\documentstyle[a4]{article}
\begin{document}
\title{A Complete ``Gold'' Solution to \\
the DMA Design / Psygnosis Computer Game \\
--- \\
{\Huge\bf Lemmings II - The Tribes}}
\author{Compiled by David Crooke - {\tt dcc@dcs.ed.ac.uk}}
\date{April 1993}
\maketitle

\tableofcontents

\parskip 0.15 in
\parindent 0.0 in

\newcommand{\archer}[0]{{\bf Archer}}
\newcommand{\attract}[0]{{\bf Attract}}
\newcommand{\attractor}[0]{{\bf Attractor}}
\newcommand{\bash}[0]{{\bf Bash}}
\newcommand{\balloon}[0]{{\bf Balloon}}
\newcommand{\ballooner}[0]{{\bf Ballooner}}
\newcommand{\basher}[0]{{\bf Basher}}
\newcommand{\bazooka}[0]{{\bf Bazooka}}
\newcommand{\bazooker}[0]{{\bf Bazooker}}
\newcommand{\bazookers}[0]{{\bf Bazookers}}
\newcommand{\block}[0]{{\bf Block}}
\newcommand{\blocker}[0]{{\bf Blocker}}
\newcommand{\bomb}[0]{{\bf Bomb}}
\newcommand{\bomber}[0]{{\bf Bomber}}
\newcommand{\bombers}[0]{{\bf Bombers}}
\newcommand{\build}[0]{{\bf Build}}
\newcommand{\builder}[0]{{\bf Builder}}
\newcommand{\climb}[0]{{\bf Climb}}
\newcommand{\climber}[0]{{\bf Climber}}
\newcommand{\clubbash}[0]{{ \bf Club Bash}}
\newcommand{\clubbasher}[0]{{ \bf Club Basher}}
\newcommand{\dig}[0]{{\bf Dig}}
\newcommand{\digger}[0]{{\bf Digger}}
\newcommand{\dive}[0]{{\bf Dive}}
\newcommand{\diver}[0]{{\bf Diver}}
\newcommand{\explode}[0]{{\bf Explode}}
\newcommand{\exploder}[0]{{\bf Exploder}}
\newcommand{\fan}[0]{{\bf Fan}}
\newcommand{\fastforward}[0]{{\bf Fast Forward}}
\newcommand{\fence}[0]{{\bf Fence}}
\newcommand{\fencer}[0]{{\bf Fencer}}
\newcommand{\flamethrow}[0]{{\bf Flame Throw}}
\newcommand{\flamethrower}[0]{{\bf Flame Thrower}}
\newcommand{\flamethrowers}[0]{{\bf Flame Throwers}}
\newcommand{\float}[0]{{\bf Float}}
\newcommand{\floater}[0]{{\bf Floater}}
\newcommand{\lfill}[0]{{\bf Fill}}
\newcommand{\filler}[0]{{\bf Filler}}
\newcommand{\glue}[0]{{\bf Glue}}
\newcommand{\gluepourer}[0]{{\bf Glue Pourer}}
\newcommand{\hangglide}[0]{{\bf Hang Glide}}
\newcommand{\hangglider}[0]{{\bf Hang Glider}}
\newcommand{\hop}[0]{{\bf Hop}}
\newcommand{\hopper}[0]{{\bf Hopper}}
\newcommand{\icaruswings}[0]{{\bf Icarus Wings}}
\newcommand{\jetpack}[0]{{\bf Jet Pack}}
\newcommand{\jump}[0]{{\bf Jump}}
\newcommand{\jumper}[0]{{\bf Jumper}}
\newcommand{\kayak}[0]{{\bf Kayak}}
\newcommand{\kayaker}[0]{{\bf Kayaker}}
\newcommand{\laserblast}[0]{{\bf Laser Blast}}
\newcommand{\laserblaster}[0]{{\bf Laser Blaster}}
\newcommand{\magiccarpet}[0]{{\bf Magic Carpet}}
\newcommand{\magnoboots}[0]{{\bf Magno Boots}}
\newcommand{\maxkill}[0]{{\bf Loss of Lemmings: }}
\newcommand{\mine}[0]{{\bf Mine}}
\newcommand{\miner}[0]{{\bf Miner}}
\newcommand{\mortar}[0]{{\bf Mortar}}
\newcommand{\parachute}[0]{{\bf Parachute}}
\newcommand{\parachuter}[0]{{\bf Parachuter}}
\newcommand{\plant}[0]{{\bf Plant}}
\newcommand{\planter}[0]{{\bf Planter}}
\newcommand{\platform}[0]{{\bf Platform}}
\newcommand{\platformer}[0]{{\bf Platformer}}
\newcommand{\polevault}[0]{{\bf Pole Vault}}
\newcommand{\polevaulter}[0]{{\bf Pole Vaulter}}
\newcommand{\rockclimb}[0]{{\bf Rock Climb}}
\newcommand{\rocker}[0]{{\bf Rock Climber}}
\newcommand{\rope}[0]{{\bf Rope}}
\newcommand{\roper}[0]{{\bf Roper}}
\newcommand{\ropers}[0]{{\bf Ropers}}
\newcommand{\run}[0]{{\bf Run}}
\newcommand{\runner}[0]{{\bf Runner}}
\newcommand{\runners}[0]{{\bf Runners}}
\newcommand{\sandpour}[0]{{\bf Sand Pour}}
\newcommand{\sandpourer}[0]{{\bf Sand Pourer}}
\newcommand{\sandpourers}[0]{{\bf Sand Pourers}}
\newcommand{\scoop}[0]{{\bf Scoop}}
\newcommand{\scooper}[0]{{\bf Scooper}}
\newcommand{\shimmy}[0]{{\bf Shimmy}}
\newcommand{\shimmier}[0]{{\bf Shimmier}}
\newcommand{\skate}[0]{{\bf Skate}}
\newcommand{\skater}[0]{{\bf Skater}}
\newcommand{\slide}[0]{{\bf Slide}}
\newcommand{\slider}[0]{{\bf Slider}}
\newcommand{\spear}[0]{{\bf Spear}}
\newcommand{\spearer}[0]{{\bf Spearer}}
\newcommand{\stack}[0]{{\bf Stack}}
\newcommand{\stacker}[0]{{\bf Stacker}}
\newcommand{\stomp}[0]{{\bf Stomp}}
\newcommand{\stomper}[0]{{\bf Stomper}}
\newcommand{\stompers}[0]{{\bf Stompers}}
\newcommand{\superlemming}[0]{{\bf Super Lemming}}
\newcommand{\surf}[0]{{\bf Surf}}
\newcommand{\surfer}[0]{{\bf Surfer}}
\newcommand{\swim}[0]{{\bf Swim}}
\newcommand{\swimmer}[0]{{\bf Swimmer}}
\newcommand{\throw}[0]{{\bf Throw}}
\newcommand{\thrower}[0]{{\bf Thrower}}
\newcommand{\throwers}[0]{{\bf Throwers}}
\newcommand{\throws}[0]{{\bf Throws}}
\newcommand{\twist}[0]{{\bf Twist}}
\newcommand{\twister}[0]{{\bf Twister}}




\section{Terminology and General Points}

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

\begin{itemize}
\item{The term ``hatch'' refers to the points at which the Lemmings
enter a level.}
\item{The term ``exit'' refers to the objective you're trying to get
the Lemmings to. Often also called the ``goal''.}
\item{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.}
\item{The ``\maxkill'' given at the start of each level is
the number of Lemmings you will lose or kill on that
particular level, and is usually equal to the maximum you are allowed
to lose while still securing a ``Gold'' - since the scoring
system is negative, within limits it means you can still get a Gold on
later levels even if you have messed up earlier ones. You can then go
back and correct your mistakes without redoing all the later levels.
It also means that persisting with e.g. Sports 1 until you get lucky
in order to get an extra Lemming is of no advantage for later levels.
However, it is rumoured that you must end up with at least 30 Lemmings
from each tribe to see the end animation - I am not about to go back
and redo the game just to find out!}
\item{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.....}
\item{A part of the screen completely surrounded by scenery is called
a ``chamber''.}
\item{A small piece of scenery in otherwise open space is called a
``platform'' or ``island''.}
\item{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''.......}
\item{At some points, a suggested action is followed by a multiplier,
e.g. ``\lfill{} x2'' - this means it will have to be repeated about
the quoted number of times to satisfy the requirements.}
\item{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.}
\item{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.}
\item{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!}
\item{If there is a long delay between required actions, or at the end
of a level, use the fast forward button, but with care!}
\item{Servicemen in the armed forces should carefully make themselves
certain of what is intended by advice like ``\bomb'' and ``\mine''.}
\item{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.}
\item{and finally.........}
\end{itemize}

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.........
 


\section{Classic Tribe}

The Classic exit is a doorway with flaming torches outside.

\subsection{``Do You Remember?''}

\maxkill Zero

\bash{} to break out to the right, \build{} from the wooden platform to
the stone pillar and \bash{} through it. \build{} x2 from on top of the
rounded bit at the base of the pillar to reach the exit platform.
\bash{} left under the pillar from the right hand pit. \build{} right from
the left edge of the left pit, and again from the left edge of the
platform on which the pillar stands. \bash{} right from on top of the
other rounded part. Stop this basher once it is through the pillar by
making it into a \builder.

\subsection{``Mr Lemmy Lives Next Door''}

\maxkill Zero

After the first Lemming reflects, make it a \climber{}.  When it
reflects in the top left corner, \build{} right from the little ledge
toward the stone blocks. Let it reflect again and clamber over to the
right hand half of the screen, then make it \build{} to reflect it off
the wooden ceiling. Make it \mine{} left, from between the two marks
just before the step. After it climbs up the left side of the screen
and reflects off its first ramp, make it \build{} to the right, a few
pixels to the right of where it falls amongst the horde. This ensures
reliable clicking. The single ramp should not reach far enough to let
the main horde escape. When it climbs up from the pit, make it \build{}
right from just under the join between the two largest blocks, to join
up with the tunnel mined earlier. The timing can be taken from the
marks on the stone below and will require practice. If it stops
building and reflects, you will need to redo the level. \build{} from
atop the ramp in the pit to release the main horde. Remember to use the
\digger{} to make a hole in the wooden platform above the exit. If you
do not do so, the climber will escape to the left and drown.

