Insane Steve's LemEdit Set #3 Hints, Solutions, Errata, etc. This is the third 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 on certain sets, 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 05 05 05 05 02 02 02 60 95 5:00 40 6.0 2 2 20 03 20 80 3:00 01 7.0 8 3 50 50 50 50 50 50 50 1 100 5:00 01 6.0 1 4 02 01 01 02 05 50 96 3:00 80 6.5 5 5 02 02 02 02 02 02 02 02 50 90 2:00 01 7.0 2 6 01 01 01 01 02 01 01 80 95 2:00 95 7.5 5 7 05 02 02 02 15 02 05 80 95 6:00 10 6.5 2 8 01 01 10 10 50 20 10 80 70 9:00 01 8.0 4 9 05 05 05 05 05 05 05 05 80 95 5:00 20 9.0 3 10 05 05 50 05 80 1 5:00 20 9.5 1 (If you haven't noticed, I am very fond of sets 2 and 5, and will rarely, if ever use 0, 6, or 7. Only used graphic set 5 twice in this level pack. Hmmmmmmmmmmm...) REVISIONS: Level 5: Altered terrain slightly to remove back-route. HINTS ************************************ Level 1 (The Texas Lemming Massacre): The major problem here is figuring out exactly how to avoid all those traps. You only have 2 each of the bashers/miners/diggers, so you must use those skills carefully. The best way to avoid the traps is through the bricks themselves. Level 2 (The Loser's Loop): You only have 3 builders here. If you let the lemmings hit the wall, they'll turn back and splat after climbing that slope. I'm sure you saw that series of stairways on the right side of the level... although it appears that this way requires 4 builders. Plus, how will you distribute the climbers? Likewise, you've surely discovered that there is no way to build up to the slope that'll allow the lemmings to land safely with only 3 builders. Is there another way to the exit? Level 3 (The Plight of Icarus): You get no floater here (If you did, this level would be about a 0.5 difficulty), so you have to figure out some way to get down. It appears that the only way down is by digging down through that pillar on the right, but how will you get there? If you merely build across, your lemming will hit the top of the screen about halfway across and fall to its death. How can you prevent this? Level 4 (A Towering Proposition): You only have miners to get through the tower, and no builders also. You also get only one floater, so use it wisely. If you climb a lemming to the top of the tower and mine to remove a bit, you won't be able to get another lemming safely to the other side. You must figure out some way to turn around a lemming AND mine through the tower. Level 5 (Bitter-er Lemming): A near flawless remake of the Tricky level I ripped off from the game. Yes, it IS the exact level design. You have only 2 of every skill, and to save 90%, you can only lose 5 lemmings. You must work quickly. The first order of business is to figure out the fastest way to prevent the lemmings from splatting with only 2 of each skill. After this, you need to get to the exit with what you have left. Careful now. Level 6 (The Unprofessional Looking Level): With this one, I just dumped a bunch of terrain pieces somewhere and made a viable level. Anyways, you have to get all the lemmings down from the ledge and to the exit. There are a couple ways to do this; my "true" solution uses every skill and exploits at least one glitch in the terrain settings. Level 7 (The Narrows): You obviously won't be able to build up through the thin gap. How else can you get up to the exit? Look at what skills you have. Take special notice of the skills you get 5 of. You really don't need 5 of them, but they are more useful. Level 8 (Split Complementaries): Four entrances; only one is above solid ground, and that one is too high to land safely on. You start with a floater, and work (QUICKLY!) from there. You must save all four exits, and only lose 24 or fewer lemmings in the process. You can't be careless, and you'll have to find a fast path to solve this; you'll also have to branch out to 2 or 3 places at once to be fast enough. Keep trying if you can't get to 70%; I've done it so it is possible (I also wasted about 3 lemmings). I bet one can get 75 or even 80 percent here! Level 9 (The Shaft): 6 Gaps, 5 builders. You've just gotten the shaft. Anyways, since you can remove the bottom route as a viable solution, what else can you do? The top part looks enticing, but how will you get up there, and if you do; how can you land the lemmings safely? This level will teach you to never assume anything -- and just like the TV remote, the solution is in the last place you'd look... All that said, this level is so cheap you'll want to kill me. Level 10 (4 Pixels (or so) to Victory): It only looks easy. There are no terrain removing skills whatsoever. You can try to get around the wall, but how? There's no way down. The solution here requires a variation of something you used in a previous level (One in on of my first 2 sets). And although you only need to save a single lemming, the effort is exhausting, to say the least! SOLUTIONS ******************************************* Level 1: Left side: Block the first lemming IMMEDIATELY when it hits the ground. Pause, go to right side. Block on the edge, then make the second lemming on the left dig when it is facing left and past the exit. The third lemming will block before the digger, creating a place for the right side to congregate. When the digger is a single pixel from the bottom of the block, bash to the very edge of this wall, then build over the pit with the trap. After you do this, mine when this lemming is on the other side of the gap, and bash when the lemming is almost through the floor. Bash ALL THE WAY through the floor (Yes, pass the exit for now) and when the lemming turns around, build to the tunnel caused by the basher. Dig a hole between the right edge of the wall to the left of the exit and the exit with the workhorse lemming. Bomb the left blocker on the right side. Mine through the wall to the right on the left side. ALTERNATE SOLUTION (By Ben Conway):Make lem1 from the left bash through the wall, and lem1 from the right should block near the end. Make lem2 from the left build to turn back when he has turned left, and is about to exit the tunnel. Now he should fall to the floor to the