Lemmings Xmas Holiday 1993

Lemmings Xmas Holiday 1993

17.10.2013 13:30:47
Holiday Lemmings 1993
=====================

Contents
--------

This File contains my Solutions and Scores for each Level of the IBM version of
Holiday Lemmings 1993; These Solutions are not unique and there may be others.
This File also contains the Codes for each Level.

In the summary of Skills available for each Level, the following abbreviations
are used :

Cl = Climber, Fl = Floater, Bo = Bomber, Bl = Blocker,
Bu = Builder, Ba = Basher, Mi = Miner, Di = Digger.


This File is designed to be printed on a Printer with 80 lines of 80 columns
per page.


Holiday Lemmings 1993 is Copyright (c) 1991-93 Psygnosis Ltd.


Les Litwin, [100144,3252], January 1994.


Flurry Levels
-------------

Level 1 : Climbing to the Top!
10 Lemmings, Save 100%, Rate 50, Time Limit 6'00"
20 Cl 20 Fl 20 Bo 20 Bl 20 Bu 20 Ba 20 Mi 20 Di
Saved 100%, Time Remaining 5'30"

Increase the Rate to Maximum and convert all the Lemmings to Climbers.


Level 2 : Floating Lemming Flurry Code = IJJLDLCCAD
20 Lemmings, Save 75%, Rate 25, Time Limit 8'00"
25 Cl 25 Fl 25 Bo 25 Bl 25 Bu 25 Ba 25 Mi 25 Di
Saved 100%, Time Remaining 7'35"

Increase the Rate to Maximum and convert all the Lemmings to Floaters.


Level 3 : Holiday Mining Code = NJLDLCADAQ
80 Lemmings, Save 62%, Rate 40, Time Limit 7'00"
30 Cl 30 Fl 30 Bo 30 Bl 30 Bu 30 Ba 30 Mi 30 Di
Saved 100%, Time Remaining 5'52"

Convert the 1st Lemming to a Basher to bash through the snowman. Convert
the 1st Lemming to reach the snow wall into a Basher also. Finally,
increase the Rate to Maximum.


Level 4 : Lemming Tracks in the Snow! Code = JLDLCINEAJ
50 Lemmings, Save 90%, Rate 25, Time Limit 6'00"
20 Cl 20 Fl 20 Bo 20 Bl 20 Bu 20 Ba 20 Mi 20 Di
Saved 100%, Time Remaining 4'42"

Convert the 1st Lemming to a Basher to bash through the snowball. Convert
the 1st Lemming to reach the rock wall into a Miner (this may need more
than 1 attempt). Finally, increase the Rate to Maximum.


Level 5 : Holiday South of the Equator Code = LDLCAJNFAS
75 Lemmings, Save 33%, Rate 40, Time Limit 5'00"
20 Cl 20 Fl 20 Bo 20 Bl 20 Bu 20 Ba 20 Mi 20 Di
Saved 98%, Time Remaining 4'20"

Convert the 1st Lemming to a Miner when it is just to the right of the
Hatch. Convert the 1st Lemming (going left) to a Blocker when it is just to
the left of the Hatch. Increase the Rate to Maximum, and when all the
Lemmings are safely descending the completed mine-shaft, convert the
Blocker to a Bomber.


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Flurry Levels (continued)
-------------------------


Level 6 : Lemming Snowfall Code = DLCIKLLGAK
80 Lemmings, Save 50%, Rate 20, Time Limit 9'00"
10 Cl 10 Fl 10 Bo 10 Bl 10 Bu 10 Ba 10 Mi 10 Di
Saved 100%, Time Remaining 6'17"

Convert the 1st Lemming to a Basher to bash through the pole; Then when the
1st Lemming reaches the top of the mound just past the pole, convert it to
a Builder (5 or 6 times, to build a ramp up towards the broken pole).
Convert the 1st Lemming to reach the broken pole to a Basher. Finally,
increase the Rate to Maximum.


