This is part 2 of 4 of the 3DO Cheat List v4.0, compiled by Alzarius (alzarius@geocities.com). If "[END Part 2]" is not at the end of this file, parts are missing, go to http://www.3dotoday.com for a new copy. TABLE OF CONTENTS: PART 2 of 4 (I-O) ------------------------------------ [IMM] Immercenary Increase DOA levels, multplying Switchyas, bug [JAM] Jammit Continue/level passwords [JMF] John Madden Football Referee size, player size, see computer's play [KNS] Kakinoki Shogi * Basic translation and rules [KIL] Killing Time Cheat mode, save game bug [KDM]#Kingdom: The Far Both apprentice and wizard mode walkthrus Reaches [LMG] Lemmings Password translation, solutions [MDM] Mad Dog McCree Cheat to continue [MZR] Mazer Super Shield, Tri Attack, Be the Boss, game settings, blood fued, ultra powerup, rapid fire [MST] Myst Quick finish, walkthru [NFS] Need for Speed Horn test, replay tilt, new view, programmers picture, no traffic, black ice, more torque, traffic bomb, X-Man scooter, view all FMV [NTR] Night Trap List of captures and code change times, tips [OWI] Off World Interceptor Money code [OOW] Out of this World Continue/level passwords, hidden game, walkthru [OHM] Oyaji Hunter Mahjong * Unknown code ............................................................................. KEY GUIDE Key presses are [usually] noted as follows: U = Up on D-pad D = Down on D-pad L = Left on D-pad R = Right on D-pad A = A button B = B button P = Play/Pause (P) button C = C button X = Stop (X) button Ls= Left Shift Rs= Right Shift Multiples of the same keypress will sometimes be represented with a multiplication symbol "x". Example: Ax9 = press the "A" button 9 times. ............................................................................. /~~~~~~~~~~~\ [IMM] Immercenary \___________/ [Note: This game has a known bug in it that occasionally your save game can become corrupted and cause the game to freeze. One way to try and avoid this is to use all the save game slots available. If one should happen to have this freeze-up problem, go back to an earlier save and maybe that one will work. - Ed.] Rejuvinate DOA During the game press: Rs Rs Ls A C B Right Left Ls ---------- While holding Stop press A to increase Defense, B to increase Offense, and C to increase Agility. Multplying Switchyas With at least one Switchya in your inventory, go to -------------------- the lake where Silva is. From the eastern side (to hopefully avoid Silva pestering you) head towards the fountain and shoot the Switchya toward the plume of the fountain. It should rebound back at you without being used, and increase your total Switchyas by one. /~~~~~~\ [JAM] Jammit \______/ These codes are all for ROXY (she seemed to be the best). * DKRBNSN - 2 Hot * STPKRNR - Poison * SSNHYDN - Frenzy * JNFRBCN - In 2 It * LRNCHLS - Sweat * PLWRHDS - Slams Only * STWSPKN - Cutthroat * BBSKNNR - Boss /~~~~~~~~~~~~~~~~~~~~\ [JMF] John Madden Football \____________________/ * To make the referee larger, pause the game and press the four directions in a clockwise order (you can start on any direction). [i.e. R D L U R D] * To make the referee smaller, pause the game and press the four directions in a counterclockwise order (you can start on any direction). [i.e. L D R U L D R] After either of these are entered corectly, a whistle will sound. * Bigger players: Rs A P You will hear a crowd cheer. * Smaller players: X X X X X You hear a crowd cheer. * See what play the computer called: B Ls A B You hear a grunt. * To reset back to normal (works with all codes): A X You hear a gunshot. /~~~~~~~~~~~~~~\ [KNS] Kakinoki Shogi \______________/ [Japanese import] Produced by ASCII, distributed (in Japan) by Panasonic MSRP 7800 yen Joystick is not supported Shogi is basically the Japanese version of chess, and the modern form was developed in the sixteenth century. It is played on a 9x9 square board, and each player starts with 20 pieces: 1 King, 2 Gold Generals, 2 Silver Generals, 2 Horses (Knights), 2 Incense Chariots, 1 Diagonal Mover (Bishop), 1 Flying Chariot (Rook), and 9 Foot Soldiers (Pawns). The pieces look like flattened obelisks pointing toward the enemy, with their names written on them in Japanese characters. Many pieces' moves are somewhat similar to chess, but there are several differences. Golds move like a King, but not diagonally backward. Silvers move into one of the forward three squares or two diagonally backward ones. Incense Chariots move like Rooks, but only straight forward. Knights move as in chess, but only to one of the two possible forward squares. Pawns move and capture one square directly ahead. There are two additional rules not found in chess. The first is promotion, sindicated by flipping a piece over. Pawns, Incense Chariots, Knights, and Silvers can be promoted to Golds any time they enter, move in, or leave enemy territory (the back three ranks). Bishops and Rooks can also be promoted, and gain the ability to move one square in the directions they normally can't move (orthagonally for Bishops, diagonally for Rooks). The other rule is that you own the enemy pieces that you capture and can put them back in the game to fight for you. Instead of making a normal move, you can drop a captured piece on the board. Pieces drop unpromoted. Pawns, Knights, and Incense Chariots can't be dropped toward the back of the board where they couldn't make any further moves. Also, you can't drop a Pawn on a file that has another of your unpromoted Pawns on it, and you can't drop a Pawn to give checkmate. ASCII's Kakinoki Shogi is a good 3DO implementation of the game (Kakinoki is the last name of the game's director). You can play against another human, against an adjustable AI, or watch two AI's. There are several game options, including spoken comments, displaying what moves the AI is considering, and time-limited play. You can save your game to resume later and display the moves backward and forward. Computer hints are available, and you can set up the board any way you want, or solve checkmating problems. The graphics are simple, but effective, including three nice woodgrain boards. Kakinoki Shogi needs 16% of your SRAM (~5K) to save configuration and game information. If you don't have enough free upon first loading the game, you will have an opportunity to use the built-in (Japanese) memory manager. If you ever want or need to delete the file, its name is ASCII_KAKINOKIJ. I've included a menu/command translation sheet below; you should be able to understand my format without too much trouble (my thanks to Atsushi Nishikawa for translation help). ====================================================================== D-Pad = move cursor A= Select, put +-----------+ R-Shift = Change sides/ B= Cancel, back up | MAIN MENU | promotion (Edit Mode) C= Menu +-----------+-----------+-------------------------+-------------------------+ | Play | New Game | [Plyr 1 Human/AI level] | C=In-play Menu: | | | | [Plyr 2 Human/AI level] | Cancel game (Save Y/N) | | | | [Handicap] | Cancel move | | | | Continue | Hint | | | | | Quit (Y/N), (Save Y/N) | | | | | Flip board upside-down | | | | | Change players | | | | | Edit Mode (Save Y/N) | | +-----------+-------------------------+-------------------------+ | | Old Game | Load Y/N | C=In-play Menu | | +-----------+-------------------------+-------------------------+ | | Challenge | [Human time limit] | Quit (Y/N) | | | | [AI level] | | | | | [Time warning] | | | | | Continue | | +-----------+-----------+-------------------------+-------------------------+ | Solve | Edit Mode | C=Edit Menu: | | Tsumeshogi| | Quit | | | | Starting setup | | | | Tsumeshogi setup | | | | All pieces to box | | | | Change players | | | | Changes whose turn | | | | Find # moves to mate (if previously on Main Menu) | | | | Resume play (if previously on In-play Menu) | +-----------+-----------+-------------------------+-------------------------+ | Review | Load Y/N | Control Pad Right=fwd | C=Main menu Y/N | | Game | | Control Pad Left=back | | +-----------+-----------+-------------------------+-------------------------+ | Options | Play | [AI Jouseki = an offense & defense pattern] | | | Options | [AI Random (No/Jouseki/Random/Jouseki & Random)] | | | | [Allow Cancel Move] | | | | [Level of hint told] | | | | [Allow illegal moves] | | | | [AI time limit (None/Short/Medium/Long)] | | | | Continue | | +-----------+---------------------------------------------------+ | | Display | [Mark last-moved piece] | | | Options | [Show possible piece moves] | | | | [Show AI's thoughts] | | | | [1=Show promoted piece names in red, 2=Don't] | | | | [Board graphics 1-3] | | | | Continue | | +-----------+---------------------------------------------------+ | | Sound | [Sound on/off] | | | Options | [Move voice on/off] | | | | [Message voice on/off] | | | | [Background Music on/off] | | | | Continue | +-----------+-----------+---------------------------------------------------+ | Quit | Eject CD, or press B to return to Main Menu, | | | or press Stop to replay intro (haltingly) | +-----------+---------------------------------------------------------------+ /~~~~~\ [MZR] Mazer \_____/ Codes The codes must be entered during the level preview (while the ----- energizer beams in and before the player is beamed into the level). None of the codes will work in the maze bonus round levels. Super shield Press C, A, B, A, B. The player will receive one SuperShield. ------------ Triple attack Press B, A, C, C, B, A. The player will receive thirty rounds of ------------- Triple Attack power. Rapid fire Press B, C, A, C, A, C. The player will receive thirty rounds of ---------- Rapid Fire power. Ultra power-up Press A, C, C, A, B, B. This code gives the player a full -------------- power-up on all normal abilities except for Turbo, which is doubled. Every time the player picks up any power-up, double Turbo will be regained until the round ends or the player is killed. Blood Feud Press A, A, C, A, B. This code must be executed in a two player ---------- game. When activated, the words "Blood Feud" appears on the screen, no additional drones are launched after the initial three for the preview, and the boss is never launched. The last player alive wins the match and gets the points for the "Boss Kill" for a normal level. Each round lasts forty-five seconds. If time runs out, both players lose a life. A new round begins each time a player is killed until one of the players has no lives left. Play as the boss Press C, B, B, A, A, C. This code must be executed by a ---------------- non-active player in a one player game on the second control pad. When activated, the words "Px BE THE BOSS" appear on the screen, where x is the non-active player. In a level with drones, the non-active player controls a single drone as if it were a player character. The controlled drone is very bright compared to the other drones. Control switches to a new drone if it dies or if the non-active player presses the C. When the boss is launched, the non-active player is in control of it. Note that turbo can be used but it slowly eats away at the boss' hit points. Game settings Press LS + C during the demo loop to access the game settings ------------- (difficulty and blood), as well as game credits and hardware tests for the joypads. /~~~~~~~~~~~~\ [KIL] Killing Time \____________/ Save game bug The original release of this title may corrupt the save game. ------------- This occurs when the game is loading a new section of the mansion and your character moves back into the old section of the mansion and/or walks against one of the walls. Then, multicolored textured polygons may appear from random spots on the sides and top of the screen and stretch to the vanishing point in the center of the screen. These stretched polygons may even completely obscure the screen. If the game is saved while the polygon bug is in effect, it will be retained in the save game. Some corrupted save games may lock up the game when loaded. If you stop moving when a new section of the mansion is being loaded, the bug will not occur. As an added precaution, use multiple saved games. The The 3DO Company should be contacted to arrange a trade-in for a corrected version of the game. Another solution to the problem is to use the option to fix the corrupted file available on the The 3DO Game Guru list of Killing Time items. Cheat mode To enter cheat mode, start a new game. Games in progress cannot ---------- use the code. On the "Player's Name" screen enter ".EVORGRAH" (Professor Hargrove's name spelled backwards). Note that the period (.) is the first character in the code. Select a difficulty level, highlight "OK" and press A. The sound of a harp will confirm correct entry of the code. The cheat mode will stay active until the 3DO is reset. After entering the code, you can enter many options in the name box using the following password key. The password is made up of two periods, the starting location code, and any other options from the list below. For example: ..AT123ABCIQ will start the game in the Attic with three winged vessels, three keys, invincibility, and map coordinates. Starting locations: The game will start in the corresponding room at 50% health, a pistol, and 30 rounds of ammuntion, unless you specify other options. ..W1 Assyrian Experience: Go East ..A4 Attic Intro: Curse Of Matinicus ..AT Attic Memories: Short But Sweet ..BL Ballroom: Ghostclock ..A5 Bloodclock Hunting ..U2 Bonus Blast: The Roaring Twenties ..LB Byron's Library: Spines Without Pages ..E1 Circus Mortus ..U3 Cleaning Your Clock ..E2 Columns Of Seth ..CY Conway Courtyard: Duck And Cover ..SW Dankmosphere ..A3 Darkling Attic: Atum's Nightfall ..DN Dining Room: Lingering Guests ..WW Egyptian Switches ..W4 Elevator Shoes ..L1 Gangster U: A Hardcover To Look Up ..GH Great Hall: Robert's Welcome ..A1 Hargrove's Storeroom: Split Level ..S3 Have a Ball ..H1 Hedge Your Bets ..KT Hell's Kitchen: Chef's Night Out ..W5 Hopscotch On The Rocks ..A2 Losing Your Ka ..WC Lydia's Mummy Dearest ..UW Maids In The Shade ..S2 Necropolis ..H3 Old Foundations: Tess's Secret Path ..C1 Outer Patio: Invitation To Death ..K2 Pleased To Meat You ..E3 Pyramid Of Pain: Osiris Hunting ..W2 Pyroglyphics ..U4 Room Service 4 Tess ..S1 Sewer Rats ..LG Tess's Lounge: Supporting Rolls ..EW Tess's Temple ..TR Tess's Room: Who Dunnit? ..A6 Time2Die ..H2 Tommygun Garden: Don't Get Clipped ..UH Upper Hall: Flapper's Palace Winged vessels: A 8x Damage (gem 3 on right wing) B Invunerable (gem 10 on right wing) C 200% Health (gem 9 on right wing) E Map Hazards (gem 6 on right wing) H Auto Map (gem 4 on right wing) L Invisibility (gem 7 on right wing) M Map Secrets (gem 8 on right wing) N Map Loot (gem 2 on right wing) R Genocide Bomb (gem 1 on right wing) Y Unlimited Ammo (gem 5 on right wing) Keys: 0 Gem 2 on left wing 1 Gem 3 on left wing 2 Gem 6 on left wing 3 Gem 4 on left wing 4 Gem 10 on left wing 5 Gem 9 on left wing 6 Gem 8 on left wing 7 Gem 7 on left wing 8 Gem 5 on left wing 9 Gem 1 on left wing Cheats: I Invincibility. Q Map coordinates *See Below* V or X 100% health. W 75% health. Map Coordinants - o The coordinates are displayed as "USER: 000, 000, 000, 000, 000. o The first number is the player's X (left to right) coordinate on the map. o The third number is the players Y (up to down) coordinate on the map. o The fourth number is the horizontal direction the player is facing from 0 to 255, with 0 being "East". o The fifth number is the vertical direction the player is looking. /~~~~~~~~~~~~~~~~~~~~~~~~\ [KDM] Kingdom: The Far Reaches \________________________/ Walkthru (apprentice mode) -------- * Get the Spell of Release from Daelon. Your character may need to wander until they are available. * Go to the Barren Rocks and take the left pathway. Use the Spell of Release to get the Crystal of Kaldar. * Get the Spell of Seeing from Daelon. Go to the Treefolk Forest and get the Wood Elf Staff. Go to the Fairy Circle. Cast a Spell of Seeing, and give the Fairies the Wood Elf Staff. * Go to the Crystal Castle and use the Crystal of Kaldar on the tigers. Enter the Crystal Castle and go to the back room. Take the Black Mace. * Exit and go to the Marsh Wastes. Cast a Spell of Seeing and follow the sign to Illes. * Go to the Shimmering Oasis and then to the Temple of Cindra. Then go to the West Sea Coast and use the