right. Make lem2 from the right dig while walking left. Back to the left now, and made the lead lemming block to detain the others. Now make the digger on the right mine and let no one escape. Assign a digger walking right to the lemmings on the left, and have him bash when he is deep enough so they won't escape. He will possibly catch the blocker too. Although it's not necessary to save this blocker, it's still fun to try! Any second now and the right-hand lemmings should start gathering in the room below. Make one a climber, and he will climb up the wall to the left. Have him build over the trap (this will require two skills), and build to the wall. His last step should touch this wall so he can mine through it straight away. Now release the other lemmings by building out to the left. ------------------------------------------------------------------------------------------------ Level 2: This one is hard to describe accurately. Notice how the circles seem to build a sort of "staircase" to the ledge with the ramp of doom on it. Lemming 1 should build into the circles that pertrude from the "staircase" when it reaches the left-most pixel on it. It will turn around after one step. Lemming 2 should build on the exact same pixel as the first, and IMMEDIATELY after it turns around (You can't let it take even a single step), use the third builder. If all went right, you will have made a wall just high enough to turn around the other 18 lemmings. It is VERY possible to save 100% with this method... the 80% is there to mislead. XD If you are confused by this explanation, Email me at stembalo@msn.com and I'll explain better. ------------------------------------------------------------------------------------------------ Level 3: Have your single lemming build about four steps from the wall. In this time, select the digger and dig through your four steps. While this happens, select a builder (You may wish to pause here) and build before he is all the way through the ramp. Build abour four steps, dig through these steps, build four, dig, build four, dig, etc. until you reach the pillar. Dig through the pillar and you are done. ------------------------------------------------------------------------------------------------ Level 4: Make lemming 1 an athlete, and lemming 2 a blocker RIGHT when it hits the ground (The other lemmings shouldn't turn left; they should walk through it to the right and be blocked between the blocker and our tower). When lemming 1 is almost at the top of the tower, make whatever lemming is entering the level a climber. Make lemming 1 mine as soon as it reaches the top of the tower. In a way similar to Havoc 5 of Oh No! More Lemmings, the second climber will reach the end of the miner's tunnel JUST before it breaches the wall (If it does, the second climber will die; that can't happen), and when it turns, make it mine immediately to the left. When lemming 1 finishes the mine, it'll float safely down. When it climbs out of the small pit, make it a blocker about halfway from the pit to the exit. When the other climber reclimbs the wall to the miner hole, make it mine right immediately. It should fall safely (If not, you didn't time your initial miners well enough) into the pit, climb out, and be turned around by the blocker/athlete. Make it mine down to the left to create a slope that the other lemmings can climb out, and then when it climbs up to the tower (Or what's left of it), use your last miner to make a ramp so the lemmings can exit the pit and go to the exit. Bomb the blocker that is near the exit (The athlete). You should have used every skill you have. Oh yes, notice how similar the template of this level is to Fun 12? This level is inspired by level Fun 12 of Lemmings. ------------------------------------------------------------------------------------------------ Level 5: You must be fast for this one. Make the first lemming a floater immediately after it enters the level, then a climber before it turns around so that it climbs the right wall, and then a bomber as it begins to climb. The second lemming should be entering now; make it a floater and a climber so that it follows the bomber. When the bomber explodes, check the height of the hole it made -- if it is so high that the second climber climbs over it, restart. If it is so low that a basher going right would fall through the gap in the middle of the block, restart. The second lemming will climb up to the hole, turn, and make it build as near the edge as possible. The bridge should reach all the way to the left wall; if not, restart. Make a lemming bash in such a way that it goes over the gap, but not so high that the lemmings climb over the wall. Make a lemming block before the gap (Only the basher should be right of the blocker) and the rest should play itself (Mine down to make the level of the bridge to the exit low enough to fall safely on). If you did it right, you should have saved 90% (Or maybe even 92%!). ------------------------------------------------------------------------------------------------ Level 6: This one's a mess, and I'm almost certain there's some alternate solution I missed. The true solution may become one of your favorites, though. Anyways, make the right-most lemming in the first "blob" of lemmings a blocker. 