Level 7 : Lemming Snowjourn Code = LCANNLDHAI
50 Lemmings, Save 50%, Rate 40, Time Limit 5'00"
20 Cl 20 Fl 20 Bo 20 Bl 20 Bu 20 Ba 20 Mi 20 Di
Saved 100%, Time Remaining 2'41"

Convert the 1st Lemming to a Basher at the bottom of the 1st ice crevasse,
repeat this 2 or 3 times until the Lemming reaches the mountain at the
right (be careful not to bash to the left). Convert the 1st Lemming to
reach the icicles on the right-hand side of the mountain to a Basher also,
repeating this as necessary until it reaches the Exit.


Level 8 : Vacation in Gemland Code = CINNLDLIAR
50 Lemmings, Save 100%, Rate 1, Time Limit 3'00"
1 Cl 0 Fl 0 Bo 0 Bl 8 Bu 3 Ba 0 Mi 2 Di
Saved 100%, Time Remaining 0'26"

Number the crystal formations from left to right, starting with the one
underneath the Hatch.

Convert the 1st Lemming to a Climber immediately. When the Climber reaches
the vertical crystals of the 2nd formation, convert it to a Basher. When
the Climber reaches the top of the single sloping crystal (3rd formation),
convert it to a Builder (4 times, to build a ramp over the 4th formation to
finish above the left-hand side of the 5th crystal formation). When the
Climber reaches the right-hand vertical crystal (of the 5th formation),
convert it to a Basher; Then when it reaches the left-hand edge of the 1st
sloping crystal, convert it to a Builder (the ramp should just reach the
left-hand side of the metal blocks of the Exit level, so that the Builder
does not turn around). Convert any "trapped" Lemming to a Builder to build
a ramp to the right allowing the Lemmings to "escape" (this may require
more than 1 attempt). Finally, increase the Rate to Maximum.


Level 9 : A Block from Home Code = CAJJMDLJAD
80 Lemmings, Save 93%, Rate 20, Time Limit 4'00"
10 Cl 10 Fl 10 Bo 10 Bl 10 Bu 10 Ba 10 Mi 10 Di
Saved 98%, Time Remaining 2'39"

Convert the 1st Lemming to a Basher to bash through the pile of snowballs;
Meanwhile, convert the 1st Lemming to reach the last snowball on the left
to a Blocker. Convert the 1st Lemming to reach the area between the metal
blocks (the area to the right of the metal block below the bouncing
snowman) to a Digger while it is still walking to the right; When the
Digger is below the bottom of the right-hand metal block, convert it to a
Basher (it should then bash a tunnel to the right). Increase the Rate to
Maximum and when the last Lemming has emerged, convert the Blocker to a
Bomber.











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Flurry Levels (continued)
-------------------------

Level 10 : 32 Lemmings Below Zero Code = IKHMDLCKAL
32 Lemmings, Save 78%, Rate 32, Time Limit 7'00"
32 Cl 32 Fl 32 Bo 32 Bl 32 Bu 32 Ba 32 Mi 32 Di
Saved 93%, Time Remaining 3'43"

Convert the 1st Lemming to a Blocker when it reaches the top of the peak to
the right of the Hatch. Convert the 2nd Lemming that goes left to a Blocker
when it is at the left-hand side of the Hatch (at the top of the peak).
When the "free" Lemming is above the point where the 2 sloping ice levels
meet, convert it to a Miner. When the Lemming reaches the top of the last
mound (to the right of the "island"), convert it to a Builder (3 times, to
build a ramp up to the "island"); Then when it reaches the depression just
to the right of the centre of the "island", convert it to a Builder again
(4 times, to build a ramp up to the top of the metal blocks); While
building the last part of the ramp, convert the left-hand Blocker to a
Bomber. When the Builder reaches the flattish area on the left-hand slope
below the Exit, convert it to a Builder again (twice, to build a ramp up to
the Exit). Convert the remaining Blocker to a Bomber.


Level 11 : At Home in a Cave Code = NJOLHCELAD
80 Lemmings, Save 97%, Rate 10, Time Limit 4'00"
10 Cl 10 Fl 10 Bo 0 Bl 10 Bu 5 Ba 5 Mi 5 Di
Saved 100%, Time Remaining 2'27"

Convert the 1st Lemming to a Digger when it reaches the right-hand side of
the Hatch, then when the hole's depth is about the same as the height of 2
Lemmings, convert the Digger to a Miner (you have to wait until the hole is
deep enough to "trap" the Lemmings). Convert the 1st Lemming to reach the
right-hand slope to a Basher, (1 Lemming might get past and start to ascend
the slope, if this happens, convert the Lemming to a Miner when it is about
halfway up the slope). When the Basher breaks through, increase the Rate to
Maximum.