Black Mace on the Devil Fish. Go to the East Sea Coast and head toward the Black Keep. * Use the Crystal of Kaldar to get past the Plague Magician. Enter the main door to the Keep and take the Bloodsword. * Go to the Valley of the Argent Kings and then to Drakesblood's Palace. Follow the crowns above the door until your character enters the throne room. Use the Blood Sword to slay Drakesblood to complete the quest. Walkthru (wizard mode) Note, this solution is listed by major location, then -------- by sub-location in partial chronological order. Click on the Eye Icon and look at the Map Screen. Look at the various locations available as destinations. If your character is in the forested or marshy areas near Glendoe, then he is in Wiegard. If your character is in the southern desert areas, he is in Illes. If your character is in the eastern areas near the Black Keep and Drakesblood's Palace, then he is in Iscar. WIEGARD Center of Glendoe Listen to the two women. If the blind beggar in the Outskirts of Glendoe has not been healed, do not go to The Guildhall. Outskirts of Glendoe Use the Spell of Seeing to heal the blind beggar. This will allow access to the Haunted Waterfalls from The Guildhall. The Guildhall Do not enter until the blind beggar has been healed. Haunted Waterfalls If your character arrived from Daelon's Mansion, then nothing happens. If your character arrived from The Guildhall, all lives will be restored. If your character arrived from Skylar's Temple, the power of Tide Control will be granted to allow access to the Sea Dwellers' Pavilion. Upper Pools The Troglitots will give hints on Tide Control and the Crystal of Kaldar. Lower Pools Do not travel here. Treefolk Forest Take the Wood Elf Staff from the Wood Elves when they offer it. Fairy Circle Use a Spell of Seeing to make the Fairies appear. Give them the Wood Elf Staff (see Treefolk Forest). Do not go to the Crystal Castle without the Crystal of Kaldar. Crystal Castle Use the Crystal of Kaldar (see Barren Rocks) to defeat the Crystal Tigers. Interior of Crystal Castle Selecting the book will display the game credits. Use the Onyx Seal (see Dunespeople Camp Site) to get into the room containing the Black Mace. Once in the room, take the Black Mace. Forester's Camp Listen to the woman for clues. Huntsman's Crossroads Nordon the Huntsman will greet your character with various clues. Barren Rocks Use the Cold Fire (see Marsh Wastes) to defeat the Mist Monsters. Use a Spell of Understanding to read the ancient runes on the rock. The path straight ahead leads back to the Outskirts of Glendoe while the path that veers to the left will take your character to the Crystal of Kaldar. Crystal of Kaldar Use a Spell of Release on the Crystal and it will come to your character. Use the Crystal of Kaldar to defeat the Crystal Tigers at the Crystal Castle and to dispel the Plague Magician. Moors Do not travel here. Your character will be wounded. Marsh Wastes Use a Spell of Seeing to gain access to the Open Desert and Illes. Until then, your character cannot get into Illes without dying. Pick up the Cold Fire on the ground. It is needed to defeat the Mist Monsters at the Barren Rocks. Bogs on the Moors Do not travel here. Daelon's Mansion Daelon will give your character spells after a sufficient amount of time has passed. A good order to take the spells is: Seeing, Release, Understanding, and Travel. The Spell Of Release is used to get the Crystal of Kaldar, and the Spell of Understanding is used to get the Onyx Seal. Plague Magician Use the Crystal of Kaldar if the Plague Magician is encountered in the forest. If your character does not have the Crystal he will be wounded. ILLES Open Desert Do not stay here too long or your character will die. If a Spell of Seeing has not yet been cast in the Marsh Wastes, the path will not be visible and your character will die immediately. Desert Oasis Show the women here the Talisman Scepter (see Temple of Cindra). They will give your character the Enchanted Bow. Do not take the Enchanted Bow until it is offered. Shimmering Oasis Do not touch the water here. Your character will be killed. Temple of Cindra Do not travel here until your character has the Black Mace (see Crystal Castle). Temple of Cindra: Left Door This leads to Torlock's secret hiding place. If your character does not have the Black Mace, he will die. If your character has the Black Mace, use it to send Torlok out of the Temple. Temple of Cindra: Front Door If Torlok has not been sent away from his hiding place behind the Left Door of the Temple of Cindra, there will be nothing of value inside the temple. The door on the right will lead to your sacrifice. The priests will give your character the Talisman Scepter when he leaves the Temple after it has been freed of Torlok's evil influence. Dunespeople Campsite The Dunespeople want to see the Talisman Scepter (see Temple Of Cindra). Since your character will not have it initially, use a Spell of Understanding. This will lead to the Onyx Seal that is used to get the Black Mace in the Crystal Castle. Do not return to the Dunespeople Campsite until your character has the Talisman Scepter. Lost Mines Your character will meet Maluki here. Maluki's Hut Maluki will offer hints as well as restore full health. High Ground Daelon will transmit an image of himself to offer some hints. Hills Above Desert The Bridgekeeper wants the Silver Wheat (see Burial Ground of the Argent Kings), the harvest of the Argent Kings. Skylar's Temple This is the most involved quest of the game, and is timed. First, go to the Haunted Waterfalls to get Tide Control. Then go to the Sea Dwellers' Pavilion to get the Golden Chalice. Go back to Drakesblood's Palace to get the Silver Wheat again for the bridgekeeper. Be wary of the Devil Fish on the West Sea Coast unless your character has the Enchanted Bow. The Clock Room teleporter in Drakesblood's Palace may be used to travel quickly if necessary. Once the Golden Chalice is returned to Skylar, he will give your character the Hunting Horn. West Sea Coast Watch out for the Devil Fish. Use the Enchanted Bow to pass without harm. Use the Black Mace to pass after being wounded. Without either weapon, the Devil Fish will kill your character Sea Dwellers' Pavilion Your character can only travel here by using Tide Control (see Haunted Waterfalls, Skylar's Temple). Tide Control is activated by clicking on the Tide Control Rock in the bottom right corner of the screen. The Sea Dwellers will give your character the Golden Chalice to return to Skylar. Thieves If thieves steal your character's pouch, remember the current location. Then go to the Dunespeople Campsite where your character will be told to return to the location where the pouch was stolen. Return there to sneak up on the thieves. Use the small rock on them. Sand Devils If the Sand Devils appear, quickly use a Spell of Release. Plague Magician If the Plague Magician is encountered again in Illes, use the Crystal of Kaldar. Without it, he will kill your character. ISCAR East Sea Coast Daelon transmits his image and gives hints. Black Keep The Crystal of Kaldar is needed to escape from the traps around this location. Black Keep: Entrance Path Use the Crystal of Kaldar to defeat the Plague Magician. Otherwise, he will kill your character. When the top of the path is reached, use the Hunting Horn or Crystal of Kaldar to defeat the Lizard Men. Note that the Crystal will be lost if used here and will not be accessible again in the game. Black Keep: Left Door Use the Hunting Horn (See Skylar's Temple) to enter this door Once inside, cast a Spell of Understanding to get the Runes of Iscar. This is the last item needed to defeat Drakesblood. Black Keep: Main Door This leads to the Blood Sword that is needed to harvest the Silver Wheat and kill Drakesblood. Valley of the Argent Kings Use the Orb of Mobus (see Hedge Maze) to get the Pentacle Coins. When given to Drakesblood, they will allow access to the Burial Grounds. Temple Ruins The dead sometimes appear to aid the weary traveler. This is also the exit to the Hedge Maze. Hedge Maze Use the Enchanted Bow to find the Orb of Mobus. The Bow will disappear used here. Another one may be obtained by returning to the Desert Oasis. The Orb can be obtained by walking through the maze without the using Bow, but it is very difficult and not recommended. Drakesblood's Palace The wizards and inhabitants of the palace do not consider your character a threat and will allow him free movement. Drakesblood's Palace: Harp Room There are several exits here. Going upstairs will lead to the Princess' Room. The corner doorway will lead to the Clock Room, and the doorway with the crown above it will lead to the Banquet Hall. Drakesblood's Palace: Princess' Room The Princess will give advice. The right door leads back to the Harp Room. The middle door leads to the Tapestry Room, and the left door with the crown above it leads to the Banquet Hall. Drakesblood's Palace: Banquet Hall Corrupt wizards will offer their snide remarks. The high door leads to the Princess's Room, the smaller lower right door leads back to the Harp Room and the door with the crown above it leads to the Throne Room. Drakesblood's Palace: Clock Room This room serves as a teleporter to either the East Sea Coast (right archway) or to Daelon's Mansion (left archway). Note that this is the only way to leave Iscar without passing by the Devil Fish or using a Spell of Travel. Drakesblood's Palace: Tapestry Room Use the Orb on the tapestry to get a preview of Kingdom: Shadoan. The door to the left of the tapestry returns to the Harp Room or to the Wizards' Chambers if your character's pouch has been stolen. The other door always leads back to the Harp Room. Drakesblood's Palace: Throne Room Your character can leave alive by only two methods. Give the Pentacle Coins to Drakesblood for access to the Burial Ground Of The Argent Kings. The other option is to complete the quest by using the Runes of Iscar, and then the Blood Sword to slay Drakesblood. Drakesblood's Palace: Wizards If your character's items were stolen in the palace by the wizards, they can be found by returning to the tapestry room and exiting through the door on the left. Pull the rope when the wizards are sleeping. Burial Ground Of The Argent Kings Use the Blood Sword to harvest the Silver Wheat. The only way to reach this location is to bribe Drakesblood in his palace with the Pentacle Coins. /~~~~~~~~\ [LMG] Lemmings \________/ Password translation Code elements: 0123456789 -------------------- 0 Unknown 1-6 Percentage of Lemmings saved in previous level 7-8 Game level 9 Checksum The checksum character is found using this equation (where code(N) is the ASCII value of the character at position N): code(9) = 74 + (sum(code(0)..code(8)) modulus 16) Solutions Each level has two numbers after its title. The first is the number --------- of Lemmings total for that level, and the second is the percent of them you must save to pass the level. This information is provided here because it is the information which is inaccessible from the game play screen. Fun levels Level 1: "Just dig!" 10/10% Solution included in the manual Levels 2-7: Instructional Levels Very simple levels, these teach you how to play Lemmings and you should not need help. Level 8: "Not as hard as it looks" 80/95% As the title implies, turn the first Lemming out into a Blocker, and your work is done. Level 9: "As long as you try your best" 80/90% Have a Basher go through the center pillar, and when some of the of the Lemmings are turned around (before the Basher can make it all the way through the pillar) turn the first of them into a Blocker as soon as it is to the left of the stream of incoming Lemmings. Level 10: "Smile if you love Lemmings" 20/50% Easiest solution is to use a Digger to dig down just to the right of where the Lemmings come out. Make sure the pit is positioned such that the Lemmings do not come out of the trap door and then fall continuously into the hole you are making. When the Digger is about half way down, turn it into a Basher, turn the first Lemming to fall out of the new tunnel into a Blocker, and blow it up after all the other Lemmings have made it safely to the exit. Level 11: "Keep you hair on Mr. Lemming" 60/83% Turn two Lemmings into Athletes (Climber + Floater), sending them over the "one-way column" in the center. After they're over, turn the first into a Blocker, and then have the first bash through the column. While its busy with that, blow up the Blocker, sit back, and watch the Lemmings escape to eternal happiness. Level 12: "Patience" 80/50% Have the first Lemming to the column bash through it, and set a Blocker (to the left of the trapdoor) to stop those who turn around from dying. Once through the column, use the Zig-Zag Lemming tactic to get the Lemmings out of the pit on the other side. Level 13: "We All Fall Down" 20/100% Have each Lemming dig a hole through the platform they initially land on, each one, obviously, making its own hole to the left of the Lemming before it. The Lemmings cannot survive a fall from the top of the platform, but they can from the bottom of the platform. Be sure to start the first Lemming sufficiently to the right so that there will be room for the rest of the Lemmings to dig their own separate holes. Level 14: "Origins and Lemmings" 80/75% Set the first Lemming out to bash through the first vertical column. Then, once the Lemmings make it through that column, have another Lemming build stairs up to the second vertical column, so that the 11th or 12th step is in contact with the pillar. Thus, when you set another Lemming to bash through the second vertical column, it will continue through the horizontal column and then on through the third vertical. Repeat this for each new vertical column until your Lemmings reach the exit. Level 15: "Don't let your eyes deceive you" 80/80% At the top of the pre made steps right before the first pillar, have a Basher dig through. Repeat for the second pillar. Have an Athlete go over the third pillar, and have it start building steps from the very edge of inclination that leads into the black pit (and certain death). Once it has built enough steps to safely land on the other side, let it proceed onward. When it reaches the top of stairs following the pit, have it build over the gap in those stairs, allowing it to land on the steps on the other side and continue up them to the exit. Now have a Basher go through the third column, sending all the Lemmings to the exit. NOTE: This level has one of the niftiest Lemming killer traps in the game, right under the broken stairway at the end. Be sure to let at least one Lemming into it, so that you can witness its brutal slaying. Level 16: "Don't do anything too hasty" or "Stairway to Heaven" 80/60% Set the second Lemming out of the trapdoor as a Blocker, and set another, preferably the first one to be turned around, as a Blocker to the left of the trapdoor. Meanwhile, have the first do as the title implies and build a "Stairway to Heaven." Blow up the right Blocker to send the Lemmings on their way. Level 17: "Easy when you know how" 50/40% Since there are traps in the lower passage, have the first Lemming out of the leftmost trapdoor be a Blocker, set just to the left of that trapdoor. Now go to the area under the right most trapdoor, and have a Basher go through the pillar to their right. Have two Lemmings, both set as Floaters, fall from the edge following the pillar, and keep the rest of the Lemmings from the rightmost trapdoor trapped up high with a Blocker. Set the rightmost Lemming Floater as a Blocker right before it reaches the exit, thus turning around the other Floater. Now have it build stairs up to the metal cliff face. Now blow up both of the latter Blockers (not the one on the left), and have each of the different Lemming sets (for each trapdoor) bash through the pillars to their right. Level 18: "Let's Block and Blow" 70/71% Each of the levels between the two brick walls has one section in which there is no big, scalding, and generally very nasty looking flame. Set a Lemming, one at a time, as a Blocker over these fire-free sections, and then blow it up, allowing the other Lemmings to fall safely to the level below. Repeat until your Lemmings reach the exit. Level 19: "Take good care of my