\subsection{``LEMTRIS''}

\maxkill Zero

The general idea here is to set off a few climbers at 10-15 second
intervals, and to use them in turn to prepare ways through the various
obstacles. The description below refers to the stone Tetris pieces
which form the obstacles as ``piece 1'' to ``piece 7'', from RIGHT to
LEFT respectively.

Make the first Lemming a \climber{} after it reflects. When it starts
climbing piece 2, set off another \climber{}. After the first
climber reflects off piece 3, make it \mine{} to the right from tight
into the corner of piece 2. Make the next climber \build{} left from
the middle of the same block of piece 2, up towards piece 3. Start
another
\climber{} about now. \build{} left against the right edge of piece 5,
causing the builder to reflect. Use this Lemming to \mine{} right from
the very left edge of piece 4. If it starts too far to the right, the
non-climbers won't make it up the step formed at the other side. Use
the next Lemming to \build{} left from the same point. Use the last
\builder{} at the left end of piece 5. \mine{} piece 6, \bash{} piece 7, and
finally \bash{} piece 1, using one of the climbers to ensure accurate
clicking.


\subsection{``Tension Sheet, Good Idea''}

\maxkill One

Make the first Lemming a \climber{} and a \floater. \build{} over the
small gap above the lake. \mine{} the tiny piece after the steel and
just before the gap left of the exit - this gets the Lemming low
enough to build and reflect. \build{} x2 at the last possible second,
allowing a little delay between the builders to stagger the ramp.
\mine{} just left of the steel after reflection, and then \bash{}
along under the lake. Start a \digger{} among the horde, just left of
the left end of the buried steel, when the basher is about halfway
under the lake. This will allow time for left-going members of the
horde to reflect in the basher's tunnel. The basher will die, but all
others should make it.

\subsection{``The Magnificent Severn''}

\maxkill One

Make the third Lemming a \blocker, isolating two Lemmings on the right
and containing the horde on the left. \bash{} the first four pillars,
and \mine{} just before reflecting off the last one. Make the first of
the two a \climber, let it climb the steel and go down the ramp, then
\bash{} right just before reflecting. When it drops at the right end
of the screen, \dig{} immediately, so that it doesn'tt have a chance
to climb the high wall, and so it leaves a ledge on the right. Let it
climb and relfect, then \build{} just before the exit in order to pass
over it. When it gets two-thirds of the way to the left on the exit
level, quickly go and \explode{} the blocker, releasing the horde.
Make the advance Lemming \build{} at the left end of the exit
platform, and then make the other one walking in the pit above it
\dig{} at the right end of the upper level, while going right, so it
lands on the ramp which the builder will have just completed.


\subsection{``The Starry Threshold''}

\maxkill 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.


\subsection{``So close but so far away''}

\maxkill Four

Let the Lemmings reflect, make the first one a \climber, then make it
an \exploder, timed from three quarters of the way to the left. Make
the fifth Lemming a \blocker{} just left of the hatch, isolating the
exploder plus a further three Lemmings on the left. Make one of the
three a \climber, and once it gets out, \build{} across the small pit,
then convert to a \basher{} just as it places the last plank before
reflecting (this is a worthwhile skill, 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 {\em 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).


\subsection{``The Secret Of LEMH''}

\maxkill One

Make the first Lemming a \blocker{} as soon as it lands, such that the
others land between its arms and go right. Just as a Lemming reflects,
make it \dig{} - despite the steel, it will take a little nick out of
the sandstone, and so effectively break right a little way. A dozen or
so such diggers should be enough to get past the steel. Now click a
normal \digger{} going right, i.e. before it reflects. Let it cut
about halfway down the sandstone, then convert to a \basher{} to break
out to the right. \build{} right just before the little step. \bash{}
through the wood. \dig{} at the right end just before reflecting off
the steel, and convert to a \miner{} after a few pixels. Destroy the
blocker by either means, or wait.


\subsection{``Flying The Mad Pursuit''}

\maxkill 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.


\subsection{``What's it like up there?''}

\maxkill Zero

The first few stages must be done quickly in succession, in the order
given: make the 2nd Lemming \build{} as it lands; make the 1st one
\build{} from the extreme end of the platform; make the 3rd one \build{} 
from the join between the 3rd and 4th steel blocks. Make the 4th
Lemming a \blocker{} as high up the rightmost ramp as possible. Let
the 1st Lemming finish building and reflect, then \build{} left from the
1st join in the steel, counting from the right. This ramp should meet
the previous one and seal off the chasm. To get through the pillar,
make the Lemming \dig{} just as it is about to reflect - 4 to 6
repetitions will suffice. \mine{} the sandstone on the right just
before reflection, then stop the miner at the last second by making it
\build. As soon as it reflects, make it a \digger. \build{} x2,
placing the first tile between the marks on the pedestal - it should
make a ramp up to the steel without reflecting off it. \build{} again
from the left of the steel to get over the lake, and make the builder
a \climber. \build{} over the lake on the exit level, allowing the
builder to reflect. Cause it to reflect back by making it \dig{} just
before it starts to climb back over the wall. \bash{} through to the
exit. Using the first Lemming of a group to ensure accurate clicking,
\mine{} the ramp, releasing the horde to the exit, and the blocker to
the right. Make the ex-blocker \build{} just before the pillar to
cause it to reflect, and make it a \floater{} for safety.


\section{Medieval Tribe}

The Medieval exit is a small castle.

\subsection{``LEMMING OF NOTTINGHAM''}

\maxkill Zero

\scoop{} to the right to get out of the initial chamber, and again to
get out to ground level. Use a \sandpourer{} x2 to fill in the small
pit. Give one Lemming \icaruswings{} and use the \fan{} to blow it
upwards and to the right, over the protruding ledge. After it
reflects, make it \scoop{} left just where the ledge starts, allowing
the others up and to the right. Use another \scooper{} to the right to
break into the exit chamber.

\subsection{``SIR! I KID YE NOT''}

\maxkill Zero

Make a \twister{} amongst the rubble and \fan{} it downwards and to the
right. Use a \clubbasher{} to get through each of the thin pillars.
\lfill{} the small pit. Get over the block of steel by building a ramp
with \sandpourers. \stomp{} the platform. \clubbash{} the rubble to the
right to reach the exit.

\subsection{``ALL IN A KNIGHTS WORK!!''}

\maxkill One

\jump{} one Lemming over the small pit. The catapult will land it in
the top tray. Let it reflect, then \stomp{} in the middle of the tray.
\explode{} it, starting the timer just before the right hand edge of the
small ledge - this will blow through the bulkhead. \jump{} another
Lemming over to the catapult. \jump{} it over the hole in the tray,
then let it reflect and fall down the hole. After it passes through the
hole in the bulkhead, \rope{} back to the bulkhead to block it off.
\platform{} across the water. \stomp{} to release the main horde.

\subsection{``WATCH THAT LAST STEP!''}

\maxkill Zero

Make a \stacker{} on each of the small platforms, and on the grassy
part.  This should leave a single Lemming going right. Use a
\gluepourer{} to bridge the gap to the water section. \surf{} it across
the water. As it approaches the pit just left of the exit, use a
\sandpourer{} to eliminate the step. Make it a \stacker{} just before the
left edge of the pit, and once it has built 5 or 6 steps, change to a
\sandpourer{} {\em while facing left}. Bridge the water with a
\gluepourer. Use a \clubbasher{} to release the horde.

\subsection{``KING ARTHURS LEMMINGS''}

\maxkill Zero

\bomb{} once, then \clubbash{} to the right from the bottom of the crater.
Stop the horde with an \attractor. When the club basher stops, \build{}
x2 across the hole. \bomb{} the extreme right edge of the platform so
the drop is reduced. Release the attractor by making it \jump.

\subsection{``Let's Play Twister''}

\maxkill Zero

\jump{} one Lemming to the stone island at the right and make it a
\runner. Let it reflect off the tree, then \jump{} onto the slope
under the hatch. Make it a \twister. \fan{} the twister left and down,
so it lands in the left chamber and walks left. Make it a \slider. After
sliding down, \jump{} right onto the platform and \platform{} across the
lake. Use another \twister{} to get into the chamber above the exit,
being sure to enter to the right of the gap in its floor. \jump{} over
the gap (remember, your advance Lemming is a slider). Start a
\twister{} in the horde, and work it all the way right and down by
the portcullis. \twist{} again to break out to the brown ramps.

\subsection{``UNDERGROUND''}

\maxkill Zero

\fence{} the first tower. While the fencer is working, start an
\attractor. \platform{} to the trees. When the Lemming reflects,
\jump{} onto the remains of the fence to reflect off the tower and
back to the right. \fence{} the trees, and \platform{} to the tower.
\fence{} the last tower before the exit. Free the attractor by making
it \jump.


\subsection{``What shall we do now?''}

\maxkill Zero

Make the first Lemming \stomp{} at the right hand side, and make the
second an \attractor. \stomp{} again by the castle, allowing the
Lemming to 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.


\subsection{``LEMMING IN DISTRESS !!''}

\maxkill Zero

Make the first Lemming a \runner, and immediately make the second an
\attractor. Let the runner drop onto the steel, then \jump{} onto the
island, and immediately \jump{} again to reach the alcove at right.
Let it reflect, and \balloon{} back up to the island. Click an
\archer, aiming the arrow at the corner of the hatch ledge. Click
another \archer; this time aim a few pixels higher. The second arrow
should tag on to the first, making the lake safe. Let the Lemming
drop, and \rope{} up to the bottom left corner of the island, sealing
off the route to the right. \build{} at the left end of the small pile
of stones on the exit level - it conceals a dragon, whose trigger is a
few pixels left of the pile.


