Insane Steve's LemEdit Set #1 Hints, Solutions, Errata, etc. This is the first level set I have made for the LemEdit program. The first thing you should know is that the height for the interactive objects is kind of messed up, so if the Lemmings climb a step and then pass by the exits, it is my program's fault. Email me at stembalo@msn.com if you have this problem, and I will recreate the set with a different height. Also email me if you don't think the level solutions I have presented are correct (Although I tested them all), or if you found an easier, possibly cooler alternate solution. Also tell me if the help file is erroneous in any way (For example, the levels are mixed up, or one of the titles is very wrong, or if there is a major typo, etc.) These comments will help me revise these and future levels. Below are the hints/solutions. I have put some space there so you can read the first few paragraphs without seeing the answers. Good luck! The difficulty is out of 10. 0-2.5 = Fun, 3-4.5 = Tricky 5-6.5 = Taxing, 7-8.5 = Mayhem, 9+ = SunSoft. Level cl fl bo bl bu ba mi di #L %S Time RR Difficulty Graphic Set 1 05 04 03 02 02 03 04 05 80 95 7:00 99 7.5 2 2 10 10 10 10 10 10 10 60 60 4:00 20 6.5 4 3 02 02 02 02 02 02 02 60 95 3:00 10 6.5 2 4 05 05 05 05 05 05 05 05 10 100 2:00 99 6.0 2 5 10 05 05 20 02 02 02 70 97 1:00 20 6.5 5 6 05 10 50 10 60 70 7:00 01 6.5 1 7 20 20 50 02 02 20 80 85 8:00 99 5.5 1 8 01 01 01 01 01 01 01 01 80 92 6:00 85 8.5 5 9 10 01 20 10 20 02 80 80 5:00 50 6.0 2 10 05 40 10 05 20 10 80 100 1:00 01 9.0 8 (If you haven't noticed, I am very fond of sets 2 and 5, and will rarely, if ever use 0, 6, or 7) REVISIONS: Level 9: Difficulty lowered two whole points. HINTS ************************* Level 1 (Rhapsody): You need 95%, so only 4 can die. There are 8 traps. Obviously, you'll be hard pressed to clear the traps, especially with only 2 builders. Perhaps you can go over the traps? Or under them? Or maybe BOTH? Level 2 (The Thin Red Line (colorblind)): The level entrance is of course too high to fall safely, so you obviously need to start with a floater. But, what next? Think about what skills would be useless for turning around. For example, a basher wouldn't do any good, and a digger would go right through the floor. Figure out what you need to turn around without blockers. Level 3 (It's not that easy, I'm afraid): Of course, you get no bashers, so you must figure out some other way to clear the wall. Your other skills are limited, as well. What OTHER direction can you go? And how will you get there? Level 4 (Turning around demo #172): This level looks similar to level 2, but it is actually quite different. The lemmings entering the level on the right are already turned around. Of course, you can't use a blocker, because there will be no way to save it, and you need 100%. What other ways can you think of to turn around the lemmings? Level 5 (BLEEEEEEEGGGGGGGGH!): You only get a minute. You might have been able to tell that enter the left exit is impossible, and the right exit is just to far to reach in a minute. What other option do you have? Be warned: this one's a cheapie. And if you fail enough, you may inadvertanty find the correct solution... Level 6 (Catch-22): There are 3 entrances, all stuck in their own way. Since you have no floaters, the middle exit is useless to start. You have to find a way to use either side exit to save the middle exit, and you must also figure out how to get the lemmings out from those side exits. Level 7 (>>>>WaY uP yOnDeR<<<<): This one is pretty straightforward. The original had 16 separate entrances, but the program can only use 4, so I had to revise it. The only hard part is catching the lemmings on the top exits. Level 8 (Watch Ye Step!): This one's tough, both to figure out and to execute correctly. You should be able to figure out how to get up that big wall, but how can you avoid the traps? How will you be able to pass all the obstacles with only 1 of each skill? The solution I came up with requires you to use EVERY skill; in fact, that was the goal of the level... to make a level with only one of each skill that focred you to use every skill. Level 9 (Having fun yet? Good.): The exit is obviously buried. This one is quite a bit a matter of timing over anything else. The floater of course cannot be bombed. Level 10 (Why can't they just run?): You get a mere minute here. The lemmings on top cannot be lowered by a bomber, as you need 100%, and building them down with the side areas surely isn't doable in a minute. This level is a BIG cheapie. You'll hate me if you can't figure out the answer, and you look for it in the solutions. SOLUTIONS ****************** Level 1: Make the first lemming out the door a blocker before they reach the traps. Make a lemming in the mass an athlete (Climber+floater) and when this athlete reaches the top of the structure, have it dig down the left side of right wall of the structure so that it is digging half ground and half air. (The point of this is to allow future athletes to climb back up this wall.) When it climbs back to the top, use a builder to bridge the gap (But don't go so close to the pit that it blocks the top of the wall). Use 2 miners and 2 diggers to clear the 4 obstacles on top, and dig through the ground after the steel (Before the exit). Use a blocker right before this lemming reaches the