Lemmings" 80/70% Set the second Lemming out as a Blocker on the second hump, and have the third (the first to turn around) block to the left of the trap door. When the first Lemming reaches the middle of the last hump, have it build up to the exit. Then turn the rightmost Blocker into a Bomber, and watch the others trot off to the egress. Level 20: "We are now at LEMCON ONE" 50/50% Have the first Lemming build stairs to the right, bridging the green ooze below. It can then go on and bash through each of the rods, finally building a stairway to the exit. A Blocker must be set while the last set of stairs are being built. Be sure to place the Blocker over the pillar which holds the platform up, so that there will be enough terra-firma left when you turn it into a Bomber in order to let the Lemmings proceed to safety. Another Blocker must be set at the leftmost edge of the central platform, after the Lemmings have been turned around by the other Blocker. Level 21: "You Live and Lem" 80/60% After crossing the first grassy hill, have the first Lemming become a Digger and have it excavate through the thin part of the ground. Then set two Blockers to keep the Lemmings trapped just below that hole. Leave one Lemming out and to the right. It will be used as the Pathfinder (see tactics). Have it bash through the ground to its right, build a bridge over the water, and then bash again through the ground to its right. Have it bash again through the big hill, and immediately after through the pesky root. To avoid the trap, simply build stairs over it, sufficiently close so as not to run into the ceiling, but sufficiently far that the Lemming is not killed on its way up the stairs. Now blow up the rightmost Blocker, allowing the Lemmings to trek en masse to the exit. Level 22: "A Beast of a Level" 80/60% The solution for this nice looking but not very mind-stimulating level consists of bashing through each of the trees, and then building a Zig-Zag staircase (see tactics) between the last tree and the grassy slope. Then use another Basher to get through the rock surrounding the Lemmings' home. Level 23: "I've lost that Lemming feeling" 80/25% This is also a simple level. Turn the Lemmings around with a Blocker placed right before the lava pit. Then bash your way to the exit (the lower one is easier to get to) all the way to the left. The words "EXIT" with respective "X"s are just decoration. You must build a bridge over the chasm that is midway to the exit, and set a Blocker accordingly, some distance before the beginning ofhe bridge. WARNING: The hidden flame-thrower that shoots through the top of the above mentioned chasm, is located directly under the leftmost "X" under the word "EXIT." Don't lead your Basher through this "X," unless you would like it barbecued. Level 24: "Konbanwa Lemming san" 30/66% After all the Lemmings have come out in a big chain, have the last one become a Digger right above the middle level, but to the left of one-way material below. Then have it bash through the incline and the one way material. This Lemming will be lost into the green soup, but the others will make it to the exit without further assistance. Since they are so tightly bunched together, the stamping trap near the end will not kill enough of them to stop you from getting 66%. If you really want to avoid unnecessary carnage, what are you doing playing this game? But if you want to avoid their particular senseless deaths, you can dig as the chain passes above the exit, allowing the Lemmings to fall to safety. Level 25: "Lemmings Lemmings everywhere [nor nary a one does think]" 80/50% This level looks much harder than it actually is. The Lemmings will, all by themselves, find their way to the top leftmost edge of the web, through which they should bash, and continue bashing until they are above the exit. Then have them start digging downward. Continuous and careful (so as not to accidentally put a hole in the right edge of the web) digging will eventually lead to the exit. With a Blocker (the last Lemming to get there) placed at the initial entrance to the web there is no way for the Lemmings to die while in the web, since they cannot escape to either side. Level 26: "Nightmare on Lem street" 2/100% This level is easy enough to do with one Lemming: simply have it build bridges over the two chasms. The trick is to have the other Lemming either stall (see tactics) with building pointless stairways, or have the second Lemming build exactly over what the first Lemming does. If either of the Lemmings accidentally turns around when building the bridge over the second pit, simply have it build a bridge from the edge of the central platform into the wall, hence turning it around again. Level 27: "Let's be careful out there" 50/50% Use the first Lemming as a Blocker to turn the rest around, then have the second build a bridge over the green lake. Once that Lemming is to the top of pre-made steps, turn it into a Blocker as well. Then, when one of the Lemmings is turned around by the latter Blocker, have it build steps up to the top overpass. Once a Lemming crosses across the top of the screen, have it become a Blocker soon after it falls off the right end of the top structure. Then, finally, have one Lemming, turned around by this last Blocker, build steps over the pit and to the exit platform. You can use other Blockers to save the few Lemming lives which would otherwise be lost in the lake and the pit, but ask yourself, are their lives really worth that much? Level 28: "If only they could fly" 80/60% Turn the first Lemming into an Athlete while it is in the pen structure and walking left. This is, once again, the Pathfinder strategy. Then it will fall safely to the ground below. The easiest way to get to the exit is by building a huge staircase, starting directly below the giant fire breathing chandelier and as far to the right as possible. Invariably, once the staircase is all the way to the exit, the Builder will turn around and walk back under the pen with all the other Lemmings still in it. Turn it into a Blocker at the right edge of the ground. If the Builder does not turn around, simply use another Athlete created from the pen, only this time have it fall out to the right and make it into Blocker immediately before the hellfire to the right. With the Blocker placed and the stairs made, the Lemmings can now dig their way out of the holding pen. Level 29: "Worra lorra Lemmings" 80/60% Use a Blocker first off, just to the right of the trapdoor. Now use the Basher to get through the barricade to the left, then, once the Lemmings start falling down, use another Basher through the wood and then through the column. The Lemmings can go up the first half of the triangular stairs, but on the way down use a Builder to cross the hole in the steps. While still on the bottom half of the broken steps, use another Builder to get the Lemmings up on to the side of the pyramid. Bash through the pyramid, and then use Zig-Zag stairs to get out of the pit and up to the exit. Level 30: "Lock up your Lemmings" 60/66% Have the first Lemming out immediately bash out of the crevice to the left and then let it fall to the level below, where it will be similarly stuck. Now have it bash to the right, then fall, and then bash to the left. Getting the Lemmings to bash in specific directions can be difficult, but if you click wrong, you can rectify the situation by either quickly changing the Basher to a Builder or by, once the Basher is through the blockade, turning it into a Blocker. Then have the next Lemming bash in the proper direction. Tricky Levels Level 1: "This should be a doodle!" 80/50% Let the first Lemming by, and make the second one a Blocker, set anywhere to the right of the trapdoor. Have the first Lemming cross over the pit, and then turn it into a Basher to go through the phallic mound of dirt. Blow up the original blocker, and you're done. Level 2: "We all fall down [Part II: The Revenge]" 40/100% Identical to FUN:13 except now there are more Lemmings. Same tactic works here, too. Level 3: "A ladder would be handy" 80/50% Turn the first Lemming into a Digger, and have it dig until the Lemmings cannot escape from the pit it is making. Then change the Digger into a Miner, heading toward the right of course. One Lemming will invariably escape the pit trap. Turn it into a Floater. It will fall to the bridge before the others, so have it start to build the second it lands. These stairs will lead up to the exit. Once the others arrive on the scene, have a Blocker prevent them from going into the water. The original Builder should be fairly high by now, so dig a hole in its stairs (Holy Staircase tactic) somewhere near the bottom so that Lemmings will not fall onto the other side of the water and die. When the steps are complete, the Builder will go to the exit. Now use another Builder to fix the hole in the bridge, sending the others and eventually itself to freedom. Level 4: "Here's one I prepared earlier" 80/20% The Lemmings will climb over the normal hill by themselves. Create two Climbers to ascend the one way column. After they are over, set the first one as a Blocker. As the second heads back to the column, have it bash through it and blow up the Blocker. Now turn one of the swarming Lemmings into an Athlete, enabling it to climb over the stump. Now it can build bridges across the water via the sandbars. Use a Basher to get through the aforementioned stump, and all the Lemmings are free. Level 5: "Careless clicking costs lives" 80/20% Let the Lemmings go until the first one reaches the string holding up the first ball. Have it bash through. It will then be stuck below. Have it then bash through the second ball and the third as well. Let all the Lemmings stay trapped in the tunnels the Basher dug, except for the last one. Right when it is about to fall in, have it build stairs to the second string, and then have it bash through. Have it similarly get through the third and fourth strings. Then, at the end of mesh, have it build a stairway first to the diamond, and then to the exit. Now free the other Lemmings by having one of them bash through the fourth ball, allowing them to escape up the steps. Level 6: "Lemmingology" 5/80% Turn the first Lemming into an Athlete heading to the right: it will be our Pathfinder. Once on the second platform, have it build a bridge to the third. Once it is on the fourth platform have it build stairs to the exit platform. Now turn the other four Lemmings into Athletes as well, all heading right. Level 7: "Been there, seen it, done it" 75/73% Turn the first Lemming out into a Blocker at the right edge of the first column, the second into a Builder at the left edge, and the third a Blocker slightly to the right of the stairs the second is making. The Builder is our Pathfinder. Have the Builder build stairs from each column to the next, and then have it dig down in the final column. Have it dig for half the column's height, then have it bash (moving toward the left) for 10 pixels or so and then have it dig again. It is important that the height that the Lemmings will eventually fall from not be too great, so that they will not die. When the Digger is near the bottom, turn it into a Basher again, heading left. Once through have it build stairs to surmount the water, allowing it to go into the exit. Turn the leftmost Blocker into a Bomber to free the other Lemmings. Level 8: "Lemming sanctuary in sight" 80/60% When the first Lemming out gets to the edge of the lava turn it into a Builder, and have it keep building to get across the pit. Have the second Lemming be a Blocker just behind the stairs. The Builder becomes the Pathfinder, building stairs up to each of the levels. Note that there are small holes at the edges of the levels. Have the Pathfinder build to cover these holes over. Once the Pathfinder has made it to the exit, have one of the trapped Lemmings build stairs over the Blocker Lemming. When all the Lemmings are through the exit except for the Blocker, Armageddon or "Nuke" the level to finish it. Level 9: "They just keep on coming" 75/93% Turn the first Lemming into a Blocker just to the right of the Trapdoor. The second (the Pathfinder) should build at the left edge of the metal structure, and the third should be a Blocker behind the base of the steps. Once the Builder is done bridging the gap, turn it into a Floater and have it fall off the left edge of the metal structure. Have it bash through the one-way mound from left to right (since that is the direction the arrows are moving) and then build a stairs to bridge the pit. Once this is done the Pathfinder continues on to the exit. Now have the left Lemming Blocker blow up, and the first Lemming over the bridge should dig a hole through it. If any Lemmings still make it over the bridge, quickly turn them into Floaters. Most of the Lemmings will fall to the bridge below, and eventually turn around and go through the exit. Level 10: "There's a lot of them about" 80/92% The strategies for both the Trapdoors are identical, but it is recommended that you install a Blocker to the right of the right trapdoor, and then deal with the left one first. Have a Basher go through the mound of stone, remembering to set a Blocker far behind it so that the Lemmings do not fall to a pathetic death in the lava. Once it is through the stone, have it build stairs up to the exit, resting on the brick plateaus. Now free the Lemmings and have them go to the exit. Repeat with the other side. Level 11: "Lemmings in the attic" 50/84% Once the first Lemming reaches the hole in the floor to the left, have it build over it and up to the wall, preventing anyone from falling into the hole. Now build stairs up to land on the right wall at the same horizontal location as the pre-made tunnel in the wall. Since these stairs will become quite high, after they are 20 or more steps up, have one of the swarming Lemmings dig a hole through it (Holy Staircase). Once the Builder gets to the right wall, have it bash its way through the brick. Once through the pre-made tunnel have it bash again into the room with the exit. Fix the hole in stairs and see the Lemmings waddle to freedom. Level 12: "Bitter Lemming" 50/80% Turn each Lemming that comes out into a Floater. Quickly start to build Zig-Zag stairs in the pit the Lemmings land in until they don't die on impact any more. Now turn one Lemming in the pit into an Athlete. Once there, have it build stairs off the right most edge of the brick structure. The Lemming will then fall to the exit platform. Turn each Lemming in the pit into an Athlete, and they will all escape this way. Level 13: "Lemming Drops" 80/70% Set the first Lemming to build from the right edge of the initial platform up to the metal wall to the right. The second Lemming should block immediately behind the base of these stairs, while the third Lemming should block on the left edge of the platform. Turn the Builder, when it reaches the wall, into an Athlete. After it climbs over the wall and lands below, have it build stairs to the right, over to the next platform. As soon as it is on that platform, have it build up to the wooden beam, using the Zig-Zag stairs/Spiral Staircase tactic. At some point during the Zig-Zag stair building, it will hopefully be turned around. When it goes back, heading to the left, have it cross first the water gap by building, and then have it build back to the original trapdoor platform. If it never does conveniently turn around blow up the rightmost Blocker, and turn two Lemmings into Athletes, thus freeing them. By using the first as a Blocker, the other will be turned around and can build the steps up to the starting platform. Once on the beam, have the Pathfinder build from the right edge over to the exit platform. Blow up the rightmost Blocker if you have not already done so. Now dig a hole through the first stairs that were built. The Lemmings should drop to the stairs you made with the Pathfinder/Athletes and then proceed to the exit. Level 14: "MENACING!!" 