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1,000 Games (Collectors Edition) - Disc 2
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1995-09-22
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Page 6 of 10
Holiday Lemmings 1993
=====================
Blitz Levels (continued)
------------------------
Level 7 continued :
Convert any Lemming, at the top of this new ramp, to a Basher (to bash a
tunnel to the right). If the height of the tunnel is correct, then it
should break through to the surface at some point before the Exit; Shortly
after this occurs, convert the Basher to a Builder (to make it stop bashing
and hopefully, build a ramp out of the tunnel to the surface). If required,
convert any Lemming, going right, to a Builder when it is level with the
left-hand edge of a gap in the tunnel's ceiling (to build a ramp out of the
tunnel to the surface, this may require more than 1 attempt).
Level 8 : Presents of Mind II Code = CIOLLFLIBD
80 Lemmings, Save 100%, Rate 55, Time Limit 2'00"
0 Cl 0 Fl 0 Bo 0 Bl 3 Bu 2 Ba 0 Mi 0 Di
Saved 100%, Time Remaining 0'26"
This Level requires frequent use of the Pause key to deal with the 2
different sets of Lemmings; The Time Limit is also fairly close on this
Level.
Convert the 2nd Lemming from the left-hand Hatch to a Basher when it
reaches the bottom of the crevasse (to the left of the metal block near the
top of the snow mountain), to slow the Lemming down. Convert the 1st
Lemming from the left-hand Hatch to a Basher when it reaches the snowman.
Meanwhile, convert the 1st Lemming from the right-hand Hatch, going from
right to left, to a Builder at the very edge of the gap to the left of the
snow cliff. Meanwhile, convert the 1st Lemming from the left-hand Hatch to
a Builder at the very edge of the last gap before the Exit. Finally,
increase the Rate to Maximum.
Level 9 : Lemmings. . . The Motion Picture Code = CAJJMFLJBG
80 Lemmings, Save 93%, Rate 25, Time Limit 9'00"
2 Cl 10 Fl 1 Bo 10 Bl 30 Bu 10 Ba 10 Mi 10 Di
Saved 98%, Time Remaining 2'05"
Convert the 1st Lemming to a Climber and a Floater. Convert the 2nd Lemming
to a Blocker when it is about two-thirds of the way across the flat area to
the right of the cliff below the Exit. When the Athlete reaches the 1st gap
in the ice slopes, convert it to a Builder (to "bridge" the gap). After
falling off the end of the ice slope, convert the Athlete to a Builder
again, to "bridge" the next gap in the ice slopes; Then after crossing the
gap, wait until the Athlete is about a third of the way up the ice slope,
then convert it to a Builder again (to force it to turn around). When the
Athlete is just above the top of the previous ramp, convert it to a Builder
(4 times, to build a ramp up to the underneath of the left-hand ice slope);
The Builder should turn around before completing the ramp. After falling
off the end of the ice slope, convert the Athlete to a Builder to "bridge"
the next gap in the ice slopes. The Builder should turn around after
completing the "bridge", when it does so, immediately convert it to a
Builder again (3 times, to build a ramp up to the underneath of the left-
hand ice slope); The Builder should turn around before completing the ramp.
After falling off the end of the ice slope, convert the Athlete to a
Builder again, to "bridge" the next gap; Then after crossing the gap, wait
until the Athlete is about a quarter of the way up the ice slope, then
convert it to a Builder again (to force it to turn around). When the
Athlete is just above the top of the previous ramp, convert it to a Builder
(4 times, to build a ramp up to the underneath of the left-hand ice slope);
The Builder should turn around before completing the ramp. After falling
off the end of the ice slope, convert the Athlete to a Builder to "bridge"
the next gap; Then after crossing the gap, wait until the Athlete is about
halfway up the ice slope, then convert it to a Builder again (to force it
to turn around). After the Builder turns around, convert it to a Builder
again when it nears the top of the earlier ramp to build a ramp to
"overlap" the earlier ramp (this step is not necessary if there is no gap
between the top of the earlier ramp and the surface of the slope).
