they gradually progress upwards towards the slope (you
should use around three builders). The hardest part is making one of your
lemmings (preferably the climber) build from the top of the mineshaft to the
steel blocks ont hje right then back left to the exit (they will oly just
make it). Also try and avoid a situation where the climber ends up constantly
climbing up the shaft, and over the steel and up the shaft again (i.e. round
in a circle), with no builders left.

Level 97: Where Lemmings Dare (ACCESS CODE: GAHQTEMBGD)

This is a really nasty level! Turn the first lemming into a builder almost
immediately to escape certain death (i.e. being eaten alive), then make the
second lemming into a blocker in the passage below, and make the first
lemming build before it reaches the end of the platform. This will take
several builders as the lemming will keep hitting its head and turning round.
Also watch out for when this lemming is just about over the tallest of the
twigs sticking out of the fire and make it bash to stop building and build
again off the top of the twig (do this the moment it lands). When it reaches
the platform on the other side, it will walk up a slope; turn it intoa miner.
The next step is very difficult; you have to dig down to the exit, but the
exit platform is littered with camoflaged traps, with one on either side of
the exit. You have to remember here that even if the digger makes it, it will
fall in the middle of the tunnel, whereas the others will fall as soon as
they arrive at the tunnel (i.e. to one side), so if the digger lands just
left of the trap, the others may easily land right in it. This is very hard
to get right. Blow up the blocker to free the other lemmings.

Level 98: Lemmings In A Situation (ACCESS CODE: KIPTEOGCGQ)

When the lemmings spill out onto the platform, turn the first one into an
athlete, and wait until it lands and is almost at the end of the platform,
then build over to the hanging chains (etc.), and make sure it reaches the
bottom of one of the hooks. This should turn the lemmings around. Wait until
it walks into the section under the trapdoor and build over the gunge, then
bash through the wall on the left. Build up towards the pillar on the left,
so the bridge connects with the piilar at a point roughly level with the
narrow platform on the other side. This lemming has to turn around; make it
build up to a point just above the passage at the bottom of the wall, so
there is no chance of the other lemmings walking through this passage to the
sludge. At some point you must turn another lemming (facing right) into an
athlete so it arrives while the other athlete is digging. You must time it to
blow up at the top of the next pillar, then - as soon as it is level with the
horizontal platform, turn the digger into a builder and build up the the gap
the bomber made. Build again to a point left of the exit and turn the builder
into a blocker. Make one of the trapped lemmings dig when it is above the
single tile (directly below the trapdoor), to break their fall. Have one of
these lemmings build right from the blocker to the exit.

Level 99: It's A Bit Nippy Out There (ACCESS CODE: MPTDOGADGK)

When the first lemming appears, turn it into a digger and- before it falls -
turn it into a basher. Then turn the first lemming who climbs the slope to
the right into a builder and as soon as it turns, make it a builder again,
and no other lemmings should be able to pass this point. Make the first
lemming from the trapdoor to land on the briudge into a digger and all the
lemmings except the builder should get trapped now. This is far easier said
than done. When the builder is to the left of the "pit" the others are in,
stop building and land on the snow, then build over to the wall on the left
and bash to the left, to the exit. As with level 95, this is blocked with
snow, so dig down, then bash across to the exit. Make one of the trapped
lemmings build left.

Level 100: LOoK BeFoRe YoU LeAp! (ACCESS CODE: STEMGKLEGG)

Ignore the trapdoor over the exit; instead go over to the other trapdoor at
the left of the screen, and watch the first lemming is it falls out. It will
land on one overhang, turn, fall, and land again. Turn it into a bomber at
this point so it explodes at the right point on the ground so the crater is
impassable to the left, but not to the right. Turn the next lemming into an
athlete. Let it fall on the other side of the wall, turn and then mine about
an inch right of the wall on the left, creating a slope for the others to
climb. This lemming will climb out of the crate and get eaten, but you can't
prevent this. Mine through the wall on the right, then time about four
bombers to blow through the wall on the left of the ther trapdoor (around the
top of the slope is about right). Then use another four bombers to blow
through to the exit. This is best done by blowing up the floor on either side
of the exit, so they fall down onto the platform below, then carefully
blowing up the floor as close to the exit as you can, and they should make
it. If you use more than nine bombers on this level, you won't be able to
save the required amount (83%).

 
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