80/87% Menacing looking, perhaps. This is another well drawn but not too challenging level. Use a Basher to get through the skull, arm, and various bones. Block off the Lemmings at the right and left edge of the tentacles, allowing one Pathfinder to build stairs over the pit. Soon after crossing the pit, build more stairs up to the exit platform. Blow up the right Blocker, and you're done. See? Wasn't that bad. Level 15: "Ozone friendly Lemmings" 10/60% Identical to the first level, except now you must bomb your way through the dirt. You also must explode each Lemming in roughly the same place. Easiest way to do this is to keep the cross-hairs in one place, and then click on Lemmings one by one, as long as they're heading in the same direction as the first one you clicked. Level 16: "Luvly Jubly" 50/80% This completely obnoxious level rests entirely on split second timing. Carefully use Bombers to go through the initial column, by timing so that they explode when practically in the material itself. Be careful not to blow through to the bottom: don't want the Lemmings to drown, now do we? Use the Basher to go through the stone, and then the Miner to go through the wire mesh. Level 17: "Diet Lemmingaid" 50/96% This level relies on timing as its only puzzle feature. Blow up the first Lemming out to get through the floor. Then set the other Bomber just about one third of the way under the big bricks. Level 18: "It's Lemmingentry Watson" 10/90% Have the first Lemming out start digging near the edge of the third pillar: we want there to be a thin wall between the area the exit is in and the pit. Make the second Lemming the Floater, he'll escape the pit. Stop the pit when it is at the same height as the ground outside by turning the Digger into a Builder. Then blow up one Lemming on the right side of the pit so that all the other Lemmings can make it to the exit. Level 19: "Postcard from Lemmingland" 50/100% Send one Athlete over the short wall, and then, immediately after the pit, use the Mine the Other Way tactic to have it mine a diagonal tunnel to the base of the pit. Now have one of other Lemmings bash its way to the pit, and then climb to safety. Level 20: "One way of digging to freedom" 80/95% Use the first Lemming out to bash through the pillar, setting a Blocker to the left of the trapdoor when needed. Now turn two Lemmings into Athletes, sending them over the top of the one-way column. Turn the first into a Blocker, but be sure to place it above one of the platform's support pillars, such that when it is blown up there will not be a gap in the floor. Now use the second Athlete as a Basher to go through the one way pillar. Blow up the second Blocker, and you're done. Level 21: "Going their Separate Ways" 20/100% As the title implies, half the Lemmings need to become Climbers and make their way over the obstacles to their right, while the other half must become Floaters and make their way to the exit by getting past the obstacles down and to their left. The key is to make the first Lemming into a Floater, and have it go down and start building bridges over the pits. Turn as many of the second through eleventh Lemmings into Climbers, just as they come out the trapdoor, so that they can go to the exit on the right, not bothering the Builder Lemming. This requires very quick clicking, but it is vital that no Lemmings fall into the brick cages to the left. Now turn the rest of the Lemmings into Floaters, and they can now make it safely to the exit. Level 22: "Turn around young Lemmings!" 80/90% It is entirely possible to blow a hole with two Bombers, such that the Lemmings cannot climb out to the right, but they can climb out to the left. If you cannot manage this, however, try blowing two Lemmings (a two explosion deep hole) and then using the Basher to dig to the right. After the tunnel is sufficient to not allow the Lemmings to climb out to the right, turn it into a Builders to stop it. Then build your way our of the pit and send the Lemmings to the left and eventually to the exit. Level 23: "From the boundary line" 80/60% Many Lemming lives are lost in this level, but there is no way to avoid it. Send a Basher through the central pillar, dumping the remaining Lemmings, greater than 60% of them, into the pit. Now have one of them climb out to the right and use the "Mine the Other Way" tactic to dig a diagonal tunnel to the pit and free the other Lemmings. Level 24: "Tightrope City" 80/93% At some spot on the rope, turn the first Lemming in the line into a Builder. Let exactly five Lemmings cross over its staircase before you turn it into a Blocker. When Lemmings reach the far left edge of the rope, set a Blocker there. Let four of the non-trapped Lemmings fall off the right edge, and use the fifth to build stairs up to the exit. Use Miners and Bashers to free (not kill) the Blocker on the stairs, and then go to the exit. Level 25: "Cascade" 80/12% Lemming carnage as never before. Set the first Lemming out as a Floater. Set the last nine Lemmings out as Floaters as well. All other Lemmings will be sadly, depressingly, slaughtered. While the other nine are falling or about to fall, have the first Lemming build from one pillar to the next. Have it bash through the second pillar, and then build stairs overhanging the exit. Level 26: "I have a cunning plan" 80/100% Use the stalling method in tactics to keep the Lemmings busy while the first Lemming bashes through the pillar. While stalling, be sure not to turn any Lemmings around. Level 27: "The Island of the Wicker people" 80/90% Have the first Lemming out become a Digger, somewhere on the original mound but to the right of the trap door. When it is about half way down, turn it into a Miner. One Lemming may get by the pit, turn it into a Digger as well. Set a Blocker to the left of the initial mound as well. Send two Lemming Climbers over the one-way hill and set the first as a Blocker to the right of the metal platform with the exit on it. Have the other, now turned around bash through the hill at its base. Now, once the Lemmings go through the hill and are turned around by the right Blocker, have them build stairs to the exit. Level 28: "Lost something?" 80/90% The exit is hidden in the first (leftmost) mound of floating dirt. Use a Basher to go through the root, a Blocker on the left of the trapdoor to keep the Lemmings safe, build up to the leftmost mound, and bash through it to find the exit. Level 29: "Rainbow Island" 80/98% Let your Lemmings go until the top hump, before the spinning flame-thrower. Then use a Digger to go to the chamber below. Now use a Basher to go to the chamber to the right (under the flame-thrower). Use a Miner to go from that chamber to the one directly below it (the one that has no flame-thrower). Now bash to the right into the adjacent chamber, and then to the right again, leading to the exit. Level 30: "The Crankshaft" 80/90% Have the first Lemming out mine through the first pillar. Then set two Athletes to go over the second vertical pillar, and subsequently the third and fourth. Set the first as a Blocker on the horizontal pillar between the fourth and the fifth vertical pillars. The other one should then turn around and mine a path through to the horizontal pillar between the third and fourth vertical pillars. Its minding should end level with the top of that horizontal pillar. Have it repeat the step for mining through the second pillar. Now the Lemmings can go through the second pillar. Have them mine through the third pillar, and later the fifth, after you have blown up the Blocker. Taxing Levels Level 1: "If at first you don't succeed..." 80/98% Use a Basher to get through the first column. Then on the second, use a Miner, carefully timed, to mine through the pillar and out to the other side, under the steps. Now plant a Blocker right at the foot of those stairs and blow it up, allowing the Lemmings to swarm up the next set of steps. Send one Athlete over the third pillar, and use it as a Pathfinder to bridge first the pit and then the hole in the stairs. Be sure to start building over the pit at the last possible second, so as not to waste Builders. Once that's done, have one of the trapped Lemmings bash through the third pillar, sending the horde to freedom. Level 2: "Watch out, there's traps about" 80/80% For the first trapdoor (to the left): have the first Lemming out immediately mine as soon as it lands on the ground. When it hits the steel, have it dig down, and then when it's nearly through, have it mine again. The Lemmings can walk/fall down this path without dying. For the second trapdoor: have the first Lemming mine a hole all the way down to the level below. For both trapdoors, set Blockers to keep the Lemmings from going into the water or off the edge. Now all the Lemmings should be trapped in between the bones and the big stone. Have one Lemming bash through the big stone, and then have another climb over the mound of dirt. This Pathfinder should build a staircase over the trap, and then up to the exit. Now free the other Lemmings by bashing through the mound of dirt. Level 3: "Heaven can wait (we hope!!!!)" 80/100% The same as Fun: 16 except now, instead of the Blockers, use The Pit and the Lemming trapping tactic. Level 4: "Lend a helping hand..." 40/75% First plant a Blocker in the right chamber to prevent the Lemmings from going into the trap. Use a Miner and a Basher to get the Lemmings in the right chamber into the left. Now build a staircase up the narrow passage way, noticing that the metal bumps on the walls are actually spikes that are activated if a Lemming gets to close to them. Use the Spiral Staircase method to avoid actually running your stairs into the wall. Level 5: "The Prison!" 60/75% First plant a Blocker immediately before the lava pit to the right. Now have a Builder build 12 steps up to the wall on the left. From that height, build a staircase that goes straight up to the top set of bars. Use the Holy Staircase tactic so that the Lemmings do not die. Bash through the bars, one by one, and then build over the flame-throwers. Bash through the remaining bars, allowing safe passage to the exit. Patch the staircase, and all the Lemmings are free to leave. Level 6: "Compression Method 1" 50/60% The goal here is to get the Lemmings in tight enough of a group that going through the smasher traps below only kills a few of them. To do this, have each of the Lemming groups for each of the trapdoors bash to their right. On the left side, first plant a Blocker at the left edge, and then have one Lemming dig down. It should dig from the top of the bricks, but close to the cliff edge, so that there is a one brick thickness to the tunnel wall. When it's about 1/2 the way to the metal, set it to explode. The explosion should take place, stopping the Lemming's digging, about level with the metal block that sticks up into the bricks on the left edge of the structure. After the explosion, there should still be some wall thickness left. Let all the Lemmings collect into this pit. Now set another Lemmings as a Bomber, and have it go off right next to the left side of the tunnel. This should free all the Lemmings, who will go through the traps mostly unharmed. Level 7: "Every Lemming for himself!!!" 80/97% Set your first Lemming as a Climber. This way it makes it over the one way pillar. Once at the stump at the end of the platform, have it build five or six steps up to it. The Lemming should then turn around and go and bash through the one way column. If it does not turn around, you made too many steps. Once through it will climb over the first hill and then fall into the water, but that is unavoidable. Now use a Blocker to trap all but one Lemming. This Lemming should then build across the river using the five remaining Builders. This requires starting to build stairs off the middle island as absolutely close to the edge as one can, but it is possible to make it to the next sand bar with only two Builders. Once across, blow up the Blocker, and you should just make the percentage. Level 8: "The Art Gallery" 80/100% The solution presented for Tricky: 5 will also work here. Level 9: "Perseverance" 20/100% Immediately before the right edge of the column have the first Lemming there become a Digger. One Lemming will escape this trap, so have it build from the right edge and then become a Floater. That Lemming will then make it to the exit by itself. Once the pit is half way down the substance, turn the Digger into a Builder. With all the Lemmings milling about in that pit, have one mine down and to the left, sending them all to the exit. Level 10: "Izzie Wizzie Lemmings get busy" 5/100% Designate one Lemming as the Pathfinder, and, once all the Lemmings are out, have it get out of the pit alone by using the Holy Staircase tactic. Have the Pathfinder fall to the second platform and then build to the third. Have it build out of that trap, and, just as it is about to fall to the fourth platform (and certain death for the fall is to far) have it dig straight down, thus shortening the distance it will fall and allowing it to live. Once on the 4th platform, have it build up and to the left, eventually coming in contact with the second platform, or at least building slightly under it. Eventually the Pathfinder will run into something and turn around. Then have it build out of the fourth platform and on to the exit platform. Patch the hole in the Holy staircase. The Lemmings should go peacefully to the second platform. Then have the first Lemming onto the stairs up the to the third dig a hole through those stairs. The Lemmings should then fall to the steps the Pathfinder made and then off to the exit. Level 11: "The ascending pillar scenario" 50/100% Use the first Lemming to implement the "Pit and the Lemming" trapping tactic. Have one Lemming, heading to the left, climb out of the pit and immediately start building. This Pathfinder must never turn around, so the steps much be laid so that they do not force it to turn around. You will probably need to use two Builders per gap between pillars. Once to the last pillar, have it dig down about half the distance to the water, then have it mine to the left, and finally, when it breaks through, make it build to the final platform. Now build the Lemming out of the pit, making sure they're heading to the left. Level 12: "Livin' on the Edge" 10/80% This level is really fairly simple. Let the first Lemming build from the very edge of the initial platform to the wall. This should be accomplished with one Builder only. Place a Blocker immediately before the Builder's stairs, and place another at the left edge of the platform. Have the Builders then bash through the wall, and build a bridge to each of the disjointed steps up all the way to the exit. All of these bridges can be accomplished using only one Builder each, which is vital since there are only ten Builders provided. Now blow up the right Blocker, and the Lemmings can flee to safety. Level 13: "Upsidedown World" 80/98% This level is really annoying and just basically nearly impossible to pull off. Make the first Lemming into a Blocker to the right of the trapdoor. Set one Lemming as a Climber, and have it go over the one way hill. Once at the bottom of the bridge, where there is a "V" shape, use a Miner to hack through the bottom of the left half of that V. Once through, the Climber will go on and then turn around. On its way back have it bash through the one way hill. It will re-enter the horde which is trapped by a root, and then be turned around by the Blocker. Now, after going trough the one way hill, and then through the hole its first mining job made, have it bash through the dirt that would otherwise turn it around. Once through there, it should build a bridge over the trap (which is very very very very difficult to do, but possible), mine through any roots that get in its way, and when it comes to the next hill, the short one, have it bash through. It will then cross this one way hill, and should turn around on the other side. If it does not, you can use a Digger/Builder combination to make it turn around. Then have it mine through the one way hill. Now release the original Lemmings, by having them mine through that pesky root. Level 14: "Hunt the Nessy...." 