(continued)
Page 7 of 10
Holiday Lemmings 1993
=====================
Blitz Levels (continued)
------------------------
Level 9 continued :
After the Athlete crosses the gap, convert it to a Builder when it is about
a quarter of the way down the ice slope (3 times, to build a ramp up to the
underneath of the left-hand ice slope); The Builder should turn around
before completing the ramp. After falling off the end of the last ice
slope, wait until the Athlete is at the top of the mound just to the left
of the Exit, then convert it to a Digger; When the hole is about one
Lemming deep, convert the Digger to a Builder (so that it stops digging and
climbs out of the hole leftwards). When the Athlete reaches the top of the
next mound, convert it to a Builder (3 times, to build a ramp up to the
underneath of the left-hand ice slope); While doing this, convert the
Blocker to a Bomber. The Builder should turn around before completing the
ramp, when it does so, wait until it is just over halfway down the ramp,
then convert it to a Builder (twice, to build a ramp to the right towards
the Exit over the hole dug earlier, and to "catch" the Lemmings as they
fall off the end of the ice-slope above).
Level 10 : The Wrath of Lem Code = IKHMFLCKBO
80 Lemmings, Save 100%, Rate 20, Time Limit 4'00"
0 Cl 0 Fl 0 Bo 2 Bl 5 Bu 3 Ba 1 Mi 2 Di
Saved 100%, Time Remaining 2'50"
This Level requires the use of the Pause key to deal with the 2 different
sets of Lemmings.
Convert the 1st Lemming from the right-hand Hatch to a Miner when it nears
the rocks at the right-hand side, then, if the Miner does not stop by
itself, convert it to a Builder to make it stop (the mining is necessary
so that the Lemmings to not climb over the rocks). Meanwhile, Convert the
1st Lemming from the left-hand Hatch to a Builder when it reaches the top
of the slope (just as it starts to descend). Meanwhile, if the gap between
the first 2 Lemmings from the right-hand Hatch is small, then convert the
2nd Lemming to a Builder just before it reaches the left-hand slope, to
slow it down. Convert the 1st Lemming from the right-hand Hatch to a
Builder when it reaches the top of the slope (just as it starts to descend,
this ramp must not meet the ramp from the other side of the gap).
Level 11 : The Search for Lem Code = NJMFLCALBM
80 Lemmings, Save 100%, Rate 5, Time Limit 6'00"
1 Cl 0 Fl 1 Bo 1 Bl 8 Bu 1 Ba 1 Mi 1 Di
Saved 100%, Time Remaining 3'34"
Convert the 2nd Lemming to a Digger when it is over the buried metal block
and is to the right of the mound (to "trap" the Lemmings). Convert the 1st
Lemming to a Builder when it reaches the extreme right-hand edge near the
bottom of the right-hand slope (to "bridge" the gap to the metal block).
When the Builder reaches the right-hand edge of the metal block, convert it
to a Builder again (to "bridge" the gap); Repeat this for the next 2 gaps.
When the Builder reaches the right-edge of the last metal block, convert it
to a Builder to start building a ramp up towards the Exit (4 times); This
ramp will not reach, unless it is "staggered" by not starting the next
section of the ramp until the Builder finishes the previous section and
starts walking. When the last part of the ramp is started, convert any
"trapped" Lemming to a Basher (to bash a tunnel to the right). Finally,
increase the Rate to Maximum.
Page 8 of 10
Holiday Lemmings 1993
=====================
Blitz Levels (continued)
------------------------
Level 12 : The Voyage Home Code = JMFLCINMBF
80 Lemmings, Save 87%, Rate 15, Time Limit 7'00"
0 Cl 0 Fl 2 Bo 0 Bl 0 Bu 0 Ba 0 Mi 1 Di
Saved 97%, Time Remaining 4'56"
If you look at the top level, you will notice a pattern in the sequence of
depressions in the surface, a small depression is followed by a larger one
and then the sequence repeats. Now if you go to the right-hand end of the
top level and number the depressions from right to left, you will notice
that the surface between the 8th and 10th depressions is lower than the
surrounding area, and that consequently, the 10th depression is deeper than
the others. Continue leftwards to locate the area between the 13th and 14th
depressions. Now you are ready for this level.
After the 4th Lemming lands, increase the Rate to Maximum. Convert the
first 2 Lemmings to Bombers when they are halfway between the 13th and 14th
depressions, they should both explode at the 10th depression and break
through to the level below. Wait until the 1st Lemming begins to descend
the short slope near the right-hand wall, then convert it to a Digger (to
dig through to the final level and to stop the Lemmings from going
leftwards).
Level 13 : The Final Frontier Code = MFLCEJLNBQ
70 Lemmings, Save 92%, Rate 40, Time Limit 7'00"
1 Cl 1 Fl 1 Bo 2 Bl 9 Bu 1 Ba 1 Mi 2 Di
Saved 97%, Time Remaining 4'01"
Convert the 1st Lemming to a Builder when it reaches the right-hand side of
the 1st cloud (to cross the gap to the cloud to the right and below).