Level 12 : Presents of Mind Code = JMDLCINMAS
80 Lemmings, Save 96%, Rate 50, Time Limit 4'00"
0 Cl 0 Fl 0 Bo 0 Bl 5 Bu 10 Ba 0 Mi 0 Di
Saved 100%, Time Remaining 2'46"

This Level requires frequent use of the Pause key to deal with the 2
different sets of Lemmings.

When the 1st Lemming from the right-hand Hatch reaches the snow cliff,
convert it to a Basher. Meanwhile, when the 1st Lemming from the left-hand
Hatch reaches the snowball, convert it to a Basher and convert the Lemming
following it to a Builder (to slow it down). When the 1st Lemming from the
left-hand Hatch is three-quarters of the way across the last block before
reaching the gap, convert it to a Builder. Meanwhile, when the 1st Lemming
from the right-hand Hatch, walking from right to left, reaches the top of
the mound to the right of the angled gap, convert it to a Builder (to
"bridge" the gap). Convert the 1st Lemming from the right-hand Hatch to
reach the 1st snowball to a Basher; Repeating this for the 2nd snowball.
Finally, increase the Rate to Maximum.


Level 13 : Yo-yo Lem-lem Code = MDLCAJNNAL
80 Lemmings, Save 100%, Rate 1, Time Limit 4'00"
10 Cl 0 Fl 0 Bo 0 Bl 2 Bu 0 Ba 1 Mi 0 Di
Saved 100%, Time Remaining 2'21"

Convert the 1st Lemming to get halfway across the flat area at the top of
the "stairs" (to the left of the ice bridge) to a Builder (to build a ramp
up to the ice bridge); Convert the 3 Lemmings following it to Climbers.
When the 1st Climber reaches the left-hand edge of the gap in the metal
blocks, convert it to a Builder. Increase the Rate to Maximum. Convert any
Lemmings that get trapped between the metal blocks to Climbers (when going
left to right).




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Flurry Levels (continued)
-------------------------


Level 14 : Marshmallow Land Code = DLCIJNMOAE
80 Lemmings, Save 93%, Rate 10, Time Limit 4'00"
10 Cl 10 Fl 10 Bo 10 Bl 10 Bu 10 Ba 10 Mi 10 Di
Saved 98%, Time Remaining 2'24"

Convert the 2nd Lemming to reach the top of the 1st slope to a Blocker.
When the 1st Lemming is about a third of the way down the right-hand slope,
convert it to a Builder (3 times, to build a ramp up to the dog's head - if
the ramp is started from at the correct position, at the small notch, the
ramp will just reach the dog's head and the Builder will not turn around);
Increase the Rate to Maximum while doing this. Convert the Blocker to a
Bomber when the Builder lands on the dog's head. When the Builder reaches
the pillar, convert it to a Basher.


Level 15 : Head for the Hills! Code = LCAOLMDPAQ
10 Lemmings, Save 100%, Rate 20, Time Limit 3'00"
10 Cl 10 Fl 10 Bo 10 Bl 10 Bu 0 Ba 0 Mi 0 Di
Saved 100%, Time Remaining 2'36"

Increase the Rate to Maximum. Convert each Lemming to a Builder when it
nears the bottom of the crevasse (or anywhere on the right-slope while
climbing out of the crevasse), forcing the Lemming to turn around and go
left.