1 or 2 lemmings should walk through it; if all 3 did, restart. A lemming should build over the "gap" to the top of the pillar with 4 blocks on it. You must make this build at the VERY end of the gap to prevent the lemmings from being stuck in the pit you are building over. If they get stuck, restart. Make a lemming a climber so it goes over the 7-block tower, and make it a floater so it doesn't splat after jumping off the 10-block tower. Make it mine into the gap in that object on the ground floor to turn it around (and later make a path for the other lemmings) and when it turns around, build up to the next highest ledge. The lemming will just make it if you built in the right place. Anyways, when the athlete is at "Point B", bomb it. "Point B" occurs about when your athlete is about to build step #11, but hasn't built it yet. The lemming will run out of bricks, climb the small tower, and SHOULD explode on the top of the small tower. This will not only take out the tower but also the metal block that is holding the mass (The lemming is not TOUCHING the metal; therefore, it can be destroyed!). The other lemmings will scurry to the exit; use your last task (The basher) to bash through the left wall of the ground obstacle to clear this level. ------------------------------------------------------------------------------------------------ Level 7: Make a lemming bash to either side (I prefer the left for some reason). Somewhere underneath the farthest steel blocks, make a blocker so that there are TWO lemmings (the basher and some other lemming) are to the other side of it. When the basher hits the end, build to the last pillar (If the second lemming is about to fall in the pit, build to turn it around). Make both lemmings climber, and time the first one to bomb between the highest floating brick and the ceiling of the inside pillar. The second lemming following close behind will hit the hole, turn, and should build to the inside pillar. It should then bash through the wall (Preferably, it should stop when it clear the pillar only). Now, before the lemming reaches the steel, dig through the block to the basher hole you made at the beginning. The lemming will follow the path again after it is done. Dig again just before the hole (You are expanding the width of the hole, not creating a new one). You may want to do this a 3rd time... maybe not, though. Then, this climber should build up to the exit through the hole you made with the diggers. Bomb your blocker. Keep an eye on the timer, though -- especially if you decided to use 3 diggers. You may find that 6 minutes is shorter than you think... ------------------------------------------------------------------------------------------------ Level 8: As was stated in the hints, the hard part is getting to the 3 entrances with no floor under them as fast as possible to save at least 70%. There are a few ways to do this; the way I used is as follows. Start by making the first lemming out a floater. Build into the diagonal shaft to turn it around, then build under the entrance to allow a safe descent for other lemmings from this entrance. Have the floater build all the way to the hanging sphere. While this is going on, make the 2nd lemming out build the short distance to the exit ledge, then mine down to the sphere near the 3rd exit. Build over this gap and the trap with ANOTHER lemming. While this is going on, a lemming should be bashing and building through the suspended spheres on the left to reach the left-most entrance. The bridges should be set up so the lemmings won't fall off the level whether they walk left or right. Watch the lemming on the ledge by the 3rd exit; when it is walking left and near the edge, build under the 3rd exit all the way to the wall. When you get a chance, build up to the edge of the one-way wall. Make a climber go up the one way wall, all the way to the pillar at the end, and build into this pillar to save time. Mine through the thin ledge facing left so the climber lands on the low sphere just right of the 4th exit, and build under it. Keep building until the gap is cleared, walk across the crystals, build over the over gap, and bash through the one-way wall going left. Last, go to the left part (Where the left and 2nd to the left exits dispense to) and mine down into the pit with the lemmings from the 3rd and 4th exit. Build into the gap, build over your mine, and all lemmings that survived should scurry to the exit. Hold your breath and hope for 70%. ------------------------------------------------------------------------------------------------ Level 9: All I should have to tell you here is that there is an exit hidden behind that mass of blocks on the VERY left side of the stage. The rest is obvious. My Email is at the end of the help file for those of you with angry comments about this one... :D Ok, I promise that I won't use this trick ever again. ------------------------------------------------------------------------------------------------ Level 10: Make the first lemming a climber. When it reaches the top part (near the thinnest part of the wall), build into the wall, then build left to hit its head, right, left, etc., until it builds into the ceiling and climbs through the wall. Make the lemming a floater too, and then turn it left. Wait for it to climb the wall again, then fill in the gaps on the left. However, leave the bottom alcove made by the stairs; only fill the others. The lemming will follow the same path as before. When it goes up to the area, and you feel there is enough ground there to execute the last part of the level, build when the lemming reaches the bottom alcove. It'll be stuck and climbing through the wall as before, only it will be climbing through the ceiling at a far lower point. When it is facing right (And below the steel), build a step and it will move a bit right in the mass. Build again when it is facing right. Keep going until the lemming is successfully through the wall. One lemming is all you need. PS: This is another confusing level to explain. Ask me if you didn't understand the concept here. PPS: The original solution here was to make 2 blockers so that they trap the lemmings in a very small area, build out, build to the thinnest part of the wall, and then set a blocker right next to the wall. In my DOS version of Lemmings, the lemmings would go THROUGH the wall, but the glitch didn't work in the CustLemm version after extensive testing, so I went with Plan B. ------------------------------------------------------------------------------------------------ SPECIAL THANKS: Ben Conway: For finding an alternate solution to level 1. I unfortunately lost it, however. Martin Zurlinden: For finding the back-route I fixed in level 5. Thank you for playing this set of levels. They are designed with your enjoyment (And frustration, which invariably leads to MY enjoyment) in mind. ~Insane Steve Questions? Comments? Invectives? All are welcomed and encouraged. Email me at stembalo@msn.com