Convert the 2nd Lemming to a Blocker under the right-hand side of the Hatch
and convert the 3rd Lemming to a Blocker under the left-hand side of the
Hatch. When the Builder reaches the highest point on the next cloud,
convert it to a Digger; Then when the hole is about one Lemming deep,
convert it to a Basher (to bash right). When the Basher reaches the right-
hand edge of the cloud, convert it to a Builder (3 times, to cross the gap
to the right-hand cloud, don't worry if the Builder hits its head on the
underside of the cloud above the top of the ramp and turns around, it will
come back). After landing on the right-hand cloud, wait until the Lemming
is on the flat area on the right-hand side of the cloud, then convert it to
a Builder (4 times, to build a ramp up to the cloud on top of the metal
blocks). When the Builder lands on the metal blocks, convert the right-hand
Blocker to a Bomber. Meanwhile, when the Builder lands on the cloud below
the metal blocks, convert it to a Builder (to cross the gap to the Exit).
Finally, when all the Lemmings have made it to the Exit, Nuke the remaining
Blocker.
Level 14 : The Undiscovered Country Code = FLCMJLMOBJ
80 Lemmings, Save 100%, Rate 10, Time Limit 9'00"
0 Cl 0 Fl 0 Bo 0 Bl 0 Bu 10 Ba 10 Mi 10 Di
Saved 100%, Time Remaining 7'59"
The Exit for this Level is hidden somewhere in the snow.
Convert the 1st Lemming to a Miner as it begins to ascend the left-hand
slope. When the Miner is about 3 blocks from the left-hand wall, convert it
to a Basher (to bash a tunnel to the left). Increase the Rate to Maximum.
When the tunnel face is 1 block from the left-hand wall, convert the Basher
to a Digger (to dig a shaft down to the hidden Exit).
Page 9 of 10
Holiday Lemmings 1993
=====================
Blitz Levels (continued)
------------------------
Level 15 : The Needs of the Many. . . Code = LCANNMFPBE
15 Lemmings, Save 53%, Rate 50, Time Limit 8'00"
11 Cl 11 Fl 5 Bo 0 Bl 2 Bu 1 Ba 0 Mi 0 Di
Saved 53%, Time Remaining 5'54"
Convert the first 11 Lemmings to Floaters as they emerge (ignoring the
other 4). Convert any Lemming, going right, to a Climber; Then when the
Climber is about halfway up the right-hand wall, convert it to a Bomber (to
explode at the top of the wall). Convert any Lemming, going right, to a
Climber. Wait until the Climber reaches the bomb crater, then when it turns
left, convert it to a Builder to build a ramp across the gap (the ramp must
start inside the crater, otherwise the other Lemmings will not be able to
climb up the wall). When the Climber, going right again, is just over three
quarters of the way down the slope, convert it to a Builder (to build a
ramp up to the ice at the top of the right-hand wall). Meanwhile, convert
all the remaining Lemmings to Climbers (but only when they're going right).
Convert the 1st Lemming to reach the snowman to a Basher. Convert the 1st
Lemming to reach the top of the "stairs" to the right of the snowman to a
Bomber (to explode against the right-hand wall); Convert the 2nd Lemming to
a Bomber when it is halfway between the top of the "stairs" and the small
depression further to the right (to explode at the right-hand side of the
previous bomb crater and blow a hole in the wall).
Level 16 : The Next Lemeration Code = BMNNMNLQBI
50 Lemmings, Save 96%, Rate 30, Time Limit 5'00"
0 Cl 0 Fl 5 Bo 1 Bl 1 Bu 1 Ba 1 Mi 0 Di
Saved 96%, Time Remaining 3'32"
Convert the 1st Lemming to a Bomber just before it reaches the 3rd
depression from the right-hand end of the upper level (to explode at the
right-hand end to create a "ledge" allowing the Lemmings to survive the
fall to the lower level). Convert the 1st Lemming to reach the right-hand
wall to a Basher. Meanwhile, convert the 3rd Lemming after the Basher to a
Miner as it nears the right-hand end of the upper level (to slow it down).
Increase the Rate to Maximum. Wait until the 1st Lemming reaches the centre
of the depression almost directly above the left-hand side of the metal
blocks surrounding the Exit, then convert it to a Bomber (to explode above
the small rock blocking the gap leading to the Exit). Meanwhile, at the
left-hand end of the lower level, wait until the 1st Lemming starts to
descend the final slope, then convert it to a Builder (it should stop
building almost immediately, but only after "bridging" the small gap to the
icicle).