\subsection{``JUST JOUSTING AROUND''}

\maxkill Zero

Click a \gluepourer{} - the glue will run to disable the dragon's
trigger. Wait for the last Lemming, and make it \rope{} up to the
ledge on the right. Make it a \floater. Position the catapult with 2
links of chain showing on the right. Let the Lemming be launched,
reflect and \glue{} left from beneath the horde, sealing off the lake.
\bomb{} at the left hand end of the horde. If necessary, \balloon{}
the last Lemming past the catapult.



\section{Egyptian Tribe}

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

\subsection{``Two's Company....''}

\maxkill Zero

\bash{} the wall between the top hatch chambers to join them. \dig{} from
within this tunnel. Use a \flamethrower{} and a \bazooker{} to penetrate the
brickwork bulkheads.

\subsection{``Glued to the Goal!''}

\maxkill Zero

Use a \gluepourer{} at the top to bridge the gap. Use a \flamethrower{} x3
to get to exit. At the bottom, \flamethrow{} the pillar. Start a
\platformer{} over the gap, then make the next Lemming a \gluepourer{} to
seal it. Use a \gluepourer{} x2 to bridge the gap over the sphinx. Let a
Lemming reflect at the top right, then \platform{} towards the purple
and blue stuff. Break into exit chamber with another \flamethrower.

\subsection{``LABYRINTH OF FUN''}

\maxkill Zero

Wait until the first Lemming is about to drop off the first ledge,
then start an \attractor{} near the hatch. When it reflects off the
painted pillar, \fence{} left into the chamber with the small table. Let
it reflect twice and fall into the pit just left of the sphinx. \stomp{}
when facing left, and \scoop{} left down to the exit chamber. Release
the attractor by any convenient means.

\subsection{``Spiralling DNA''}

\maxkill Zero

``First'', ``second'', etc. refer to the order the Lemmings originally
emerge from the hatch.

Make the second Lemming into a \twister{} just before it is about to
reflect. When the first Lemming arrives left of the hatch, make it
into a \stacker. Delay the third Lemming by making it into a
\platformer. Use \superlemming{} to fly the stacker back into the horde.
Carefully burrow the twister upwards and towards the exit with the \fan{}. 


\subsection{``Echo of Light''}

\maxkill Zero

\bash{} the tree, then make a \climber, and whilst it is climbing make it
a \slider. After sliding, \bash{} to the right, and make it a \runner.
\jump{} the gap, \bash{} the last bulkhead, and \jump{} to reach the
exit. \stomp{} just left of the hatch to release the horde, and
\glue{} right as soon as they land. \bash{} the two bulkheads, and
immediately \glue{} again.


\subsection{``RUPER'Z QUESTLING''}

\maxkill Zero

This level is tedious, but simple.

Let them reflect, then start a \hopper{} just before the 4 small pits.
The hopper will stop and drop in the third one, while the horde
assembles in the first. Wroking with the advance Lemming, \lfill{}
while standing on the left side of the pit facing right. \lfill{} the same
way again to get out of the next pit. \platform{} over the lake.
\platform{} the pit containing the trap. \bash{} the painted column,
the table stand, and the tree. \platform{} over this lake. \rope{}
from about half an inch right of the sphinx to a point halfway up its
head. \platform{} left from the top of the sphinx. \lfill{} x13 to
fill up the tall thin pit at the extreme left. Let the Lemming
reflect, then \platform{} right from the top of the sphinx. \lfill{}
x6 in the blue painted tray. \platform{} x2 over the collection of
blocks, and \platform{} the gap above the vase. \bash{} the bulkhead.
\platform{} the gap above the scales. \lfill{} the small pit. \lfill{}
the pit containing the horde, and the pit to its left as well.


\subsection{``The Egypt Cottage!''}

\maxkill Zero

\jetpack{} one going right, and \fan{} it out so it falls on the ramp to
the right of the pit. When it falls stunned, let it reflect, then give
it a \balloon{} and \fan{} it to the left. \dig{} just right of the
division between the two stone blocks, so as to break into the sphinx
chamber but keep digging all the way down tho the steel and make a
route out. Fly a \superlemming{} from the horde all the way round the
ramp on the right, and stub it into the underside of this ramp, above
the small island block which covers the big drop. It should walk left
and into the digger's shaft. Give it a \parachute{}, and \fan{} it
left onto the sphinx. \laserblast{} to release the horde.


\subsection{``HEROE'Z QUEST....''}

\maxkill Zero

\jump{} one Lemming over the block to the left. \stomp{} into the
chamber below, and \stomp{} again through the block with 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 {\em
opposite\/} way, so \jump{} left. \jump{} right to get out of each of
the next two. \platform{} over the pit containing the trap. \stomp{}
when the Lemming ends up at the bottom and can't fall any further.
\fence{} the sandstone bulkhead, and \fence{} each of the painted
columns. Let the Lemming reflect off the sphinx, then give it a
\balloon{} and \fan{} it gently right then left, to land on the
obvious platform. It should walk left. Let it reflect, then
immediately \jump{} to get onto ramp going up to the right. Let it
reflect and \jump{} left. Let it walk all the way to the left and
relfect, then immediately \polevault{} from the right hand bolt of the
leftmost block of steel, to land the Lemming stunned in the obvious
place - this does take some practice, which is why you get five
vaulters! Let it reflect at the top of the ramp, then \jump onto the
next one. Do this a further two times. \platform{} the gap just left
of the exit, then make the platformer a \scooper{} as sson as the gap
is sealed over. \stomp{} from the horde into this chamber to complete
the level.


\subsection{``Wave Pathway''}

\maxkill Zero

Make the first Lemming a \stacker{} as soon as it lands, so that
subsequent ones land on the stack itself and walk right unhindered.
After it builds about six blocks, make it \jump{} while facing right.
\stomp{} between the two steel blocks, and change to a \basher{} just
before breaking through to the water. \stomp{} above the eye, and then
\bash{} just above the eye block. \platform{} x2 over the lake, and
\stomp{} just before the Lemming 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.


\subsection{``Pyramid of Despair!''}

\maxkill Zero

Let the Lemmings reflect, then start a \hopper{} from halfway down the
little slope just before the blocks. It will hop across to become the
advance Lemming, while the horde collects in the pit below. Let it
reflect at the bottom of the steps, then immediately \glue{} x2 to
fill in the small pits further along (it is impossible to pour glue,
hop, jump etc. in the tunnel due to restricted headroom). Let it fall
into the trap pit, and use a \sandpourer{} to cover the trigger. While
going right, make it a \rocker, and let it clamber out of the pit
and up the next wall as well. At the top of this wall, make it
\shimmy{} just as it reaches the top and before it drops to go left.
Let it climb up to the little ledge, and \sandpour{} to build up
towards the overhang. The Lemming will reflect and drop back in the
trap pit - let it come round, and \shimmy{} again, get back up to the
same point and \sandpour{} again. This time it should be able to
clamber out, but if it reflects, bring it back around. Let it walk
left along the tunnel under the pit containing the horde, and reflect.
Immediately \glue{} x3 to the right, then let it walk under the pit
and \mortar{} to release the horde.
 

\section{Outdoor Tribe}

The Outdoor exit is a small green tent.

\subsection{``Pa-tent-ly Obvious''}

\maxkill Zero

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

\subsection{``Swing/Roundabout Theory''}

\maxkill Zero

Start a \stacker{} two thirds of the way to the left between the
posts.  After it builds 4 blocks, make it into a \filler, and then
make two more, ensuring that two fills are to the left of the stack
and one to the right.

\subsection{``Glide Like The Wind''}

\maxkill Zero

Start a \hangglider{} from the hump in the vine bridge above the wasp.
\fan{} it to land on the tree just left of the first frog. Use a
\flamethrower{} immediately on landing to disable the frog's trigger.
Tunnel under the next frog from the step below with \flamethrower{}
x3. \platform{} the gap.  Delay any oncoming Lemming by (carefully)
making it a \flamethrower{} if necessary.

\subsection{``Deliverance ?''}

\maxkill Zero

Make the first Lemming a \kayaker, and the second into an \attractor{}
to stop the horde. Use an \archer{} to fire an arrow back into the left
edge of the lake, as low down as possible. Free one of the dancers by
making it \jump, and make it \glue{} x2 to bridge over the water. Release the
attractor by making it a \roper{} - ensure the rope does NOT reach.

\subsection{``Friday's Walk''}

\maxkill Zero

Make the first Lemming \rope{} up to the right from the first hump. This
should block the horde off, letting one free. \rope{} up alternately to
left and right to get it up to the exit level - if it is walking
right, fire a \rope{} vertically to block and reflect it. \rope{} across
the small gap, then release the horde.

\subsection{``The Magic of Mushrooms''}

\maxkill 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.

\newpage
\begin{verbatim}

    |   |
----|---|---
                        M1

                  M2       M3
                                      M6
              M4             M5               M7
                                     M8
                                            M9
                        M10
                                          M11
                                  -----------
\end{verbatim}

\subsection{``Natural Selection''}

\maxkill Zero

The Lemmings will be split into three groups. Make the first 22
\shimmy, make the next 22 \float, and \jump{} the remaining Lemmings
across the gap. Use \bazookers{} to get the floater group into the
bottom left exit. Use \bombers{} to get the jumper group into the
middle exit. Use \bombers{} and \bazookers{} to get the shimmiers to
the right exit.

\subsection{``The Laws of Tradition''}

\maxkill Zero

\platform, then start an \attractor. \platform{} to the stones. \platform{}
over the pit under the steel. \platform{} again just after it reflects.
\fence{} far enough to clear the steel upright, then \stomp{} almost to
the bottom, then \fence{} again. \platform{} across. Release the main
horde at this point by making the attractor into a \platformer.
\fence{} with the lead Lemming up towards the exit. If the fencer
fails to stop, make it into a \platformer{} to fill in the space under
the exit.