80/95% Easier to describe than to actually implement. Block off all but one of the Lemmings on the first island. Have the one Pathfinder build bridges from each island or "hump" to the next. When you get to Nessy's head, build up to the side, then bash inwards momentarily, and finally mine down. Just as the Pathfinder breaks through, have it build to the next island, then to the next, and finally have it bash through the well. Finally, or course, release the other Lemmings. Level 15: "What an AWESOME level" 80/80% They said it, not the author of this solution. This level is another in the long line of boring and annoying but nice looking levels. Have the first Lemming to it bash through the head of creature. Somewhere in the middle of the head plant a Blocker to keep the Lemmings away from the Basher. Have the Basher build over to the next creature. When it gets stuck on that creature, have it build a step or two to free itself. Then build a bridge from the head of the creature facing away to the midsection of the last (rightmost) creature. After the last hump before the head of that last creature, build stairs midway down its back, these stairs extending to its head. Bash away the creature's spikes as necessary. Free the rest of the Lemmings. Level 16: "Mary Poplins' land" 80/96% Make the first four Lemmings out into Floaters and the fifth into a Blocker. After the four Floaters have fallen and then climbed back up again, set the third Lemming as a Blocker at the top of the iron tower. Have the fourth Lemming, on its way back down the slope, build a bridge over to the far left wall. With the first Lemming, set it as a Blocker at some point on the stones. When the second Floater turns around, have it start building stairs up to the iron tower. These stairs will catch the falling other Lemmings after you release them by blowing up the three Blockers. Level 17: "X marks the spot" 80/90% Basically the same as the solution for Fun:23 except in order to turn the Lemmings around at the beginning use a Miner/Anti-Lemming tactic, tunneling into the metal. And when you cross the chasm, use the stalling tactic so that not too many Lemming lives are lost, though you can afford to loose some. Level 18: "Tribute to M.C. Escher 75/86% Use the Holy Staircase tactic to have one Builder build its way over the one-way column, this Builder becoming a Floater. Since there are no excavation Lemmings, use a Bomber to make a hole in the stairs. Once the Lemming is over the column, make it turn around by having it start to build stairs a short distance before the exit. Keep building until it hits the wall, and then turns around. Now it can bash through the column. Blow a hole in the stairway over the exit by using a Bomber. Level 19: "Bomboozal" 70/91% Same solution as for FUN: 18, except now you cannot place Blockers and then blow them up. You must have a good feel for how far a Lemming will walk in five seconds in order to know when to change the Lemmings into Bombers. Good luck. Level 20: "Walk the web rope" 80/87% This is a fairly simple level, which mostly consists of carefully using Bashers and Miners to maneuver your way through the webs. You may want to put a Blocker at the base of the web on the left side, in case any Lemmings are accidentally turned around. Notice that when confronted with a web wall in front of them,the Lemmings will usually walk up it a step or two before they turn around. This is the best time to bash through, so as to avoid accidentally bashing the floor away as well. Level 21: "Feel the heat!" 20/100% Have one Lemming climb out of the pit and build a staircase (consisting of three Builder's work) so that, when it falls off the end, it falls directly into the exit. If you start the bridge just shy of the edge, it should line up properly. Now have another Lemming climb out, use the "Mine the Other Way" tactic to get it to dig a tunnel for the Lemmings to escape through. Level 22: "Come on over to my place" 50/100% This level is very difficult, and hard to implement consistently. Have the first Lemming out dig as soon as it can such that when it falls, it lands on the ground below. In order to survive this fall, turn the Lemming into a Floater. It must build a staircase to catch the Lemmings who will be falling off the edge. To do this, start the stairs about midway along the first large brick on the bottom level. The second Lemming out much bridge the gap the Floater Lemming made. Use the Builder staller tactic to keep the Lemmings on the top level for as long as possible. If one Lemming falls off too early, there is still one Floater left. The Lemmings should fall and land on the stairs the Floater makes and survive the fall. Level 23: "King of the castle" 80/95% Same as Tricky:8 except you no longer Blockers. Use the same solution offered there, except be quick so that you don't loose too many Lemmings in building the bridge across the lava pit. Use the staller tactic if necessary. When the Lemmings turn around on the lower level and head back toward the lava pit from the other side, build another bridge so that the two meet, forming an arc the Lemmings can't fall through no matter how hard they try. Level 24: "Take a running jump..." 80/98% This level merely involves more use of the staller tactic. When the first Lemming gets up the incline and to the edge of the metal cliff, have it build a bridge. Have each Lemming that gets there build a similar bridge, all on top of each other, until it is safe to cross. The Lemmings will make it all by themselves to the chain below, where they will need a small staircase to help them up. Level 25: "Follow the leader..." 80/90% Use Bashers to get the Lemmings stuck between the third and fourth hump. When the second Lemming out gets to the crevice between the humps, have it start bashing into the fourth hump. When the third Lemming is turned around in the tunnel, have it bash in the other direction into the third hump. Stop each of the Bashers when they are sufficiently deep by turning them into Builders (Anti-Lemming). The first Lemming should build a stairway (using four Builders) from a little past the middle of the fifth hump up to the exit platform. Once the Builder is done, build the Lemmings our of their trap, or, if you have run out of Builders, have a Lemming bash all the way through the fourth hump, which will also free the Lemmings. Level 26: "Triple Trouble" 80/98% Have the first Lemming out of the top trapdoor start mining. After it has made two or three swings, switch it to a Digger. Now all the Lemmings from the top trapdoor will make it to the exit safely. Under the left trapdoor, have a Builders build up toward the exit starting the staircase as close to the swirled metal pillar as you can. Use the Holy Staircase tactic so the other Lemmings don't follow the Builder. If the stairs were laid properly, they should line up solidly with the side of the stone in the middle. Use a Basher to get through the stone and to the exit. If it looks like the Basher is going to go under the exit, use a Builders to stop it. Repeat on the other side, remembering to start the stairway as far to the right as possible. If this is done exactly correctly, which is seldom the case, it will work properly. If you have to use more than four Builders on either side to make the stairs to the middle, you should probably Armageddon the level and start over. Level 27: "Call in the bomb squad" 80/60% First place Blockers at the left and right edges of the starting platform. The goal is to use the Bombers to get through the ceiling. This is done by building up into the ceiling from the highest point on the initial platform, and then changing a Lemming at the top of the steps into a Blocker. When changed into a Blocker, the Lemming should be at least half way lodged into the ceiling for the explosion to be effective. Once you do explode a Lemming, build more stairs up into the hole it made, planting another Blocker at the top of them. Ideally, you only need four Bombers to break through. Level 28: "POOR WEE CREATURES!" 80/70% Turn the first Lemming out of the trapdoor into a Floater first, and then a Climber. Many Lemmings will die before it can build a ladder to save them, but this is unavoidable. When the Lemming gets to the top of the metal pillar, have it build up into the ceiling so that it runs into the metal there, turning it around. Now have it build to the metal beam above the trapdoor. When it falls off the beam on the other side, it will want to climb, but instead have it build into the wall, thus turning it around. Now have it build stairs under the trapdoor and over to the pillar it climbed up before. The pillar bends to the right at the top, and these stairs should line up with the bottom of the bent pillar (so a Basher can bash continuously over the water below it). It will climb up it again, but now let it go to become the Pathfinder. The other Lemmings will stay trapped between the pillar and a wall to their left. The Pathfinder only needs to build one bridge. Right after it falls into the patch of crystals, it must build steps from the last little crystal up to the big crystal. Then the path to the exit is clear except for a lame, uninteresting trap which can be avoided by building over it. Free the Lemmings by having a Basher bash through the pillar that the stairs lead up to. Level 29: "How do I dig up the way?" 80/95% By Mining the Other Way of course. Have the first Lemming out dig down, and then become a Miner, leading a trail to the bridge below. Once the Lemmings get there, block them off with a Blocker. One Lemming will get by the original pit and make it to the bridge before the others. Make it an Athlete, so that it doesn't die from the fall. It will become our Pathfinder. Have it build across the water in the middle, climb up the dirt cliff and then use the Mining the Other Way tactic to make a path down to the bridge. Free the Lemmings by blowing up the Blocker, and the Lemmings leave in a mass exodus. Level 30: "We all fall down [Part III: Lemy Lives!]" 60/100% This is the same as Fun:13 and Tricky:2. More Lemmings than before. Get them in good and tight. Mayhem Levels Level 1: "Steel Works" 80/90% Though this level comes with thirty Builders, that is how many the level requires, so be sure not to waste them. The Lemmings will die from falling out the trapdoor unless you turn them into Floaters. So make the first four Lemmings Floaters. Let the first fall in the pit to the right. Have the second block from the right edge of the metal cliff, have the third start to build stairs right under the trapdoor, and have the fourth block off the platform on the left side. Have the Lemming in the pit build a left leaning staircase up to the metal cliff face, at such a height so that the Lemmings will not die from falling off the cliff on to the ladder. Now have the same Lemming build off those stairs and up to the right, to the top of the metal mound there. The Lemming will fall into a small pit on the other side of the mound, which it should build out of. Have it then build stairs from the waters edge up to the platform in the middle. Then build from the platform over the water to where the Lemming can safely fall to ground below. If it accidentally builds all the way to the hanging wall (which is likely), have it become a Digger to stop its excessive building. The fall from these stairs to the metal below will be too great for a non-Floater Lemming, so we must build a left leaning staircase up to meet the other steps. The Lemming Floater will be turned around at the metal wall, and can then build up until it turns around by running either itself or its staircase into the other steps. On its way down these steps, have it build up and to the right, into the narrow opening that leads to the exit. Conservatively use Zig-Zag steps to create a path to the top. Now you can safely free the other Lemmings. Level 2: "The Boiler Room" 80/90% Have the first Lemming out build from the left edge of the initial platform all the way to the platform directly across from it. Have it walk to that platform's edge, up under the exit. When it can build no more, and its body is at least partially stuck in the ground above, turn it into a Bomber. Free all the Lemmings. Have them repeat this procedure, building, blocking, and then blowing, until you are clear through the floor and can safely build up to the exit. Make sure to block the right edge of this platform, as well as using another Blocker to make sure they do not fall off the left side, if the bridge is not solidly touching the post that holds up the exit (for instance, when the Blocker leaves a hole at the top which is not yet patched). Level 3: "It's hero time!" 30/100% Turn the first Lemming out into an Athlete. Turn the last Lemming out into a Digger at such a point when it will fall to the level immediately below. Have the Digger Lemming now bash through the one way column. By then the Athlete Lemming will have climbed over the edge and fallen. Immediately when it lands, turn it into a Miner, creating a hole right above or above and to the left of the exit. Save the Basher Lemming from the green ooze by turning it into a Builder right at the ooze's edge. The path should now be set for all the Lemmings. Level 4: "The Crossroads" 80/100% The key is to enter the web from the side, rather than from the top. Let your Lemmings get to the top of the wire mesh, but then have them navigate through the mesh so that they enter the web in the long tall section on its left edge. Then when bash at the bottom of this chamber (allow the Lemmings to land first, then bash), making an opening that allows them to go to the exit. Level 5: "Down, along, up. In that order" 80/75% Have the first Lemming out, when it is walking to the left become an Athlete. Have it walk along the bottom and then build steps up to the first platform. It will invariably turn around. Once it gets to the edge of the lava on the right side, have it become a Blocker. Have another Athlete escape from the holding pen. Make it a Blocker right at the left edge of the lowest of the small platforms on the left side. Now have all the Lemmings escape the holding pen by digging down. Now, in order to build the steps connecting the platforms on the left, use a small version of the Spiral Staircase tactic. For instance, to build from a left platform to a right one, start the staircase heading to the left, and then bounce it off the Blocker, allowing the stairs to achieve enough height. Turn the first Lemming onto each platform into a Blocker positioned at that platform's far edge. Repeat this process until there are enough stairs to get the Lemmings to the top. But do no use more than one set of stairs between any two platforms, since you are allowed only five Builders. Level 6: "One way or another" 75/100% Allow the Lemmings to fall into the pit to the right, where they will be trapped. Free one up to the platform on the right using the Holy Staircase tactic. Have that Lemming build a staircase leaning to the left, which will then come in contact with the one way stalactite. It can then build up to the next metal block to its right. Once it falls off the edge, have it walk a few pixels and then start digging down. After a good depth, turn it into a Builder (in order to stop it digging) and then have it become a Miner mining downward and to the left. If it comes out too high to build a bridge, you did not have the Lemming dig long enough. Once through the dirt, have it build to the left, over the pit. Build over the next pit as well, establishing a path to the exit. Build over the gap in the Holy Staircase, sending all the Lemmings to freedom. Level 7: "Poles Apart" 50/90% Make the first Lemming out into a Builder at the right edge of the initial platform. Some Lemmings will be lost until the bridge is finished, but this is unavoidable. For the first Lemming over the bridge: once it falls one step (of the stone steps) have it dig down until there's only one pixel of brick left, then turn it into a Builder to stop its digging. This should stop the Lemmings from going off the left edge of the central platform. Set another Lemming as a Climber (if the first hole was made perfectly, the Climber should not be able to climb out of it) and have it go up the first rod and then fall of the other side. Then when it climbs the second rod, when its right at the top of it, have it dig down, thus eliminating the rod in totality. To stop it from digging into the water, once again, turn it into a Builders. Repeat this for the third and fourth rods. Now, once the Lemming climbs over the last rod and falls to the bricks below, have it build a bridge to the exit. Now bash through each of the remaining rods to