exit. Next, make another athlete, and allow it to go all the way through the top part. When it reaches the right blocker and turns around, make it mine, and when it is completely under the steel floor, make it a basher. Go to the mass of lemmings, make a third athlete. When this lemming climbs the wall and reaches the floor, make it bash through the left wall of the obstacle. When it reaches the non-steel, make it a digger, and when it reaches the exact level that your basher you made earlier is, build to stop it. When it turns around and climbs the wall, use your last basher to bash through the right wall of the obstacle, releasing the mob into the pit. Watch the level finish. This level is my favorite in the set. ALTERNATE SOLUTION (By Ben Conway): Make lem1 block before the first trap, and make lems 2 and 3 athletes. Let lem2 climb over the obstacle while lem3 mines into the small room hanging inside it, so he can turn around and climb out again to the right. Then, he needs to build over the gap to the higher long metal platform. Meanwhile, make lem2 mine towards the metal after climbing over the obstacle to the left, then bash when he turns back. He should be at a level just under the metal floor. Back to lem3 now, and he should dig through the four little obstacles connecting his platform to the ceiling. Then, make him mine toward the metal wall to the right of the exit, and when he turns back, dig through the thin platform to the left of the exit. Now, make him mine into the floor until he is below the level of the basher, who should just be catching up, then build to stop him. Finally, bash through the two walls to let the others out. ALTERNATE SOLUTION 2 (By Martin Zurlinden): Block right side. Make a lemming [Call this L] an athlete. After it climbs the obstacle, mine into the steel and turn it around. Start as far right as possible. Build over the pit, dig through the 4 obstacles, then mine into the steel on the far right to turn L around. Dig when on the left of the exit while L is walking left. Mine down under the steel, then bash under it. Last 2 bashers bash through the two walls on the left of the mob. These solutions only kill one. (Opposed to two to four for the original solution) ------------------------------------------------------------------------------------------------ Level 2: Release rate 60 or so before any lemmings leave. Make the first 5 lemmings out the door floaters. Relase rate back to 20. hit F7 and make the first lemming a builder, and then the second lemming a builder right before the bridge of the first, the third before the second, etc. The bridge as a result should look like one mass, with no gaps. After all 5 builders start, make a sixth floater with the next lemming falling. When it reaches the block mass, make it a miner when it climbs about halfway up the bridge, and build stop it when the pit is deep enough to block the lemmings. Last, make this lemming a builder as it turns around to allow all the other lemmings entering the level to exit safely. ------------------------------------------------------------------------------------------------ Level 3: Make the first lemming a bomber almost immediately after it hits the floor. Make it a climber so it goes up the wall. The point is that this lemming explode as close to the top of the ceiling as possible, so it blows a hole in the ceiling. Make a second climber. When it reaches the hole in the wall, make a builder when it is facing left. He SHOULD reach the top of the ceiling (If not, restart), and use the second builder to bridge the gap created in the ceiling so the climber can walk towards the exit. Let the climber go all the way to the wall to climb it, and dig through the other ceiling (walking left) to the left of the exit, so the lemming won't enter. When it reaches the left wall of the exit alcove, make it a miner. About 10 seconds later, make a miner from the right wall of the starting area going right. They will meet, and the lemmings can exit. ALTERNATE SOLUTION (By Martin Zurlinden): Bomb-climb the LEFT pillar. This needs to be very precise so you can build to the thin ceiling. Let a second climber go up the left wall, over the top, then let it turn on the right pillar, climb up the wall again, then mine to the left at a certain point so that the miner creates a step for the others to walk up, and the miner stops mining. Dig through the thin ceiling. ------------------------------------------------------------------------------------------------ Level 4: Make the 5 right lemmings floaters, and then use the builders when they hit the main floor in a similar fashion to level 2, only facing to the left. The lemmings going right will turn around, as the build mass acts like a wall. ------------------------------------------------------------------------------------------------ Level 5: Make the first lemming a blocker. When the second lemming reaches the point about 2 centimeters from the left edge of the part of the floor that extends to the bottom of the level, make it a digger. Watch what happens. ------------------------------------------------------------------------------------------------ Level 6: Make the first lemming out the left exit a builder, and when it reaches the wall, make another lemming a climber. When this climber reaches the top, dig on the very edge of the structure. Dig just low enough