Level 16 : The Long Way Around Code = CINNMDLQAK
50 Lemmings, Save 90%, Rate 20, Time Limit 4'00"
5 Cl 5 Fl 5 Bo 5 Bl 5 Bu 3 Ba 0 Mi 0 Di
Saved 92%, Time Remaining 0'57"

Convert the 5th Lemming to a Blocker when it is on the 1st mound to the
right of the Hatch (above the 3rd snowball from the right on the level
below). Convert the 1st Lemming to a Blocker when it reaches the top of the
peak just to the left of the left-hand end of the snowball level below. You
should now have 3 Lemmings between the 2 Blockers. Convert the 1st of these
3 Lemmings to a Blocker when it reaches the lowest point to the right of
the left-hand Blocker; Then convert it to a Bomber. Convert the next of the
3 Lemmings, going from left to right, to a Basher when it is at the lowest
point of the crater caused by the Bomber; Then when the Basher is just
above a small flat area in the ceiling below, which in turn, is above the
4th snowball from the right on the level below, convert it to a Blocker and
then convert it to a Bomber (the explosion should just break through -
placement is critical if the Lemmings are to survive the fall). When the
last of the 3 Lemmings reaches the ice wall, convert it to a Basher.
Increase the Rate to Maximum. When the Basher reaches the 1st gap, convert
it to a Builder. When the Builder reaches the 2nd gap, convert it to a
Builder again. Convert the right-hand Blocker to a Bomber. When all the
Lemmings are in the tunnel going right, convert the remaining Blocker to a
Bomber.





















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Blitz Levels
------------

Level 1 : OogiLemming! Code = CAJJNNHBBD
25 Lemmings, Save 88%, Rate 80, Time Limit 9'00"
25 Cl 1 Fl 0 Bo 1 Bl 15 Bu 1 Ba 0 Mi 1 Di
Saved 100%, Time Remaining 3'52"

Convert the 1st Lemming to reach the snow level to a Climber and a Floater
while going right. After the Athlete climbs the 2nd pole, wait until it
reaches the low point about a third of the way from the left-hand pole,
then convert it to a Builder (forcing it to turn around). When the Athlete
is about two-thirds of the way down the mound to the right of the pole,
convert it to a Builder (to build a ramp up to the pole, otherwise the
Lemmings will not survive the fall); The Builder should turn around before
finishing the ramp. After the Athlete climbs the 3rd pole, wait until it
reaches the low point about halfway to the metal wall, then convert it to a
Builder (forcing it to turn around). When the Athlete is at the top of the
small mound just to the right of the pole, convert it to a Builder (to
build a ramp up to the pole as for the 2nd pole). When the Athlete is about
a third of the way up the long ice slope at the right, convert it to a
Digger. When the Athlete reaches the icicle, convert it to a Basher.
Convert all of the remaining Lemmings to Climbers, but only when they are
going from left to right.


Level 2 : Lemmings Up High Code = IJJLFLCCBG
80 Lemmings, Save 100%, Rate 20, Time Limit 5'00"
0 Cl 0 Fl 0 Bo 0 Bl 11 Bu 1 Ba 0 Mi 1 Di
Saved 100%, Time Remaining 2'54"

Convert the 1st Lemming to a Digger when it reaches the small flat area
just to the right of the landing area. Convert the Lemming that gets past
the Digger to a Builder when it reaches the small flattish mound just to
the right of the Digger (8 times, to build a ramp up towards the Exit).
Meanwhile, when the hole is just deep enough to "trap" the Lemmings,
convert the Digger to a Builder (to make it stop digging). When the last
part of the ramp is started, convert any "trapped" Lemming to a Basher to
bash right; When the Basher is level with the left-hand edge of the ramp,
convert it to a Builder (to make it stop bashing, this may also allow some
Lemmings to "escape"). Convert any "trapped" Lemming, going left to right,
to a Builder to build a ramp out of the hole, allowing the Lemmings to
"escape" (you only have 1 attempt at this). Finally, increase the Rate to
Maximum.


Level 3 : Check Your Hints! Code = NJLFLCADBD
80 Lemmings, Save 100%, Rate 20, Time Limit 6'00"
1 Cl 5 Fl 0 Bo 5 Bl 1 Bu 0 Ba 0 Mi 1 Di
Saved 100%, Time Remaining 4'41"

This level appears to have 13 Exits, but only 1 Exit is real; The answer to
this level is given in the manual - it is the middle Exit that is the real
one.