\subsection{``22934''}

\maxkill Zero

Make the first Lemming a \runner. It should bound off the last hump in
the vine and land on the leaf on the right. Make it an \archer{},
firing the arrow down and left to create a break for the others
falling. Let it drop and reflect, then \build{} from the right edge of
the third hump in this lower section of vine, sealing off the pit. Let
it reflect, and \build{} x3 to the left from the same hump. Meanwhile,
\build{} x5 to the right from the left hump with one of the incoming
Lemmings. The two ramps should meet, and the latter one should reach
the vertical piece of vine to the right of and a little below the
exit. \rope{} from the top of this ramp to the top corner of the steel
by the exit. Break through with a \clubbasher{} facing {\em right}.

\subsection{``Garden of Stone''}

\maxkill Zero

\stomp{} just right of the hatch. When the first one drops between the
platform and flower on the right, make it a \runner. \fence{} right
through the flower directly below this, starting the fencer a few
pixels back so it just cuts the stem and stops. \platform{} from the
edge. \jump{} off the platform - the remaining Lemmings should fall on
the right edge of the lake. When the runner reflects, \platform{} the
gap.


\section{Beach Tribe}

The Beach exit is a sandcastle with a red pennant.

\subsection{``Quad Quirks on the Quay!''}

\maxkill Zero

From the top left hatch, \flamethrow{} the sloped part. From the next
hatch down, let a Lemming reflect and then \flamethrow{} the umbrella
pole. From the bottom left hatch, \flamethrow{} the palm tree. From the
bottom right hatch, \flamethrow{} the Lemming beer can.

\subsection{``The Barley Mow....''}

\maxkill Zero

Start a \jetpack, and \fan{} it upwards and left of the red and white
umbrella. Let it walk along the grass, then \bash{} just at the bottom
of the slope. \rope{} from near the bottom of the next slope to the
ledge on which the beach ball stands. Let it reflect, then \bash{} the
umbrella pole next to the exit. \bash{} the left umbrella pole to
release the horde.

\subsection{``Cannonball''}

\maxkill Zero

\jump{} a Lemming out of the pit, and \kayak{} across lake. \dive{} from the
high platform, and \kayak{} again. When it reflects at the top right,
\jump{} onto the ramp. \hangglide{} from the top, and use the \fan{} to waft
gently into steel tunnel. \bomb{} at the end of the tunnel, and
\laserblast{} to release the main horde. \jump{} the first Lemming to
reach the end of the tunnel to give it a head start. When it reflects,
make it into a \gluepourer

\subsection{``Costal Suction Function''}

\maxkill Zero

Make 12 of the first Lemmings into \runners. \fan{} the chain up to full
speed. \jump{} a Lemming from halfway down the slope over the ball and
then onto the chain. If it is not near the bottom of the chain,
restart the level. Speed the chain up again, and release the Lemming
on the right. \jump{} over the trigger for the zapper, and \kayak{} across
the water. \laserblast{} next to the exit to release the horde.

\subsection{``Sand Stone''}

\maxkill Zero

Click an \archer{} halfway along the pit, firing the arrow to a couple
of pixels below the top of the obstacle on the right. \build{} right
with the next Lemming as soon as it lands. The completed ramp should
not touch the arrow. \jump{} one onto the arrow, let it walk all the
way to the right and reflect, then \stomp{} the left edge of the
sandstone cliff across the gap from the exit. Stop the stomper after 5
or 6 ``stomps'' by making it \build, and \jump{} off when the ramp is
complete. Make it an \archer{} on the small mound just above the right
edge of the steel, aiming 3/4 or more of the way up the slope. Let it
reflect, then \glue{} right from the arrow. After gluing, it should
walk up towards the exit level - \fence{} the sandstone, and \glue{}
as soon as the fencer finishes. Let it reflect and come back, then
\jump{} to the exit. \jump{} another one from the horde off the ramp,
let it come round and reflect, and \glue{} from the top of the ramp to
the exit. Start a \builder{} from the top of the ramp to release the
horde. 

\subsection{``Beach Lems''}

\maxkill Zero

\jump{} just before the coconut, and immediately \fence{} the tree.
\platform{} the lake at the last second, so that one platformer
suffices. \scoop{} before the beach hut, and \scoop{} again after
dropping through. Let it reflect off the coconut, \platform{} under
the zapper to defeat its trigger, and \rope{} up to the next island.
\rope{} to the right from the umbrella to just above the steel.
\fence{} just before reflecting. Release the horde with a \clubbasher.

\subsection{``SAND IN YER SARNIES''}

\maxkill Zero

Make the first Lemming \platform{} the tiny gap between bucket and
spade at the last second, so that none escapes. \jump{} one of the
emerging Lemmings off the spade handle, and let it drop to the level
below the beach huts. Make it a \runner{} and a \swimmer. \bash{} the
palm tree, and \jump{} from the bucket handle. Let it reflect off the
steel, then \jump{} again. \jump{} over the clam. \mine{} the beach
huts, convreting to a \basher{} on reaching ground level. \platform{}
the gap and \bash{} the bucket. \bash{} the beercan on the way back.

\subsection{``Beach Mania''}

\maxkill Zero

Give one a \magiccarpet{}, and make the next an \attractor{}. After
the carpet lands and the Lemming reflects, make it an \archer{} from
the left end of the platform, firing the arrow into the bottom corner
of the hatch ledge. Let it drop, then \build{} left from the bottom of
the slope on the first small island - this will reflect this Lemming
and catch later ones. \bomb{} while standing on the {\em 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.

\subsection{``Sand Blaster''}

\maxkill Zero

Make the 4th Lemming an \attractor{}, which should leave one loose
Lemming. \platform{} the lake at the last moment. Let the Lemming
reflect, an \bazooka{} left while standing in the notch between the
slope and the platform - this should create a reflection point with
the steel block. \mortar{} against the edge of the 3-4 pixel step at
the bottom of the castle. \mortar{} again several times, placing each
mortar about halfway up the slope in the hole left by the previous
one. In between, use a \bazooka{} or two as well. The last mortar
should break through to the level below, to the right of the lake.
\platform{} under the clam to defeat the trigger, and \bazooka{} x2 to
get through the big clam. \jump{} to release the attractor.




\subsection{``Surf Lem !''}

\maxkill Zero

Click a \filler{} just before the right hand bucket, to gain an extra
pixel in height for the \scooper{}, which should break a little gap at
the bottom right corner of the bucket. Start a \superlemming{} halfway
down the scooped tunnel, and fly it out over the beercan and into the
spade handle. Let it drop, go all the way left and reflect, come
back and drop onto the first small grassy island. In the middle of
this island, use an \archer{} to fire an arrow {\em vertically
downwards}. This will reflect future Lemmings. \balloon{} the Lemming
back to the left of the arrow. \build{} left to join the tiny gap
between the sloped island and the top left one - if the Lemming
reflects, make it a \runner{} and \jump{} it up to the arrow. \lfill{}
x2 in the scooped hole to release the horde, and \scoop{} again at the
beercan.


\section{Sports Tribe}

The Sports exit is a golf hole flag.

\subsection{``Ceci n'est pas une pipe.''}

\maxkill Three

After the first steam pipe blows the Lemmings and they start to land
stunned, break through to the right by making the first Lemming into a
\flamethrower. After it then lands in the pit to the right, make it a
\bomber. Let them be blown all the way round and back into the middle
where they congregate, then use the remaining \flamethrowers{} to free
them to the left.

\subsection{``School Sports Day''}

\maxkill Zero

Make the first Lemming a \twister. Carefully burrow until it is under
the steel wall. Use a \rope{} up to the steel wall to separate the horde
off. Use the \fan{} to nudge the twister out under the rugby ball
(football to Americans!). \rope{} up to the exit ledge. To release the
horde, \scoop{} the first rope.

\subsection{``The Octathalon!''}

\maxkill Zero

Start an \attractor. \jump{} one Lemming out. Once it drops and
reflects at the left hand side of the screen, make it \platform.
\platform{} x2 from a third of the way down the slope, on a level with
the pool table. \platform{} to cover the left hand arm of the ``Y''
shaped hole, using a \jumper{} to stop the platformer. \jump{} the
attractor to release the horde. 

\subsection{``RRRACKETEERZ!''}

\maxkill Zero

\jump{} the first Lemming over the gap in the top rope, over the
red pole and out to the left. When it starts downhill towards the
collection of blocks, make it \shimmy{} to pass over them. When it
lands on the green and white chequered block above the lake, \rope{}
upwards and right, to halfway up the edge of the green platform.
\rope{} down and left from the left end of the chequered block, onto
the steel. \jump{} another Lemming out of the horde, and \fence{}
through the handle of the tennis racquet. \jump{} each of the rest of
the horde out onto the racquet.

\subsection{``Blow Back....''}

\maxkill Zero

\lfill{} in the pit, then \stomp{} at its left edge, stopping the
stomper immediately (or as quickly as the mouse handling software will
allow!) by making it \jump. Repeat this \stomper{} and \jumper{} trick a
further three times.

\subsection{``Double Trouble''}

\maxkill One

\rope{} from the left end of the ledge to just below the top left
corner of the chamber. Exactly one Lemming should escape, and the
horde should not climb up above the hatch. With the loose Lemming, fly
a \superlemming{} up the right hand side of the screen and to the
left, landing it on the hexagonal island. \platform{} from the point,
and \jump{} off when the platform is complete. Make it an \exploder,
timed from the first gap in the steel (counting from the right). This
should free the horde. Send a \rocker{} over, and \platform{} from the
bottom of the slope to the exit, stopping the platformer after 5 or 6
planks by making it a \fencer. Using the first Lemming of a group,
\fence{} the obstacle.