free the Lemmings. Level 8: "Last one out is a rotten egg!" 80/90% Have the first Lemming start building toward the one way column, the second should block behind it (but be sure there's enough ground under it so that when it is blown up it will not make a hole through the platform) and the third should block at the left edge of the platform. Make the Builder a Climber as well. When it reaches the column it will climb up. When it is just about to fall off the right edge of the column, have it dig straight down. You should stop the Lemming when, if it were to mine to the left it would come out on the staircase on the other side. To stop the Lemming, turn it into a Builder, and have it build to the metal wall to the right, in order to turn the Lemming around. Then the Lemming can make the above mentioned mine shaft. The Lemming will turn around on the Blocker and head back up the steps, and head up the mine shaft. Again when it is just about to fall off the side, turn it into a Digger (this is the Giant Steps tactic). When it is four bricks away form the bottom of the column, turn it into a Builder, and then stop its building and destroy the steps by turning it into a Digger over the staircase. The Lemming should survive the fall, unless you did not dig it down far enough. Now blow up the right Blocker, sending the Lemmings on their way. Level 9: "Curse of the Pharaohs" 80/98% The solution for Fun:28 works here, as long as you are conservative with your use of Builders. Don't waste too many in the Zig-Zag stairs at the end. Level 10: "Pillars of Hercules" 75/66% Turn the first two Lemmings out into Athletes, the third into a simple Floater. The two Athletes will go up the right vertical beam. As the top, set the first as a Blocker and have the second start building (from the left edge of the top of the beam) under the trapdoor, so as to catch the Lemmings. Keep building until the stairs come into continuous, solid contact with the slanted brick in the ceiling. Now, have the third Lemming, the Floater still on the bottom, bash its way out to the left. Then it should build up to the first platform in the green lake, then a shorter bridge to the second. From the 2nd (leftmost) platform have it build all the way up to the exit, through which it will leave. Now have one of the Lemmings on the top, bash through the ceiling moving toward the exit on the left. Eventually it will break through, fall safely to the staircase below, and go to the exit, followed by all of its friends. Level 11: "We all fall down [Part IV: The Sickening]" 80/100% My, lets milk this level for all its worth. Same as Fun:13, Tricky:2, and Taxing: 30 with still more Lemmings. Click quickly, my child. Level 12: "The Far Side" 75/100% Use the Holy Staircase tactic to get one Lemming out of the starting pit. Have it walk over the first patch of grass, but start digging immediately when it gets to the second. When its about to run out of ground to dig, have it stop by turning it into a Builder. In order for it to start Bashing to the right, you may have to have it dig down again a short distance. Once it does start Bashing, release it when it comes over the floating hunk of ground. Have it dig down for a ways and then mine to the right, dumping the Lemming onto the small dirt mound at the bottom. From there make a bridge to the grassy slope to the right. Once on that grass, the Lemming must start bashing half way up the slope, so that it can bash through the metal-less section of ground in the middle. Once through to the other side, build up to the hanging mound of dirt, and then use Zig-Zag stairs to make your way to the exit. Now patch the Holy Stairs, and the Lemmings should be able to make it. Be sure you don't have one-pixel holes in the first tunnel, which the Lemmings could fall through, to their death. Level 13: "The Great Lemming Caper" 2/100% This level involves a lot of very quick clicking. The first Lemming should build a bridge from the right edge of the initial platform. The second Lemming out should start digging on this platform, keeping it occupied for some time. The first Lemming will land on the middle platform. Let it walk off the edge, and have it build from the edge of the platform it lands on. It should build into the wall to the right, and then start bashing. Immediately switch it over to a Digger for about two pixels worth of digging. This digging should remove a bit of the end of the ladder. Then quickly switch it back to a Basher. This is possible to do, though very difficult. If the Digger goes down to far, it will end up digging under the exit. It is recommended that you switch from Basher to Digger and back to Basher very quickly. The other Lemming, once through the initial platform, should be turned into a Climber. Then it should bash through the base of the central pillar. If you did your quick clicking correctly, it should climb up the last cliff face, and then have a enough room to get by the damaged stairwell and into the tunnel toward the exit. Level 14: "Pea Soup" 80/93% Use the Holy Staircase tactic to get one Lemming up to the edge of the bowl. Have it build a bridge that ends so that it is dropped onto the first mound, or pea, in the soup. Remember you can terminate its building at any time by turning it into a Digger. Perseverance and patience will get you across. Patch the hole in the staircase and you're done. Level 15: "The Fast Food Kitchen..." 80/95% This is the same as Tricky:10 except that you have much less time to do it in, though it is not that difficult to pull it off. Depending on how quick your clicking is, you may want to try to do both sides at the same time, to some extent at least, though the level is still possible one side at a time. Level 16: "Just a Minute..." 50/100% Right before it comes to the wall on the right, have the first Lemming dig down. Once in the small area below, have it bash to the right, all the way to the exit. All of the Lemmings will fall into the chamber it dug into and be kept there until the Basher makes it all the way through to the exit. Level 17: "Stepping Stones" 80/87% Similar to the "Pea Soup" level, this is just a matter of timing. Have the first Builder build from the edge (right before it falls into the sewage bellow) and turn it into a Digger when it is above (exactly) the first stepping stone. Then quickly switch it into a Builder again, repeating the process until you reach the far side. Then release the Lemmings by blowing up the Blocker. Level 18: "And then there were four...." 80/90% This level is really quite simple, except that there are four trapdoors. The Lemmings that drop out of the bottom two are kept safe by metal Blockers, so worry about the top two first. The Lemmings come out so slowly, that Blockers are not really necessary, though you can use them if you're worried. First have the Lemming from the top right trapdoor dig a hole through the dirt in the thin spot right after the metal. Next have the Lemming from the top left trapdoor build a bridge over the river. Now, when the Lemmings from the right trapdoor eventually make it to the cliff edge overhanging the water, have one of them build over it, and then build over the obstacle to the exit. When the Lemmings from the left side make it to the metal cliff with water below have them build up to the exit, and then build over the small obstacle to the exit. Now have the Lemmings on both sides of the bottom level build up to the bridges the Lemmings from the top made. Use the Holy staircase tactic to get one Lemming Builder out for each side. Zig-Zag steps may be necessary for the right side. Patch the Holy Staircases and you're done. It's a mystery why this is in the Mayhem category. Level 19: "Time to get up!" 50/92% Use the first Lemming out to build over the pit on the left. Now have one Lemming build up to the blocked off tunnel above. Use the Holy Staircase tactic (only using a Bomber instead of an excavator) to keep the Lemmings from dying when they fall off the unfinished end of the staircase. Now you must time your Bombers so that two of them blow a hole through to the tunnel. Then use the remaining Bomber to blow a hole through the right side, allowing the remaining Lemmings to escape to the exit. Level 20: "No added colours or Lemmings" 50/100% Have the first Lemming bash the pillar to the right, and set the second as a Blocker behind it. Then have the first Lemming, once through the pillar, build from the very edge of the starting platform up to the exit platform. When it finishes building it should hit the bricks and turn around. Then have it mine, to the left, underneath the Builder, freeing it. The Lemmings should then make it to the exit, the Miner falling to the horizontal column below. Have the last Lemming heading toward the exit mine through the very end of the stairwell, making it fall to the column below as well. Now both of them should be able to become Climbers and climb up to the exit, through the hole the second Miner made. Level 21: "With a twist of Lemming please" 50/100% First speed up the release rate to as much as you can take, and save all fifty of the Lemmings by turning them into Floaters as they fall. Once all are saved, turn one into an Athlete, making it go up and out of the pit, heading to the right. When the Athlete is still on top, but is directly above the first platform/pillar (the leftmost one) have it dig down to the platform. From the right edge of that platform have it build. It will hit its head, and turn around. Now have it build from the other edge up to the brick wall. Now it will turn around, and get to the next platform via the stairs it made before. Have it build to the exit platform. Free the other Lemmings by having one of them bash to the right. Level 22: "A Beast II of a level" 80/85% This level is mostly a good drawing, but not an interesting level. Let one Lemming by, setting Blockers on either side of the Lemmings coming out of the trapdoor. Have the first Lemming build over to the first chandelier (hanging by the chain). The stairs will eventually collide with the chain. Bash through the chain. The Lemming will then fall and be blocked. Bash through again, immediately after building to the next chandelier/chain and repeating. Now that you've landed on the object which seems to be a heart, bash through it. This will take several Bashers. You should come out to the lower right of the heart. Build a bridge across the chasm, landing your Lemming on the flat surface immediately before the tree stump. Bash through this, bash through the similar one after it, and then bash through the tree. Now release the Lemmings, and you're done. Level 23: "Going up......." 80/80% A carefully used Basher will get your Lemmings out of the initial area and into the tunnel that leads upwards. Have one of them build out of this to the left. Now the trick is to have a Lemming build stairs up to the bubble wall right at its very top. To do this start building about one third up the inclined path. Remember to set a Blocker at the bottom of the incline, and use the holy staircase tactic (with a Bomber) to stop the other Lemmings from climbing up the Builder's creation. At the top, have the Builder turn into a Basher and bash its way through to the other side. Turn it into a Floater as it falls. It should land and turn around at the globe. Now have it build up and to the right until it can't build any more, and hence turns around. Now it can bash through the top globe to the other side and freedom. Patch the hole in the staircase to send the other Lemmings on their way. Level 24: "All or Nothing" 50/100% This level is entirely timing. You simply have a Lemming first bash to the left, then fall and trap itself once again. Then have it bash right, and finally to the left, to the exit. Quick, careful clicking is a must. Level 25: "Have a nice day!" 80/90% Have the first Lemming out build from the edge of the initial platform up to the steel wall to the right. One Lemming will die before it is through, but that is OK. Now the Builder will stop and turn around. Have it become a Blocker on the left edge of the initial platform. Now turn one Lemming into an Athlete, sending it over the steel wall. Have it build from there up to the next steel wall to the right. Upon reaching that wall, it will turn around. Now have it build to the left up to the initial platform, where it will turn around, or climb up back into the pack and then out over the wall again. Turn it into a Miner to get it through the rightmost stairs. Now have it build from the right edge of the platform it lands on, until it hits the ceiling and turns around. Now have it build up the second (the rightmost) floating steel wall. Upon reaching this wall, it will again turn around. It is possible to keep adding (one step at a time) to the new right most stairs such that you can build straight to the exit platform. If this does not work out, have it keep building (one step at a time) until there is no space (not one blank pixel) for a Lemming to pass through. Then it can build up to the horizontal wooden beam, then over the pit (at the beam's right edge) and to the exit. Free the other Lemmings by using one as a Digger to go through the stairs keeping them in. Level 26: "The Steel Mines of Kessel" 80/90% No hints available Level 27: ? No hints available Level 28: "Mind the step...." 1/100% Have the Lemming walk up the pre-made steps to its right, continue until it turns around at the top, and then dig at such a point that, when finished, it will fall onto the leftmost floating platform below. Once it lands on the platform, it should be walking to the left. Have it build from the edge of that platform. When it is above the third from the left supported platform, have it dig through the ladder it has just made. It should safely land on the aforementioned supported platform. Now have it build to the left, using two Builders, so that when it is finished it falls to the leftmost supported platform. From there it should build up to the column to its left. Once in contact with that, have it bash half way through, and then dig down. It should dig a pit in the column about its own height, and then stop it by turning it into a Basher. Once through the column, have it build up to the next column, and bash straight through that. If you dug for the proper distance, the Lemming should come out of the second column and then be able to build up to the hole in the bricks to its left. Once there, have it bash through (to the left). Now it can build across the chasm and up to the thin part of the ceiling above. Use many Builders to connect the stairs to that ceiling, so that the Lemming can then bash through it. Now bash through the post, and build steps over the Lemming Basher trap in the middle (the trap is only activated if the Lemming actually steps on the bottom part of the presser). Now have the Lemming bash its way through the remaining barrier and make its way to safety. Level 29: "Save Me" 80/80% Set the first Lemming as a Blocker on the right edge of the initial platform, the second as a Blocker on the left. Now have a third Lemming build to the right out of the two Blockers, starting the steps as far to the left as possible. Have another Lemming build over its steps, still heading to the right. Now use the Holy Staircase tactic to keep all the other Lemmings down between the two Blockers. Once the Stairs are sufficiently high, turn the first Lemming Builder into a Blocker, and have the second Lemming Builder turn around at that Blocker and then build to the left up to the floating metal platform above (this is the Spiral Staircase tactic). The first Lemming must stop building at such a spot so that building up to the platform is possible. Now that the Builder has reached the platform, have it walk along the platform until the Lemming reaches the platform's left edge, where it should then build up to the column to its left. Once the stairs touch the column, have the Lemming bash half way through the column. Then have it dig down until its almost broken through to the outside, at which point it should again be turned into a Basher, digging to the left and safely falling to the ground below (this creates a "step" that the other Lemmings can safely fall down and not die). Now have the one Lemming find its way up the pre-made steps, all the way