After the 1st Lemming lands, increase the Rate to Maximum. When the 1st
Lemming reaches the lowest point above the middle (7th) Exit, convert it to
a Digger (if you do not start digging in the correct place, then some
Lemmings will be able to climb out of the hole before it becomes deep
enough). All the Lemmings should fall into the hole while it is still being
dug (otherwise they will not survive the fall).














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Blitz Levels (continued)
------------------------


Level 4 : Santus Lemmingus Code = JLFLCINEBM
80 Lemmings, Save 100%, Rate 30, Time Limit 6'00"
1 Cl 1 Fl 5 Bo 2 Bl 1 Bu 1 Ba 0 Mi 2 Di
Saved 100%, Time Remaining 4'31"

Convert the 1st Lemming to a Climber and a Floater. After the 4th Lemming
lands, increase the Rate to Maximum. Let the Athlete start climbing the
right-hand wall; Convert the 1st Lemming to reach the small depression near
the right-hand wall to a Digger. When the Athlete lands on the ledge on the
right-hand side of the wall, convert it to a Builder at the very edge of
the ledge. Meanwhile, when the Digger gets about halfway down, convert it
to a Basher to bash a tunnel through to the right.


Level 5 : It Came Upon a Lemnight Clear Code = LFLCAJNFBF
80 Lemmings, Save 93%, Rate 1, Time Limit 5'00"
1 Cl 1 Fl 1 Bo 1 Bl 10 Bu 1 Ba 1 Mi 1 Di
Saved 100%, Time Remaining 3'04"

Convert the 1st Lemming to a Climber. When the Climber reaches the right-
hand edge of the metal block, convert it to a Builder (3 times, to build a
ramp up to the snow wall); Then just before the Builder turns around,
convert it to a Miner. When the Miner breaks through the right-hand side of
the snow wall, convert it to a Builder (3 times, to build a ramp to cross
the gap). While building the last part of the ramp, convert any "trapped"
Lemming, going right, to a Builder when at the top of the right-hand mound,
to allow the Lemmings to "escape". Increase the Rate to Maximum. When the
Climber reaches the last mound before the right-hand metal block below the
Exit, convert it a Builder (to build a ramp up to the Exit).


Level 6 : A Single Lemming. . . Code = FLCIJNLGBO
80 Lemmings, Save 100%, Rate 70, Time Limit 4'00"
0 Cl 0 Fl 5 Bo 5 Bl 1 Bu 1 Ba 0 Mi 1 Di
Saved 100%, Time Remaining 2'08"

After the 4th Lemming lands, increase the Rate to Maximum. Wait until the
1st Lemming turns left (at the far right-hand snow cliff), then convert it
to a Basher to bash left through the snow mountain towards the Exit.


Level 7 : Break on through. . . Code = LCANNLFHBL
60 Lemmings, Save 91%, Rate 30, Time Limit 4'00"
0 Cl 12 Fl 25 Bo 0 Bl 19 Bu 93 Ba 0 Mi 0 Di
Saved 98%, Time Remaining 0'39"

The Time Limit is fairly close on this Level.

Convert the 1st Lemming, going left, to a Builder as it starts to descend
the 4th peak from the left-hand wall, (4 or 5 times, to build a ramp up to
near the top of the left-hand wall). Meanwhile, convert the 2nd Lemming,
going left, to a Builder as it starts to descend the 2nd peak from the
left-hand wall (twice) to build a ramp up to the left-hand wall to catch
any Lemmings that fall off the 1st ramp (this ramp does not have to reach
the left-hand wall, but it must end underneath the overhang further up the
wall). When the 1st ramp is completed, convert any Lemming ascending the
1st ramp to a Bomber when it is above the centre of the 3rd peak from the
left-hand wall (this should cause it to explode on the left-hand wall in
the top left-hand corner). Convert the 1st Lemming to reach the left-hand
side of the bomb crater to a Basher (this must be from the side of the
crater, not from the crater's bottom). When the Basher is about two-thirds
of the way through the wall, convert it to a Builder (to make it stop
bashing). Then convert any Lemming, going right, to a Builder at a point
just inside the tunnel (to build a ramp up to the top of the right-hand
side of the crater).

(continued)




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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)


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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.













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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).

 
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