\subsection{``Run the Risk''}

\maxkill Zero

\build{} from just before the third join in the steel, making a ramp
to get the Lemmings into the small pit at the right. Get one out onto
the bent pipe above by either using a \superlemming{} or by clicking a
\polevaulter{} at the bottom of the initial slope. Let it drop down to
the right and reflect, then \platform{} x2 to the left, under the pit
where the horde is collecting. Stop the platformer with an \archer,
leaving a small gap so it drops on the outcrop below and reflects. Let
it drop, and \build{} x2 from the bottom of the small slope. The ramp
should tie up nicely with the narrow tunnel on the right. \stomp{}
just before reflecting off the steel on the right, and then \fence{}
right to break into the next chamber. Let it walk up, and \build{}
right from the top of the slope, let it reflect and \build{} left to
get up to the next slope. Make it a \stacker{} near the top of the
slope - when it finishes stacking, it will drop and come back round.
This time, it will reflect off the stack; \platform{} right to reach
the cliff above the exit. \stomp{} the edge of the cliff so as to cut
a step into it, stopping the stomper halfway down with an \archer.
\stomp{} among the horde to release them.

\subsection{``The Sun Sign Selection''}

\maxkill One

In quick succession, \jump{} one over the block, \jump{} again onto
the steel, then \jump{} again out to the right, clicking the last one
while over the left bolt of the steel. It should catch the left edge
of the trampoline and drop. \jump{} to 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 \magnoboots{}, and \laserblast{} under the
right hand end of the horde.

\subsection{``The Nervous Network!''}

\maxkill Zero

\jump{} one out, and \glue, thus covering the gaps. \rope{} from the
second glue bridge to the concavity in the pipework, just left of and
below the green and white block. Let it walk up the rope and reflect,
making it \bomb{} while standing on the rope hook, just as it has
turned to go left - this will ensure it continues to go left when it
lands stunned, which isn't important for this bomb but is for
subsequent ones. Let it come back and walk up the remnant of the rope,
then \rope{} from the top of it to the top left corner of the block.
\scoop{} right while actually standing on the block, then immediately
convert the scooper to a \roper, and rope up to the concave elbow of
the next pipe. \bomb{} the pipe, again ensuring the Lemming is facing
left. When it comes back, \rope{} horizontally to the 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
\gluepourer{} to create a step, releasing the horde.

\subsection{``Take up Archery''}

\maxkill Zero

This level is very frenetic. You will need fingers poised above F1-F5
throughout. Where it says ``\archer{} x2'' in the solution, click the
first archer and fire the arrow, then click and fire another one so
that the second arrow lands in the tail of the first one.

Make the first Lemming a \runner{} as it appears. \jump{} from the
middle of the last block, to land stunned on the outcrop on the right.
Make it an \archer{}, firing the arrow down and left into the block
below the chequered one. Make it an \archer{} again immediately,
aiming for the tail of the previous arrow. Let it reflect, then
\jump{} onto the arrows. At the bottom of the screen, \jump{} from the
block before the chequered one, and \archer{} x2 back to create a ramp
for the oncoming Lemmings. A good aiming point is the bottom left
square of the chequered pattern. At the next gap, \jump{} and
\archer{} x2 again. \rope{} from the second red square of the big
chequered block, to a point a few pixels from the left edge of the
column high above with the sloped underside, at an angle of about 70
degrees. This should trap the runner which will bound between the rope
and the ledge. When the next Lemming arrives, make it an \archer{}
when it is level with the top of the ledge, and aim horizontally left
to a point deep in the body of the ledge island. This should seal off
the gap between rope and ledge. When the runner gets up to the level
part, make it an \archer{}, firing the arrow horizontally left into
the wall. Make it an \archer{} again halfway along, firing the arrow
vertically down to create a reflection point. \jump{} it onto the
horizontal arrow to reflect it, and \jump{} it back over the vertical
one and into the horde. \rope{} up from the arrow to the top corner of
the exit ledge.

\section{Shadow Tribe}

The Shadow exit is a picture of the ``Tardis'' time machine from the TV
programme ``Doctor Who''.

\subsection{``Land of OZ!''}

\maxkill Zero

\flamethrow{} the triggers of the Lemming traps. \flamethrow{} through the
letters ``OZY''. \jump{} one out of the pit, and \lfill{} the traps to defeat
the triggers. \lfill{} the small pit on the left. \lfill{} the first pit to
release the horde.

\subsection{``NITRAM THE HUGE!''}

\maxkill Zero

The key to this level is getting down the ``ladder'' of chambers
beneath the hatch.

Use a \twister{} for the first two steps by driving it partially into
the pillar on the right, straight down, back left into the chamber and
down through the floor. Use a \digger, a \bomber{} and a \stomper{} for
the other three. Tunnel under the lake with a
\basher{}. \fence{} through the house roof.

\subsection{``Twin Bleeps''}

\maxkill Zero

The key to this level is that while the level is symmetrical, the
solution is not.

Starting with the left hatch, \flamethrow{} to the right, then
\flamethrow{} left from the tiny pit (this needs a bit of luck), let the
Lemming drop, and \flamethrow{} to the right through the pillar on the
exit level. For the other group, \rope{} up to the block on the left,
\flamethrow{} through, and let the Lemmng fall. \rope{} up again, and
then \rope{} again to reach the steel. \lfill{} the small pit.

\subsection{``The Pancake Factory.''}

\maxkill Zero

Give a Lemming a \jetpack{} and \fan{} it round to the left of the trap
chamber. \bash{} into the chamber, and \glue{} the triggers. \bash{} left
through the pock-marked stone. \glue{} the three gaps, pouring the first
as late as possible, and \glue{} the trap trigger. \bash{} left from the
main horde to release them.

\subsection{``Swingadingding''}

\maxkill Zero

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

\fan{} the chain to full speed. Make a Lemming a \rocker, then
immediately \fan{} the chain again. The Lemming will pick it up as it
falls. Release it on the right. \bash{} out towards the lake, \platform{}
over it, and \laserblast{} to release the horde.

\subsection{``The School Gate.''}

\maxkill Zero

Disable the trap trigger with a \filler. \rope{} from about 1.5
inches left of the gate to the corner of the steel. Fly a
\superlemming{} from this steel round to the top right house. \fence{}
back to release the main horde. Position the cannon with 3 links of
chain showing on the left. After one Lemming has been successfully
launched onto the ramp, move the cannon. When it reaches the top,
\lfill{} the pit and \rope{} the gap. Reposition the cannon for the
rest of the Lemmings. It will take some time for them all to get out.

\subsection{``Fritbatter Frolics!''}

\maxkill Zero

Make one Lemming a \climber, then make it a \swimmer{} as well.
\jump{} from the top of the blocks. Let it swim the small lakes, and
reflect. \scoop{} left, above the left edge of the steel column. Stop
the scooper by making it \jump. \scoop{} right with a member of the
horde. 
 
\subsection{``Goosen's Inferno!''}

\maxkill Zero

\bazooka{} x2 through the pillar. \platform from 3/4 of the way down
the slope, sealing off the gap. Meanwhile, make the next Lemming an
\attractor, and make the platformer a \runner. \fence{} through the 
building and \lfill{} the pit. \bash{} under the tree. At the bottom
right corner, \lfill{} to defeat the triggers. \bash{} x4 through the
bulkheads. \lfill{} the pit. Release the attractor. Move the left hand
cannon fully to the right. Assist the cannons by making Lemmings
from the thicker bunches \balloon{} to the exit.

\subsection{``SPINNY THANG....''}

\maxkill Zero

\rope{} vertically underneath the bottom steel step, to separate off a
single Lemming to the right. Make it a \twister{}, and \fan{} it down,
cutting a step, then right and up at a steep angle. Do this carefully
and with patience. If you disturb the twister by going up too steeply,
let it come back and click it again. \laserblast{} x6 to remove a
chunk of the platform above, between the bottom of the slop and the
right trap trigger. \rope{} up to the left, so the Lemming climbs up
the rope and up the triangles. \glue{} the trigger of the top right
trap. Use a \twister{} to cut the original rope and release the horde.

\subsection{``Moonswings''}

\maxkill Zero

Make the third Lemming an \attractor{} as it lands. \jump{} x3 the
first one over the trap triggers, then \build{} from the right end of
the ledge. When the builder finishes, make it a \superlemming and fly
it left into the vertical face, thus reflecting it. \glue{} the top of
the ramp. Let it walk on, and it should drop on the steel at the right
end of the lake. \build{} x2 to reach the ledge on the right, let it
reflect, and \build{} left. Let it drop, then make it a \planter{}
just as it reaches the edge of the pit. Release the attractor by
making it \stomp{}.


\section{Cavelem Tribe}

The Cavelem exit is a crude stone archway.

\subsection{``Audex Powder''}

\maxkill Zero

Allow the first two dinosaurs to flick the Lemmings. Just before the
tail of the third, \stomp{} a few pixels, and then change the stomper to
a \clubbasher.

\subsection{``Successive division''}

\maxkill Zero

\stomp{} the small piece of rubble in the centre. \stomp{} one group
through to the next central chamber. Staying with this group, \scoop{}
right, then left, then left again to the exit. \stomp{} to release the
other group.

\subsection{``Mortal men doomed to die''}

\maxkill Zero

\jump{} a Lemming as soon as it lands. It will bound round on the
trampolines to the left of the exit. \platform{} across to the exit,
and start a \stomper{} on the left side of the main horde while the
platformer is still building (due to time constraints).

\subsection{``A stompin' good time!''}

\maxkill Zero

Do the left hatch first. \stomp, then \scoop{} on the extreme right of
the next chamber. \rope{} from just before the exit to the underside of
the right steel block, and \stomp{} this rope at the exit door.
Release the right hatch group with two \stompers. 

\subsection{``This Is The Pits!''}

\maxkill Zero

Start a \stacker{} on the small knoll on the first small pice of level
ground just down from the hatch. One Lemming will get past the stack.
Make it \stomp{} in the indentation just above the left edge of the
water. \platform{} over the water, and \fence{} left to get to the
exit chamber. \fence{} the stack to release the horde.