to the point where it falls off the left edge of the floating iron platform on the left side of the screen. Set it as a Blocker as close to the left edge of the platform it falls onto as you can. Now free all the non-Blocker Lemmings by patching the hole in the Holy Staircase. When the first of the Lemmings falls onto the exit platform, set it as a Blocker, successfully turning all the other Lemmings toward the exit. Once the free Lemmings are all through, end the level with the Armageddon button. Level 30: "Rendezvous at the Mountain" 80/75% A fairly simple level really, it's a surprise they used this one as the last. If you work quickly enough, its possible to do both trapdoor entrances individually. First though, set a Blocker to the left of the right trapdoor, then go and deal with the Lemmings coming out on the left. Have the first one Mine down right before the boulder-smasher trap. Once it's right under the place where the Lemmings usually get squashed, have it bash to the left. If you didn't go too deep with the Miner, it will come out from the ground soon. Have the first Lemming to the pointy hill climb as high as it can and then start bashing through the hill. Set a Blocker midway through to keep the other Lemmings back. When the Basher makes it through, have it build a long stairway all the way up to the suspended bridge. Then it must bash through the small gray sign, and finally build a bridge up to the exit. Blow up the Blocker to send the other Lemmings on their way. That finishes off the left side. Now move to the right side, and start by building stairs all the way up to the top of the big structure to the left. Use the Holy Staircase tactic so that only one Lemming will make it to the top. Right at the left edge of the structure (where the arrows are), have it dig down about half way to the ground. Stop its digging by turning it into a Builder. It should fall safely to the ground below. Bash through the little gray sign, and then build steps through the 10 Tons trap. The Lemming will not be squashed unless it is at the very bottom of the trap, hence the stairs save it. Let the Lemming climb over the dirt mound and then build across the chasm. Once across, have it build up to the exit. Free the other Lemmings by patching the stairs, and you're done with Lemmings. /~~~~~~~~~~~~~~\ [MDM] Mad Dog McCree \______________/ Quick Continue If you get shot, quickly press P before the Mortician shows -------------- up. Choose "continue" and you will start off from the enemy that shot you, rather than the beginning of that scene. /~~~~\ [MST] Myst \____/ Quick finish These steps will allow you to beat the game in about 30 ------------ minutes, without exploring or solving the worlds. [Note: SPOILERS! The quick finish will give away hints on solving the game, not just only showing the endings. - Ed.] 1. Turn on all markers (up switches, green symbols). At clock tower, rotate small wheel twice; large wheel 8 times (2:40). Cross bridge and turn on switch. 2. Go back and turn off dock switch. Get white page. 3. Enter this sequence in the door of the fireplace opening: XXOOOOXX OXXOXOXX XOXOOOXX XOOXOOXX XXOOXXOO XXXXXOXO (it is from page 158 of the far right book in the Library) 4. Save your game and decide which ending you would like to see and deliver the appropriate page. Disreguard the red/blue pages by the brothers' books only use the two next to the green book. Complete walkthru ----------------- MAIN ISLAND Pick up the note in front of the planetarium. As you explore the island, you'll find that there are 8 marker switches in total: Pier - Giant gears - Planetarium - Spaceship - Mall with small pool and pillars - Brick building - Wooden shack - Clock tower Turn each marker switch on (up) as you get to it. (Worry about the clock tower marker later.) In the pier, there is an entrance to an underground room. Go to the projector, and turn it off by pressing the big button at the bottom. Turn around. You'll notice a piece of paper on the wall to the left. Press the green button on the upper left corner, which will reveal a hidden control panel. Enter the number of switches "08", and press the button to close the panel. Turn back to the projector, push the button, and watch the man's message to Catherine. In the library, each wall contains interesting items. Give the blue and red pages to the corresponding books. Each brother wants more pages. Read the 4 legible books in the book-case. You can ignore the book with the wierd squares in it, you'll deal with it later. Jot down any interesting diagrams from the others on your notebook. Look at the map next to the entrance. Each of the marker switches in the island lights one specific group of buildings in the map. Grab the tower and rotate it until it flashes red, then stop. There are 4 "red" positions, each one of them corresponding to where one of the 4 available link books is hidden (ship, giant tree, gears, spaceship). The paintings next to the book-case open and close the secret passageway behind it. Go to the elevator, close the door, and press the button to go into the tower. If you rotated the tower correctly, the ladder with the "book" on it should show you where the book is hidden, while the ladder with the "key" should lead you to the clue to the puzzle that lets you get the book. Ship: Go to the planetarium, turn the lights off (the switch is next to the door), sit down on the chair, and click on the control panel. Set each of the dates from the clue (Oct 11, 1984 10:04AM, Jan 17, 1207 5:46AM , and Nov 23, 9791 6:57 PM), and map the constellation shown to one of the constellations in the Stoneship book. Go to the pillars at the mall, and click on the appropiate symbols (leaf, snake, and bug). The book is in the now resurfaced ship. Tree: Go to the wooden house, and enter the combination for the safe next to the door (7,2,4). Open the safe, get the match, and light it with the matchbox. Turn around and light the pilot light below the boiler. Turn the gas wheel all the way up (green icon). Wait until the thumping sound stops, then turn the wheel all the way down (red icon), and QUICKLY get out of the house and into the tree to the right of it (see library map for location) before the "elevator" in the tree goes underground. If you can't do it that quickly, don't turn the gas quite all the way off. The book is down beneath the tree. If you went up in the elevator, press the white button to your left. That releases the steam and drops the tree down to the underground level. Gears: Go to the clockhouse, enter 2:40 into the clock using the wheels, then press the button. Go into the clock, and use the levers to set the wheels to 2,2,1. HOLD either front lever down to rotate the middle wheel only. Click on the vertical lever to your right to reset the puzzle. The book is in the giant gears close to the pier. Spaceship: Go to the brick building, set the generators to send exactly 59 volts out (buttons 1,2,3,6,7,8 and 10 should do nicely. The numbering order is on the wall as you leave the control room. In order to figure out which button has which voltage, just hit them one at a time). If you go over 59 volts, you will blow a fuse. There are two electric towers to climb, one next to the brick building, one clearly visible close to the spaceship, click down the breaker switches. Then enter the spaceship. Play the notes from the Selenitic Age book in the organ, and set the same notes in the controls of the ship. If you're tone deaf, just count number of notes from the bottom. (8, 20, 23, 13, and 6, respectively, including the bottom as one). Press the button and the book will appear before you. STONESHIP AGE Go to the other half of the ship, up the stairs and look through the telescope. Find where the lighthouse is. (135 degrees) Go to the umbrella and push the rightmost button to drain the lighthouse. Go to the basement and drain the chest by opening and closing the valve at the bottom. Go back to the umbrella and let the lighthouse fill up again. Unlock the now floating chest, get the key, and open the lighthouse. Crank up the generator and power the battery. Note that the battery is slightly discharging, so move quickly! (If the lights go out, go to the generator and crank it up some more.) Go to the umbrella, press the middle button to drain the rock and go inside. Go all the way down the tunnel, find the page for either of the brothers, and explore a bit. You should find half of an important note in the map drawer in Achenar's room (that's the messy room). The entire note is given below. Go back to the red-lined "panel" in one of the walls. Inside, you'll find a compass rose, just like in the Stoneship book. Push the "SE" button (the clue is 135 degrees, found with the telescope). This will turn on the submersible's lights. Drain the ship with the leftmost button and go in. Click on the desk in the lower level, and the book leading back to Myst will pop up. SELENITIC AGE Find the 5 microphones (Water, Fire(thunder), Clock, Crystal (flute), Wind), and turn each on. You'll also find the red and blue pages at the "Crystal" and "Water" microphones, respectively. Go to the microwave tower through the Wind tunnel, and aim each of the five dishes in the right direction (use sounds, icons, and places as a guide. The coordinate numbers are: Water:153.4, Fire: 130.3, Clock: 55.6, Crystal: 15.0, and Wind: 212.2). Push the sigma button. This will give you the sound sequence to open the door near the spaceship. (Crystal, Water, Wind, Fire, Clock) Go on in, get in the underground craft and press forward. At each station, listen for a sound which will indicate direction. If you miss it, press the button on the speaker. The sounds are "plink" for north, "Bloooop" for W, "Plonk" for S, and "Shhhh" for E (these sound names are approximations, so give us a break) Combinations of these sounds indicate NE, SW, etc. The sequence of directions to get to the Myst book is: N,W,N,E,E,S,S,W,SW,W,NW,NE,N,SE. Get out, and find the Myst book. MECHANICAL AGE The pages for the brothers are in secret rooms accesible from their chambers. Explore next to the "throne" in each room. Go to the "tube", and press the button in the hallway. The floor will reveal a lower room. Go down there, and rotate the tube until the red icon shows. Careful not to let the tube rotate past the red icon! Go back out, and you'll see that the tube held an elevator. Press the wall button again to close the floor, and enter the elevator. Press the up button, then press the "middle" button and exit the lift before it goes down. The building rotation controls are above the elevator. Enter the rotation controls and rotate the tower to the other two islands. They have the symbols for the control next to where you entered the Age. (symbols below) Use the simulator in Achenar's room to practice how to rotate the tower. The method we used was: Put the left lever up one notch. Hold the right lever all the way up for about 7 seconds. Let go of the right lever, then quickly put the left lever back down. Practice on the simulator until you get the timing right, because you won't be able to see the orientation of the tower, just some motion in the gears. Once the tower stops, it'll make a sound for each of the four compass directions, the same sounds as for the selenetic age, above. The control panel next to where you entered opens the room where the Myst link book is. The symbols are: 1) an O with the bottom cut out. 2) point down triangle, rectangle, point up triangle. 3) circle over three triangles 4) left half circle, filled in. (These are easier to spot than it sounds.) CHANNELWOOD AGE Go to the windmill and turn the water on with the faucet on the floor. The pulldown lever is a red herring. Go back down and use the "switches" in the pipeline to control the water flow to the first elevator. (Not the one next to the staircase!) Climb in, close the door, and use the lever to go up. Up there, find the control to open/close the staircase. Go to the staircase, climb down, open the door, and use the pipeline switches to send water to the generator next to it. Climb back up the stairs, and use the elevator there. Find the rooms for both brothers (and Achenar's "temple"), their pages are there. In Sirrus' room (the nice room), find the other half of that note you found in the Stoneship Age. Use the switches to turn on the lonely-looking generator close to where you entered the world. Turn it on, and watch the catwalk appear from the waters. Walk to the other side, down the other walkway, and find the crank to extend the pipeline back to the main line. Use the switches to turn on the elevator there, and climb up to find the Myst book. (If you're having some trouble figuring out where the water is going in the pipelines, listen as you walk past them. If you can't hear the noise of water, this section of the pipeline has no water. Also, you could just trace the water from the windmill, checking every Y junction as you pass.) ENDGAME / DUNNY AGE When you return four pages to either brother, he'll give you the same info: go to the library, pick the right-end book in the center shelf, and look up diagram 158. Go to the chimney, press the button, enter the diagram below on the plate, press the button again. You'll see the green book (the Dunny Age), the blue page, and the red page. Diagram 158 (click where there are Xes): XXOOOOXX OXXOXOXX XOXOOOXX XOOXOOXX XXOOXXOO XXXXXOXO There are 4 endings: - give the last blue page (Achenar traps you) - give the last red page (Sirrus traps you) - go to Dunny without the white page (your own stupidity traps you) - go to Dunny with the white page (Dad goes back, destroys both books, congratulates you, and asks you to stick around for further adventures) The white page is in the vault. To get to the vault, follow the directions in the two halves of the note ("|" is the note break, the first half is in Stoneship, the second half is in Channelwood) Marker Switch | Vault Access Island | of Myst The vault is loc | ated in very plain view on the island of M | yst and access can be achieved very | easily if the simple instructions are f | ollowed. First locate each of the marker | switches on the island. Turn every one of | these switches to the "on" position. Th | en go to the dock, and, as a final step, tu | rn the marker switch there to th | e "off" position. Good luck, and Happy Mysting /~~~~~~~~~~~~~~~~~~\ [NFS] The Need For Speed \__________________/ Traffic Bomb Start the game and during the loading screen press and hold ------------ Ls Rs Left Quit the game, start the game, press and hold Ls Rs Up Quit, start, press and hold Ls Rs Right Quit, start, press and hold Ls Rs Down Don't quit! :) The X button will now zap traffic!!! Practice Mode (No traffic or cops) Go to the options menu and select ------------- Skill Level. Press X Rs A Ls VERY quickly and perhaps even one after another. If done correctly the menu line will change from yellow to pink. Some people think the code is actually X Rs Ls A so if you have trouble try it instead. Race against a scooter Play the game for at least 10 seconds. Pause and ---------------------- instant replay. Rewind to the beginning and press Rs Down B Exit the game and the rest of your races will be against a scooter. Black Ice Play the game for 10 seconds, instant replay, and rewind. Press --------- B on controller 1 AND X P C on controller 2. You will see 'Car crashed.. Cars left: 4' flash for a second. Exit the game and race the Alpine track against the clock. The third leg will be covered with black ice. Extra Torque As soon as the camera zooms in on your car as the race begins, ------------ press Ls Rs Up on controller 2 AND Ls Rs A C on controller 3 at the SAME time. Nearly impossible, but verified by me (paranoid :) 'Car Crashed...' will flash on the screen for a second. Hood Ornament Code Start the game and be sure it is on 'In car' view. On ------------------ a second controller (Flightstick users need two regular pads plugged in) hold Ls Up and press A You can cycle through Tach, Tach/Mirror or nothing displayed at the bottom. View All Videos Go to options and highlight 'Opponant video On' Press --------------- X Rs Ls A It should boot up and show you all the videos. * At the main menu select the car(s) (above Mr. X / Stopwatch) and hit stop to try out the horn in the