so that a bridge from this point reaches under the center entrance, preventing those lemmings from splatting. Build all the way to the right mass. The center lemmings will reach the right exit with a small bridge across the hole (As with level 1, don't build near the edge here). Build over the alcove on the left side of the right structure, and climb it, just as you did with the left side. Dig in a similar manner, except go almost all the way to the bottom. Build to the lowest platform. When the lemming reaches the left edge of the platform, build left until the lemming hits its head and turns around. Repeat on the right side. Dig through the two builders that you made to allow the climbers to climb the walls. The lemming on the low ledge should build all the way up to the exit (Build left to the center of the left structure, and right to the right exit.). When the bridge to the exit is almost done, dig through the left edge of the floor on the right side (The lemmings will land on the bridge) and make a blocker right on the right edge of the bridge. Use the last lemming out of the right side to do this. Now free the left side in a similar manner. Watch the clock though -- 7 minutes is barely enough time to solve this. ------------------------------------------------------------------------------------------------ Level 7: Pretty simple -- block off the ends of of 3 upper entrances, and dig down to the bottom right sqaure on the left structure. Block off the end so that only one lemming is on the right side, and bash through the wall, building up to the exits. The lemmings on the ledges will eventually land on this bridge. The rest of the level SHOULD be obvious. ------------------------------------------------------------------------------------------------ Level 8: This level is annoying. VERY annoying. Make the first lemming a bomber immediately when it leaves. When the crater forms, make the third lemming a basher (The 2nd lemming will be pounded by the trap, not much you can do about it) at the bottom of it. The lemmings should turn around when they reach the end of the bash tunnel. When the basher reaches a point, make one lemming a climber (as it falls from the entrance; you must make sure it is walking right) and when it reaches the basher, it will either: 1: Climb the wall the basher makes; or 2: Climb air, and constantly fall. Either way, make the basher a blocker to stop it when it almost reaches the large wall. The climber should climb the big mass. Make it a floater so it survives the first thin gap in the structure. Now the hard part. You must dig/build the lemming at an EXACT point to turn it around, and then mine down to make a staircase. Here's the kicker: This miner must also be in just the right spot to mine under the blocker to relieve it of its blocking duties. If you manage this, the lemmings will all scurry up the ramp to the exit. You can't stop the miner, but it won't matter -- the other lemmings will not fall off the level. This level is admittedly hard and also annoying to get the exact placement of the miner. ------------------------------------------------------------------------------------------------ Level 9: There are many levels in the original Lemmings games that ask you to time bombers going horizontally. This one tests your timing going vertically. Make the first lemming a floater. When the second lemming reaches point A (About 1/4 the way across the last non-steel block), make it a bomber. If you time it right, you'll take out a hunk of the ground. If you are too early, the lemming will explode harmlessly in midair. If too late, it will splat, not explode. The Floater should build to the right wall, and back to create a ramp for the other lemmings to fall safely on. While you do this, keep timing the bomber until the exit's door is completely revealed. When you do, block the rest of the lemmings. The floater should turn around on the right wall, and then bash through the ramp going left. Then, bash through to the buried exit by starting at the bottom of the bomb hole going left. If the exit's door is now in midair due to the bombings, build up to it with your floater. Bomb your blocker. Hopefully, no more than 16 of the lemmings were killed in this endeavor. There are easier ways to do this. I'll let you find them. ------------------------------------------------------------------------------------------------ Level 10: Make the first lemming out a basher to go through the wall. Immediately afterwards, use the Armageddon command BEFORE a second lemming comes out the top door. The level will no longer take your score over 80; instead, it'll take your score out of ONE. Watch the lemming go into the exit before it explodes. The game will count your score as 1/1, or 100%. Evil? Definately. If you already knew this trick, then you are obviously experienced in Lemmings. ------------------------------------------------------------------------------------------------ SPECIAL THANKS: Ben Conway: For finding alternate solution to level 1. Martin Zurlinden: For finding alternate solutions to levels 1, 3, and 9. Steaver370: For finding alternate solutions to levels 3 and 9. Thank you for playing my first set of levels -- more and better levels from me will follow... ~Insane Steve Questions? Comments? Invectives? All are welcomed and encouraged. Email me at stembalo@msn.com