\subsection{``Ain't No Time''}

\maxkill Zero

\stomp{} out. \rope{} from the dinosaur's body to the ledge on the left.
\build{} x2, from a high up this ledge as possible towards the exit.
\lfill{} x2 the small pit. \glue{} to the left from the extreme right of
the screen to disable the dinosaur's flick trigger.


\subsection{``Deadly Exit''}

\maxkill Zero

We will use the upper of the right exits. Note the proliferation of
two-eyed traps.

Make the first Lemming \scoop{} under the left eye, then immediately
(i.e. before it takes it's first step down) stop it by making it
\jump. This will disable the trigger for the trap. \rope{} from the
top of the rise to the small projection two-thirds of the way up the
slope on the next island. Lemmings will collect between this hill and
the vine to its right. \jump{} one of the incoming Lemmings onto the
vine, and then \platform{} from under the left eye of the trap - if
positioned correctly, this will disable both traps. \rope{} from a
position on the left but {\em within\/} the pit in which the hore has
collected to a point near the top of the left stem of the vine.

\subsection{``Wilma!''}

\maxkill Zero

Make the first Lemming a \stacker{} at the right end of the ledge. One
will get past - \balloon{} it back amongst the horde, popping the
balloon on the leaf. When the stacker completes, let it drop, then
make it \stack{} again where it lands. \jump{} off the top of this
stack facing left, \jump{} again, then immediately \stack{} again.
\jump{} off this stack to the left, and the Lemming should be free.
Let it get down to the island in the middle of the screen, where it
will reflect, then \balloon{} it up and round to the tail of rock
dangling from the hatch ledge. \stack{} at the bottom of this rock,
and \jump{} off to the right. \fence{} in the corner under the horde.
After the Lemming reflects, it should find its own way down to the
tray directly above the exit. \lfill{} x3 in this tray. \stack{} on
the right end of the leaf, and once more \jump{} off to the left.
\jump{} one out of the horde, and \bomb{} to break into the fencer's
tunnel. \lfill{} to release the horde.

\subsection{``EVOLUTION OF LEMMINGS''}

\maxkill Zero

\jetpack{} one out to the right past the mushroom. Give it a
\parachute{}, and let it drift all the way to the bottom. \platform{}
the gap. \laserblast{} x2 to cut a hole in the level above, but making
sure it is under the overhang of the level above that. \jetpack{} up
and onto the right of the ledge which was just lasered. \balloon{} up
and left, let reflect so as to be facing right, then \balloon{} up
onto the sigmoid shape on the left end of the lake. \hangglide{} from
the top of the sigmoid, and \balloon{} before reflecting, up and round
to the right onto the top ledge in this chamber. \bash{} right, and
\platform{} to seal off the chimney. Let the LEmming 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.

\subsection{``Ah'm No Done Yet''}

\maxkill Zero

Make the 4th Lemming an attractor halfway up the knoll. One should
walk free. Let it drop and reflect off the mushroom, then immediately
\glue{} to the left. \fence{} through the rubble and into the
skeleton's jaw. \shimmy{} under the jawbone. \platform{} right from
the mini-ledge. \stomp{} directly above the exit. Release the
attractor with a \jumper.


\section{Space Tribe}

The Space exit is a square block with a galactic picture and a
revolving light on top.

\subsection{``HIT THE SPACE BAR''}

\maxkill Zero

Give one Lemming a \jetpack{} and \fan{} it down to the ledge under the
pit where the rest are ending up. \mortar{} the underside of the pit to
free them.

\subsection{``Perpetual motion''}

\maxkill One

\jump{} the first two Lemmings from the left hand pit to the right hand pit.
\jump{} one of them out to the right, and give it \magnoboots{} just
before it meets the obstacle. When it is about two thirds of the way
round, \jump{} the other one out and give it \magnoboots. When the first
one reaches level ground, \jump{} it to remove the 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 \lfill{} x2 each of the pits to release the horde.

\subsection{``THE LEMMINGS HAVE LANDED''}

\maxkill Zero

Make a \runner. \jump{} it out to the right, and \jump{} again from
between the last and second last blocks. When it lands stunned, make
it a \rocker{} and a \slider. Let it climb the first pillar, jump it
to the second and let it climb the third. Let it slide down the other
side of the third, and make \jump{} between the ledges in that pit. You
might want to \fastforward{} at this point. \jump{} it onto the airlock
wall at the bottom right. When it gets under the steel above and right
of the exit, make it \shimmy{} across the gap, and when it drops
\platform{} the other one. Be ready to make it a \fencer{} as soon as it
stops. Now \stomp{} from the right hand end of the horde. Do not be
alarmed when the fencer reflects. \fence{} again in the horde once the
stomper hits steel and stops. You may have to do it twice if the first
one goes left.

\subsection{``The Vortex''}

\maxkill Zero

\rope{} left twice, to provide a path out of the little pit and over the
steel wall. \mortar{} the thin obstacle (from very close range).
\clubbash{} out into the next chamber, and again into the next. \stomp{}
from just about where the Lemmings land stunned (to avoid the steel
buried a little further left). Stop the stomper by making it into a
\clubbasher{} (which will go left), and once a bit of space clears,
\clubbash{} right as well. \mortar{} the two minor obstacles, from close up.

\subsection{``The Stainless Steel Lemm''}

\maxkill Zero

This level looks easy at first, but there is a twist - we will be
using bombers to get through some ropes, and it is very easy to kill
the odd Lemming by mistake in the process (and not notice - I got
``silver'' on my first two attempts having thought I'd lost none!)

\jump{} the first Lemming to emerge to give it a he<ad start, then make
it \rope{} across the gap to a little over half way up the top steel
block (the height is fairly critical - too high and the horde escapes,
too low and the jumps won't work). \jump{} a Lemming from about two
thirds of the way up this rope onto the column at the right, and make
it a \slider. Immediately go and \jump{} another one out - make this one
\rope{} the gap to the right down which the slider has just disappeared.
You'll see later why. When the slider reaches the bottom, \balloon{} it
up the shaft below the first rope, and \fan{} it into the lower of the
two platforms below the horde. Let it reflect, then \rope{} from the top
of the little slope at the end of the platform to halfway up the steel
block on the right which is level with the platform above. Let it
reflect again, then \bomb{} just to the left of the bottom of the rope
it just made, to put a small gap in it. Now \bomb{} just left of the
bottom of the original rope - make sure you still have 59 Lemmings! 

\subsection{``Lunar Olympics''}

\maxkill Zero

\jump{} one out, and \jump{} again over the gap. \polevault{} from
the 6th yellow block. \shimmy{} across the gap. Make the Lemming a
\runner. \hop{} from halfway along the last block before the gaps - it
should get all the way to the right. When it gets down to the bottom
right corner, make it a \climber. Throw a \spear{} from the second last
block, so it lands in the block above the exit to create a step to
break the horde's fall. \lfill{} to release the horde.


\subsection{``GoSh It'S FuLl Of LeMmS''}

\maxkill Zero

Make one a \stacker{} as it lands from the hatch. \jump{} right after
5 blocks, and immediately \jump{} again. It should land on the lower
of the two islands with triangles on the left end. \stack{} when
halfway along the narrow tunnel to cause a reflection. \platform{} x2
from the bottom of the triangle to seal off the drop. Let it reflect
(\jump{} it to reflect off the wall if necessary) and \stomp{} the
right end of the platformed piece. \bazooka{} x3 from the bottom of
the big slope to break through to exit chamber. \lfill{} or
\platform{} to release the horde.


\subsection{``Odyssey''}

\maxkill Zero

\stack{} exactly at the right hand end of the level bit of the hump -
one pixel to the left and it will be to far to jump, one to the right
and the laser will not cut through (see below). The second
Lemming will get past - make it \stack{} just under the overhang. Make
the first one a \rocker{}. When the first stack is complete, \jump{}
the Lemming off to the right - it should clamber away over the
sawtooth shapes. Stop the second stacker while facing left by trying
to \shimmy{}. Wait for the rock climber to be transported to the
bottom of the screen. \laserblast{} just left of the underside of the
pit into which Lemmings are being transported, so that the tiny lower
chamber is breached but the laser beam stops on the steel. \stomp{}
with one of the Lemmings in the pit on the right hand side - they
should all get out to the left, and none should go right. \jump{} the
climber onto the bottom of the chain, \fan{} it to full speed, and
release it within the maze. It should climb round to the transporter
on the right, and emerge under the left hatch horde. \laserblast{}
exactly at the right end of the gap in the steel, so that the first
stack is completely removed.

\subsection{``Inside The Steel Box''}

\maxkill Zero

\stack{} just before reflection, tight against the steel. \rope{} from
the edge of the big steel block up to the point of the triangle.
\rope{} up and left to the next triangle. Make the Lemming a
\runner{}. After transportation, let the Lemming bound down and
reflect, then \platform{} starting about half an inch back from the
edge. When the platform is complete, \lfill{} x2 before dropping. For
the paranoid, it might be worth a \builder{} over the trigger as well. Let
the Lemming go up to the right and reflect, then \build{} to the next
slope, let reflect, and \platform{} to the right. These transporters
lead to the exit. \rope{} from among the horde to the top of the
stack.

\subsection{``Frontier of surreality''}

\maxkill Zero

\jump{} x2 to get one out. Make it a \runner{}. Let it drop and
reflect. \jump{} x2 to the left get up over the obstacles - there are
obvious timing marks. Let the Lemming be transported to the top right,
and \bazooka{} immediately on arrival. \jump{} from the killer robot's
feet to get over its trigger, and again into the \pounds{} sign.
\clubbash{} through, meanwhile making the Lemming a \rocker{}. \jump{}
from the end of the ledge. Let the Lemming clamber round to the left
of the exit, then \glue{} to make a bridge. \clubbash{} the step in
the horde pit. Blast the horde out by repeatedly firing a \bazooka{}
close against the left wall.


\section{Polar Tribe}

The Polar exit is an igloo with a Scottish flag.

\subsection{``Lem Me Out !''}

\maxkill Zero

\flamethrow{} left to get out of the initial pit. Break into the next
chamber by using \mortar{} x3 from under the right hand edge of the
initial pit. Start a \runner{}, and use it to \glue{} the gap over the
pit near the right hand side. \glue{} again. Blow through to the exit
by firing a \bazooka{} twice, using a Lemming standing about halfway
across the glue.

\subsection{``Ice Ice Lemy''}

\maxkill Zero

Click a \stacker{} just left of the snowman. \jump{} over and
\flamethrow{} the tree. \fence{} from the bottom of the steep slope.
\fence{} the snowman, and make the Lemming a \skater. \laserblast{}
after the ramp. \flamethrow{} through the stacker's blocks.

\subsection{``Snow More Lems''}

\maxkill Zero

Note that the obvious igloo isn't an exit!

Let them reflect, then \rope{} from the left side of the hill to the
rear tree, allowing one Lemming to slip by. Quickly make the latter
Lemming a \runner. At the bottom, \rope{} from the long, steep slope
up to the steel at the left. \rope{} from the left steel block inside
up to the block halfway up the shaft. Use more \ropers{} and a
\fencer{} to get out. \bazooka{} the tree on the right of the first
hill.

\subsection{``DANGER THIN ICE !''}

\maxkill Zero

Let the Lemmings walk freely, then \balloon{} one which is walking
left out of the pit they collect in and \fan{} it to land on the snow
slope on the left. If you get one which walks right, try again. Make
this free Lemming a \skater{} to get it over the ice. \platform{} the
gap on the exit level. \balloon{} another Lemming out, let it slip on
the ice so it turns round, and only then make it a \skater. When it
drops down and reflects in the lower pit, make it a \stacker{} at the
left end of the pit. When it gets up to the level of the ice, make it
\platform{} x2 while it is facing left, to cover the ice. \lfill{} x6
in the pit to release the horde. \bazooka{} the tree from halfway
across the platformed gap.

\subsection{``Take Your Best Shot !''}

\maxkill Zero

\rope{} left to the tree as soon as the first Lemming touches the
ground. When the first one reaches the level of the snowball, \jump{}
it out. Let it fall to the second small island, then \rope{} to the
snow outcrop. \rope{} the small gap, then \scoop{} at the left end.
When it reflects, \rope{} from the middle block up to a convenient
icicle to seal off the return route. \bomb{} where it has just
scooped, then \bazooka{} x3 to get through the narrow gap in the
steel. \lfill{} if needed. \scoop{} from as far left as possible, then
\fence{} and \scoop{} to reach the exit. Release the horde with a
\rope{} from the tree base to the snowball. 

\subsection{``Turn Back !''}

\maxkill Zero

If you've struggled with a more conventional solution, you'll kick
yourself..... Have a look at the underside of the main hill. Count
four major icicles to the right, and then look at the single pixel gap
just to the left of this. 

Start an \attractor, then \jump{} one Lemming free. \stomp{} just left
of the indentation at the bottom of the hill. Stop by making it
\jump{} at the last possible second. \clubbash{} to the left, and the
Lemming will drop through the aforementioned gap. \platform{} x3 to
reach the exit. Release the attractor by making it \jump.

\subsection{``SLIPPIN \& SLIDING''}

\maxkill Zero

Make the first Lemming \stack{} just before the penguin. Two of the
others will get past the stacker. \platform{} the small gap with the
first - the second will fall down the hole. \bomb{} at the extreme
right hand end on the same level, to reduce the height of the drop
(and make it non-lethal). Let the bomber fall and land stunned (if
it's killed, start again!), and make it \platform{} to the exit. The
next Lemming (remember the stacker?) will arrive before the platform
is complete - delay it by making it an \archer. \bomb{} the base of
the stack to release the horde.

\subsection{``Snowed In !''}

\maxkill Three

Left hatch: Give one \magnoboots{} to get it out and then \jump{} to
the right. Let it reflect from the tree and drop down, then \fence{}
the obstruction right of the cannon. \platform{} to the island with
the penguin, and again to the exit. \fence{} to the left from the left
hatch horde, then time an \exploder{} from the extreme right of the
pit. Right hatch: time an \exploder{} from the right hand end of the
pit, and another (going left) from just right of the landing point
below the hatch.


\subsection{``Its all up hill !''}

\maxkill Zero

As soon as the first Lemming lands, \rope{} to the island on the left.
Start a \runner. \build{} from the top of this island to the next one.
\build{} right with a Lemming stadning on the right cannon control
arrow. \mine{} left from just right of the penguin. \build{} x2 left from
two thirds of the way up the slope to the right of the penguin. When
the miner finishes, \build{} again to complete the ramp started at the
cannon control arrow. Fly a \superlemming{} from the right hand side
of the scrren up and onto the top island. \jump{} it left onto the
steel, then make it a \superlemming{} again and fly it round to the
left of the exit. Immediately after it reflects at the left side of
the screen, make it \mine{} right. When the miner breaks through and
the horde clambers up, let one reflect then \build{} right from the
top of the mineshaft to get to the exit.


\subsection{``Stay Frosty''}

\maxkill Zero

Start an \attractor. \jump{} one Lemming free, and make it a
\twister{} at the bottom of the first slope on the right, level with
the top of the steel. \fan{} it left a little way to leave a sharp
edge. \jump{} another Lemming free from the horde, and make it \glue{}
x2. When it reaches the snow at the right end of the glue, make it a
\twister{} just before it reflects. \fan{} it through the snow to the
right. Make the attractor \jump{} to release the horde. \fan{} the
first twister left to free it, then give it \icaruswings{} and \fan{}
it to the right. 




\section{Highland Tribe}

The Higland exit is a British K2 red telephone box, into which the
Lemmings stagger drunkenly.

\subsection{``CREAM OF LEMMING SOUP''}

\maxkill Zero

\bazooka{} x2 to get through the block. Start a \twister{} and \fan{}
it down and right to the octagonal chamber on the exit level. \bazooka{}
x2 the bulkhead from close up to break through to the exit.

\subsection{``WEE BEASTIES !!!''}

\maxkill Zero

Make a \runner, and \jump{} it up the ladder of slopes, and across
the chasm to the right. When it lands at the bottom, reflect it by
making it \jump{} into the vertical face of the block on which the
Scottie dog is standing. Use it to \fence{} up and release the horde.

\subsection{``Stop your ticklin' Jock!''}

\maxkill Zero

\build{} up to the island, then \build{} from the left of the red
flower to the small crop of tartan. The Lemmings will bound round on
the trampolines to the pit just right of the exit. \lfill{} x3 in the
pit to free them.

\subsection{``A mere stone's throw''}

\maxkill Zero

Make the 5th Lemming an \attractor, then make the one that drops in
the pit \throw{} from just right of the centre of the pit. Use more
\throws{} to build this into a ramp running up to the right edge of
the pit. The last stone thrown will be one pixel above the pit floor
level. \lfill{} to the right while standing left of the stones, and the
Lemming will walk free up to the right. Now make a ramp of stones by
using \throws{} going right, using the join between the big and small
steel blocks as a timing mark. \jump{} a couple of other Lemmings out
of the attractor's spell to assist with this process. When the last
stone is placed, \jump{} all but one back into the dancing horde.
\lfill{} under the stone from the outside, then \lfill{} again while
standing on the previous fill. Release the attractor. \fence{} through
to the exit if necessary, stopping the fencer by making it a \jumper{}
or \thrower.

\subsection{``DONALD WHARS YER LEMMING''}

\maxkill Zero

Start with the left hatch. \jump{} a Lemming over the block and
\platform{} at the bottom of the ramp. Let the second Lemming reflect
twice and then make it \build{} to the right from two thirds of the
way up the slope. Pick a Lemming which has just reflected at the
bottom of this pit, and \clubbash{} to take away the bottom of the
builder's ramp. The first Lemming should just be finishing his
platform - start it to \platform{} again, and let it place two
planks before making it \jump, to land on the right exit island.
Make it \platform{} from halfway across the tartan. The second Lemming
will now have finished building - \jump{} it from the end of the first
platform to land where the first one did. Make it \build{} just before
it steps up onto the platformed piece - it will reflect. \platform{}
twice and then \build{} to cover over the central pit. Release each of
the horde groups with a \clubbasher. Click the release button to keep
the Lemmings off the chain.

\subsection{``Brigadoom!''}

\maxkill Zero

Left hatch: \jump{} one out to the right, and then \hangglide{} from
the end of the grass, and \fan{} it down so it lands on the right hand
side of the lake marked ``Clyde built''. \rope{} right from the grey
island up to the point of the tartan. When it is about to reflect,
\laserblast{} to release the right hatch group. \hangglide{} and
\fan{} it over the exit to the other grey island. \rope{} up to the
point of the tartan. \jump{} another out of the left hatch group, and
immediately \hangglide{} from the top of the obstacle. It will crash
and reflect. \surf{} x2 across the water, and \laserblast{} from the
right hand edge of the lower grey step to release the horde.

\subsection{``In memory of McAngus''}

\maxkill Zero

Shift the right hand cannon to leave one link of chain showing to the
right. Let a Lemming from the right hatch reflect, then \jump{} it
left to land at the middle cannon. \jump{} to avoid triggering the
cannon, then \platform{} the hole. Move the left cannon to leave 2
links of chain showing on its right. Move the middle cannon fully to
the right - as soon as a Lemming has been launched, move it back. When
this Lemming reaches the steel-topped tartan column, make it a
\stacker. After five or six bricks, \jump{} off while facing left.
Move the middle cannon fully to the right.


\subsection{``The White Heather Club''}

\maxkill Zero

Move the cannon to leave 3 links of chain showing on the left. After
one Lemming has been shot, move the cannon fully to the right. Make it
\hop{} just before the bottom of the yellow slope. It should stop
between the stone and the wave shape. \jump{} right from just right of
the stone to get out. Let it reflect off the Scottie dog and drop,
then immediately \bash{} to get out. \hop{} the first group of gaps,
and \platform{} the next. \bash{} the bulkhead. Let it reflect, then
\jump{} onto the exit island, \jump{} again to get over the obstacle
and \jump{} past the exit. \platform{} at absolutely the last second,
sealing off the gap to the right of the island. Let it reflect, then
\laserblast{} just before the exit, cutting the left of the two stone
``stalactites''. 


\subsection{``TAKE A RUNNING JUMP !!''}

\maxkill Zero

Make the first Lemming a \rocker{} and a \floater. Make the next one
an \attractor, just as the first one drops off the edge. Let it climb
round and then, halfway down the slope to the exit, give it
\icaruswings{} and \fan{} it left and into the slope, thus effectively
reflecting it. \flamethrow{} x3 to get through the stone, being sure
to leave a clear gap on the left. \platform{} x2 to seal off the drop.
Release the attractor by making it \jump.

\subsection{``EAT MY SHRAPNEL !!''}

\maxkill One

Make the 3rd Lemming an \attractor{} at the bottom of the first
valley. One should escape over the hill to the right - make it a
\rocker{}. \jump{} it onto the steel wall at the end of the grass, and
make it an \exploder{}, timing from halfway up the second last steel
block before the thin bulkhead, which should be blown away. \jump{}
the rightmost dancer to free it, and quickly \balloon{} one out of the
horde (NOT the attractor!) and \fan{} it across, bursting the balloon
to land it on the ramp about in line with the one that jumped free.
Make it a \slider{}. When the one walking along the grass gets
underneath the steel column, make it \mortar{} - the explosion should
blow the slider through the gap created by the exploder. \jump{} it
onto the rock, let it swing into the sloped tunnel, and \jump{} it at
the bottom of the slope, to prevent it swinging round and going to the
exit. \platform{} x2 over the lake, and release the attractor.


\section{Circus Tribe}

The Circus exit is a small red and white big top tent.

\subsection{``LIGHTLINES....''}

\maxkill Zero

Move the cannon fully to the right. \jump{} a Lemming out to it. Let
it be shot, reflect, and drop to the middle level. \jump{} in the
direction indicated by the yellow arrow. Make it a \climber. When it
gets halfway along the red arrow (walking right on the bottom
platform), just where the platfrom changes from green to yellow, make
it \laserblast. \glue{} just before the end of the platform. \jump{}
another Lemming out of the horde, and make it follow the same route.
\jump{} over the hole made by the previous laser blast. \laserblast{}
just before it reaches the green blocks and reflects, and the overlap
should release the horde.

\subsection{``Lemmings In The Family''}

\maxkill Zero

Let the Lemmings bounce all the way to the right, reflect and walk
left. \stomp{} the column suspended from the platform, between the 4th
and 5th trampolines, counting from the right edge of the screen. When
the stomper has almost reached the bottom and broken through, change
it into a \flamethrower. \lfill{} x2 the pit.


\subsection{``We're Coming Home''}

\maxkill Zero

Make the 2nd Lemming \scoop{} as late as possible, while still
allowing it to scoop twice before reflecting off the steel, thus
forming an impassable barrier and causing relfections. Make the 1st
Lemming \platform{} x5 from the end to reach the flag by the exit. In
between platformers (but not all in one go), make a \twister{} just
where the scooper was started, and \fan{} it down and left to cut a
slope the others can walk up. \fan{} the twister vertically upwards to
cancel it. Once the main platform is complete, we want to platform
right from the peak where the twister was started - this is a bit
tricky, but one easy way to do this is to start a \stacker, then
immediately chnage it to a \platformer{} while facing right. If the
step up is too high for the horde, place another \platformer{} at the
right end to create an extra step, stopping it with a \jumper{} if it
ends up going left.

\subsection{`` `Round the Blox!''}

\maxkill Zero

This level is trivial, as there is a vast surplus of gadgets. The
solution below is merely an example....

From the top hatch, make a \twister{} and \fan{} it round the yellow
route. Use an \attractor{} to delay the horde. Let it walk on, then
make another \twister{} and cut the nest bit, then \bash{} to the
exit. \bash{} left from the lower hatch to join up with the twister's
tunnel. Release the attractor by any convenient means.


\subsection{``Big Top Time''}

\maxkill Zero

Make the 2nd Lemming \scoop{} three-quarters of the way up the slope.
Let the first bound over, then \platform{} at the very bottom of the
right slope to seal off the gap, just above the exit level.
\platform{} halfway down the same slope with the next Lemming that
comes across.  Make the last Lemming to drop onto the lower platform
\bash{} left, then \platform{} to reach the exit. \bash{} (either way)
using one standing in the dip between the slope and the platform to
release the horde.


\subsection{``HEADACHE''}

\maxkill Zero

Make a \climber, and make it \bomb{} halfway down the second
triangular segment, to leave a nice point on the right. Move the
cannon two little clicks (about a third of a chain link) off the left
hand end. The Lemming should be shot all the way to the exit platform.
Immediately \bomb. Let it reflect, then \glue{} left, sealing off the
drop. Let it climb up to the hatch level, walk along, and \glue{} the
hole made by the first bomb. Let it rejoin the horde, climb the wall
on the left, drop and come back. To ensure accurate clicking, use the
returning climber to \fence{} the obstacle - wait with the mouse
pointer at the right end, and count 4 or 5 seconds after it lands
before clicking the fencer. Make the last Lemming over the wall
\bomb{} the lower glue, just above the left edge of the red and yellow
2x2 block. Immediately make it a \jump{} to get it up to the
trampoline level. Move the lower cannon so two links of chain are
showing on the left. After each Lemming is shot, see where it lands,
and advance the cannon a single pixel to the right. Once one lands on
the exit level, leave the cannon where it is. If you go too far, if
even a single Lemming lands on the 2x2 block, you'll have to redo the
level (unless you're VERY, VERY lucky and it's the climber!)


\subsection{``Circus Of Fear''}

\maxkill Zero

Make a \climber. \rope{} horizontally across the small gap, and
\rope{} up form the middle of the steel pit to the block. Let the
Lemming drop, and \bazooka{} as soon as it lands. \rope{} from the
edge of the bazooka hole to the cone, and \stomp{} the end of the
platform. Let it drop and reflect, then \lfill{} each of the small
pits. Fire a \rope{} up and right from amongst the horde to get them
out. 


\subsection{``PLAY THAT FUNKY LEMMING''}

\maxkill Zero

Let the first Lemming drop and bounce (as if you had a choice!), then
\bash{} the red pillar. Move the cannon all the way to the right. Let
one be fired up to the ledge, let it reflect, then immediately
\scoop{} left. \stomp{} completely through the ladder of triangular segments
leading up to the cannon platform, so the Lemmings walk free under the
cannon. Stop the scooper when it is level with the middle of the
middle diamond shape by making it \jump. Let it reflect and come back,
and then \bash{} into the diamond, and \scoop{} from the other side
down to the level where the horde is situated, again stopping the
scooper with a \jumper. \bash{} through from the horde to meet the
scooped tunnel. \scoop{} right into the next chamber, and let the
Lemmings walk up the triangle ladder. \bash{} the first of the two
small red blocks, and \jump{} one Lemming over the second. Let it walk
all the way left, \jump{} over to the blue platform, let it climb up,
and \jump{} onto the face and then onto the slope above the exit.
\scoop{} into the left chamber of the two cyclic arrows, by the
shortest route, then \bash{} into the arrowhead. Let it reflect and
come back, the \jump{} from halfway down the little slope to land on
the right. \scoop{} from the first join in the blocks, and \platform{}
to the red hump. If necessary, let it reflect off the block
restraining the horde and \platform{} again to complete the route.
\bash{} the red block, and \bash{} through from the arrow chamber to
the exit.


\subsection{``The Carpet Capers....''}

\maxkill Zero

Start a \polevaulter{} just before the flag. Move the cannon fully to
the right. Let it come down to the level of the rows of blocks, and
just before dropping, give it a \magiccarpet. Let it float along,
using the \fan{} to get it round the obstacles. Note you will have to
fan it gently {\em downwards\/} to get under the green block. Let it
reflect and drop down to the exit level, then \platform{} the gap.
Bring out another \polevaulter, and round the same route with the
\magiccarpet. \laserblast{} up from the caravan to release the horde.


\subsection{``Swingz and Roundaboutz!''}

\maxkill Zero

Start a \stacker{} at the bottom of the slope. Two Lemmings will get
past it - reflect them off the wall on the right by making them
\jump{} at the last second. \jump{} the stacker to the left to stop
it, and \jump{} each of the two you have just reflected over the
stack. Start a \polevaulter{} from the little slope left of the car.
Let it walk up the triangle ladder, then \stomp{} the left half of the
yellow brick. \scoop{} immediately on landing, stopping the scooper at
the car platform level by making it \jump. \clubbash{} from the horde
into the scooper's tunnel. \platform{} at the last second over the
stomped hole, so the platform also builds up the step on the left.
\platform{} the gap, and \lfill{} the small pit on the next level.
Move the left cannon to the right (is this necessary?). \lfill{} the
pit above the cannons, and \lfill{} the pit on the top level. \scoop{}
on the level ground at the top of the small yellow slope, so the
Lemmings fall on the barber's pole and do not die. 

\section{Acknowledgements}

This solution would clearly not have been possible without the
existence of the ``Lemmings'' series of computer games, probably the
best, and without doubt the most original, computer game concept ever
devised. Much kudos to Dave Jones and all at DMA Design, and to the
designers at Amiga Inc. for such an inspiring hardware platform.

These solutions were developed the hard way, by mind over Lemmings,
and tested on a Commodore Amiga A3000. This document was prepared
using GNUemacs and \LaTeX{} on the same system.

\end{document}