car you have selected. There is no horn during the game that I know of. * During the credits you can press Ls to view the programmers picture and Rs to put it back to the original background picture. * During a replay, in any camera but in-car, Ls and Rs will tilt the camera left and right. (undocumented feature) /~~~~~~~~~~\ [NTR] Night Trap \__________/ Here's where to be at what time, the number of enemies there will be there, a running tab of Augurs, and everything else you need to get a perfect game: Number Cumulative Time Augurs Augurs Room _____________________________________ 0:12 2 2 Hall 1 0:27 2 4 Living Room 0:36 1 5 Bedroom 0:43 1 6 Bathroom 0:49 1 7 Bathroom 1:06 1 8 Living Room 1:24 1 9 Kitchen 1:39 1 10 Entry Way 2:58 2 12 Entry Way 3:15 1 13 Hall 1 3:26 1 14 Bedroom 3:32 1 15 Living Room 3:42 2 17 Hall 1 3:47 1 18 Driveway 4:11 1 19 Hall 2 4:22 1 20 Bathroom 4:38 1 21 Bedroom 4:55 1 22 Living Room 5:04 1 23 Living Room 5:32 1 24 Bedroom 5:36 1 25 Driveway 5:40 Code Change Entry Way 5:53 1 26 Living Room (code still blue) 6:10 1 27 Hall 1 (code has changed) 6:19 2 29 Hall 2 6:50 2 31 Hall 2 7:05 1 32 Kitchen 7:27 2 34 Bedroom 7:41 1 35 Driveway 7:51 2 37 Hall 1 8:02 1 38 Bedroom 8:14 2 40 Hall 2 8:27 1 41 Hall 1 8:40 2 43 Bedroom 9:00 Code Change Living Room 9:11 1 44 Living Room 9:22 1 45 Entry Way 10:48 1 46 Hall 2 10:54 1 47 Driveway 10:58 1 48 Driveway 11:31 1 49 Hall 1 12:04 1 50 Living Room 12:37 1 51 Bathroom (1) (save Lisa) 13:15 1 52 Hall 1 13:37 Code Change Entry Way 13:50 CD Change 13:57 2 54 Living Room 14:15 Code Change Living Room 14:41 2 56 Hall 2 15:04 2 58 Entry Way 15:30 Eddie (Neighbor) Hall 1 (2) 16:28 1 59 Driveway 16:38 2 61 Hall 2 16:45 1 62 Living Room 16:59 1 63 Hall 1 17:13 1 64 Bedroom (1) (save Ashley) 17:26 1 65 Living Room 17:38 1 66 Hall 2 17:47 1 67 Living Room 17:56 1 68 Bathroom 18:00 2 70 Hall 2 18:13 1 71 Driveway 18:17 1 72 Driveway 18:27 2 74 Entry Way 18:34 1 75 Living Room (3) (save Cindy) 19:07 Megan Hall 1 (4) (kill Megan) 19:09 1 76 Hall 1 (1) (save Megan) 19:21 2 78 Living Room 19:56 Tony Entry Way (5) (save Kelley) 20:12 2 80 Living Room 21:03 Charlie (SCAT) Hall 2 (2) 21:19 2 82 Bedroom 21:31 1 83 Driveway 21:45 1 84 Kitchen 21:53 2 86 Hall 2 22:11 2 88 Bedroom 22:24 2 90 Hall 1 23:06 1 91 Hall 2 23:18 1 92 Hall 1 23:34 Jeff Martin Living Room (2) (with SCAT Swanson) 23:37 Jeff Martin Living Room 23:54 1 93 Driveway 24:04 1 94 Living Room 24:28 1 95 Hall 1 24:30 Sheila Martin Bedroom (6) (save kelley) 24:54 Victor Martin Bathroom (7) (save Kelley) 25:10 Sarah Martin Hall 2 (8) (save Kelley) 25:38 Kelley Hall 2 (9) (1) : if you miss immediate disconnect by Simms (2) : if you trap you won't get a perfect game (3) : if you miss disconnect by Jeff a few minutes later (4) : if you trap immediate disconnect by Simms (5) : if you miss disconnect by Sheila and Victor a few minutes later (6) : if you miss Sheila bites Kelley after you trap Victor and Sarah (7) : if you miss Victor bites Kelley after you trap Sarah (8) : if you miss Sarah bites Kelley (9) : only in a perfect game There are multiple endings to this game (about 7-8) depending on which girl you let die, which vampire you let live etc. The trick to saving Megan(why would you want to anyway, she's annoying), is patience. The Augurs are holding her over a trap. If you press the button immediately, the trap will open and they will drop her in. Instead, wait for the trap meter to fill up once and ignore it. the Augurs will then shift their position slightly and the trap meter will light up again. Now press the button! The trap will catch the Augur instead and Megan will be free. This technique is also used at another point in the game. If you do everything right, you will get the perfect ending in which you are given a chance to trap Dana Plato (Kelly?). In order to get a perfect ending, follow these instructions: (1) Trap every single Augur. You will hear a beep when you miss the opportunity to activate a trap. This doesn't always mean you've missed an Augur (i.e. weird Eddie walks into the house at one point dressed as an Agur- don't trap him!) (2) Make sure the girls don't get trapped or killed (3) Don't trap anyone good (this includes the girls, the SCAT team members, and ,yes, even Weird Eddie) (4) Trap all bad characters (Augurs, Vampire family members) /~~~~~~~~~~~~~~~~~~~~~\ [OWI] Off World Interceptor \_____________________/ Money Code Go to the Options Screen and press ---------- A B C A B C A B C A B C A B C A B C Ls You will hear an engine sound and you start the game with LOADS of money. /~~~~~~~~~~~~~~~~~\ [OOW] Out of This World \_________________/ Section Codes LDKD KLFB ------------- HTDC TTCT CLLD DDRX FXLC TBHK KRFK BRTD XDDJ CKJL LBKG LFCK * To access a hidden game called "Stalactites," enter the code BRGR. The object of this game is to avoid the balls and falling stalactites and to survive as long as possible. [May not work on all 3DOs! - Ed.] THE BEGINNING Watch the introductory movie. After you get zapped, you'll reappear underwater. Go up immediately or else the tentacles will get you. Once on the surface, go right. Don't worry about the great hulking beast in the background for the moment. In the next area, slugs with stingers fall from the ceiling then crawl across the ground to kill you. Crouch (down) and kick (button or space) them. Make sure you kill ALL of them. Don't let any of them get close to you or they'll sting you and you'll die. If any get by you, leave left and return. Once you've killed all of them, go right again and kill the slugs in that area. Then go right once more. In this area, walk toward the right side. Before you reach the right side, the beast will leap into your path and growl. Run left and don't stop for anything. The beast will follow you. When the beast gets close on your heels, leap left and keep running. After you pass the area with the water, the next area will have a ledge with a vine hanging past it. Keep running then leap from the ledge to the vine. You'll grab the vine and hang there until the vine snaps, swinging you back to the water area. Run right and don't stop. Soon you'll reach the area where you first ran into the beast. Keep running right. As you run off the right side, an alien will stop you, then shoot the beast. You'll stand, wave, and grin. Then the alien will shoot you. THE PRISON You wake up in a cage with another alien who becomes your friend. After you come to consciousness, you'll see the cage hanging from the ceiling. Start swinging side to side. Soon, the guard below will notice what you're doing and fire a few warning shots. Keep swinging until the cage falls on the guard. After you land on the guard, your friend says something alien and runs right. Step right a little then crouch to pick up the gun that the guard dropped, then run right. Keep running through the next area. In the area after that, your friend sees a guard and starts running left again. Shoot (button or space) the guard immediately then wait a few seconds for your friend to catch up, then run right. In the next area, let your friend stay near you. He'll have to get the doors open and you'll have to fight off a few guards to buy him some time. Now's a good time to explain. . . HOW THE GUN WORKS The gun has three functions. You can fire quickly, shooting a red beam that will kill aliens. If you hold the trigger for a few seconds until a blue-white blob appears barrel of the gun, when you release the trigger, a shield appears in front of you. This shield will stop any red beams from passing through but you can still walk through it. If you hold the trigger even longer until you hear a loud thrum then release the trigger, you'll fire a super-blast that will demolish a shield, a door, a wall, pretty much anything. While holding off the guards, don't use the super-blast because your gun's energy is already low and you'll need the super-blast later. Just create a shield, then wait for the guard's shield to expire, then shoot him. Don't let your own shield expire or you'll be toasted. When your friend gets the door open, follow him out to the right. You come to a platform in a shaft. Stand on the platform with your friend, then go up. When you reach the top, go over to the window on the right. You'll see a view of the city. Actually, this part isn't necessary to complete the game but it helps set the mood and seems a shame to skip it. Get back on the platform and go two floors down (one floor past the one you started on). Go to the left and you'll be blocked by a door that you can't open. Below you is a guard behind some doors. Below his feet is a little blue power line leading down. Go back to the right and hop on the platform. Go down to the bottom of the shaft. Run to the left and, as soon as you reach the next room, fire the gun quickly. In fact, start firing as soon as the computer pauses to swap views between rooms. After you've successfully toasted the guard lying in wait for you, wait for his bones to crumble, then fire into the left wall, disarming the power line leading up. Now go back up the floor immediately above you. Let your friend catch up with you, then use a super-blast to destroy the door. Then run to the left and stand on that gap in the floor. The gap isn't really a hole in the floor but a teleporter. Immediately teleport down and run left. Be quick because when the guard behind the doors discovers that his doors won't open for him, he starts super-blasting them to dust to follow you. In the next area, teleport up and run to the left. A guard appears beyond the left door and starts trying to open the door. Your friend catches up to you and opens a floor panel. Step into the floor panel and you'll land in a pipe of some kind. Above you, your friend is too big to fit in the pipe; you'll just have to go on without him. Don't worry, he can take care of himself. Just roll to the left and drop down the pipe. THE PIPES In the pipes, roll a little ways to the left until you're next to the deadly poison steam jet. Wait for a break in the steam, then roll through. Roll to the left, drop down, then roll to the right. There's another steam jet at the second blue line in the pipe. Wait for a break then roll past it and drop down the next pipe. Now there are steam jets immediately on either side of you. Wait for a break and roll past the steam jet on the right. Keep rolling right, drop down, roll left, drop down. THE RE-CHARGER You land in a large room. A door opens to your left, enter the chamber and energy courses out of the left wall. It's a nice effect and it recharges your gun. Now walk back out to the right and you're stopped by several doors that won't open, super-blast each door, go back and recharge your gun, then run out the right. Run through the tunnel to the right. Outside, you find another guard. Kill him quickly. In the foreground, you see your friend running, pursued by guards. Run to the right. You come a bridge that has been blasted in half. Get a running start and leap for the other side. You miss the jump but land on a cliff below. Turn to the wall on the right and super-blast a hole in it. Enter the hole. IN THE CAVERNS Now you're in the caverns below the next building. Go to the right and drop down the first hole. You fall and land on an oddly colored piece of rock wedged in a hole. Go the right and drop down through that next hole. You land on a large, T-shaped rock formation. Drop off the right side of the formation and run out to the right. You come to an ledge overlooking some stalagmites (pointing up from the floor). Get a running start and leap over them. Then go right. In the next room, rocks fall from above. Find a pattern to the falling rocks and get past them to the next room the the right. More falling rocks. Get past them and watch out for the tentacles above you. Run past the tentacles because they can't get you if you keep running. In the next room, run past the tentacles and leap over the jaws on the ground. More jaws ahead. You can do a standing jump over these. Go right. More tentacles and floor jaws. Use super-blasts to destroy all the tentacles. A red beam will make them retract for a few moments but you can just hold the super-blast until they come back down. After you finish off the tentacles, you'll have to get past the floor jaws. The middle and rightmost floor jaws are so close together that you can only get past them with a running jump. This means you'll have to use a running jump past the leftmost floor jaw so that you can keep jumping past the other two. Tricky to time but it can be done. Get past the floor jaws and go right. Use a standing jump to over the hole in the floor, then another standing jump over the floor jaws. Then go right. Here the caverns meet up with an empty well. Later in the game, you'll be at the top of the well and need to get across. Use a super-blast to open the well into the caverns for now. MORE CAVERNS Go left back past the floor jaws and tentacles until you reach the first falling rocks area you came to. Now you're on a higher path while the rocks fall harmlessly on the lower path. When you see the red dragonlet hanging from the ceiling, fire a red beam at him. He'll get spooked and fly off to the left. Follow him but be careful not to fall off the ledge. Watch as the dragonlet gets eaten by the tentacles. This keeps the tentacles occupied as you leap from the ledge to the stalactite (hanging down). Climb up the stalactite as high as you can and leap to the next stalactite to the left. Keep doing this until you leap off the left side of screen. This lands you on top of that T-shaped rock formation. Now step of the left side of the formation and super-blast the support from under the formation. It falls over on it's side, becoming a handy exit ramp back up to the caverns above you. Go up the ramp and head to the right. Keep going to the right, being careful to jump over those holes in the floor, until you are under a reservoir. From the leftmost edge of the screen, use a super-blast to destroy the bit of rock below the reservoir and start running left. You've unleashed a torrent of water. Keep running to the left, leaping over all the holes. In the room with two holes, you can make running jumps over both if you time it right but you can make a standing jump over the second if you've run fast enough and still make it across. Jump over the hole in the last one and get onto the oddly colored wegde. The rushing water blasts the wedge, with you on it, to the cavern above. Now head over to the right until you reach a wall. Super-blast the wall and head right. Go up the stairs in the next area, then go to the right again. You pass by an algae covered area. This used to be a waterfall until you let the water out of the reservoir. Keep going to the right. ANOTHER BUILDING As you enter the top floor of the building, your friend pops out into a pipe beneath the floor. Watch for a few moments as he crawls forward and is stuck behind a metal thing in the pipe. Now go left back to the stairs and head down. Then go right, cross the ex-waterfall, and arrive in a room with chandeliers. Go down the stairs and when you're about 3/4 of the way across the room, a guard steps in from the right. If you time this right, you can zap him before he has a chance to react. Kill the guard, and head right. The next room has a teleporter at the base of some stairs about halfway up. Ignore the teleporter for now and go right. As you leave the room, a guard punches you in the face, knocking you down and sending your gun flying from your hand. The guard picks you up from the floor and starts talking at you. When your head comes up, kick him (button or space), then run to your gun, crouch to grab it, and come up firing at him. Do it without pausing and you'll fry him before he gets a clear shot at you. After you kill the guard, go right once more. This room is really hard. You're in a corridor, as you reach the point about halfway between the first and second pillars, guards approach from both sides. My technique is to go a 1/3 past the first pillar, erect a shield to the right, turn around, crouch, erect a shield to the left, then turn back to the right and walk just far enough to make the guards enter. Make another shield to the right, turn left, make a right shield, super-blast the left guard's shield, then shoot him. Turn right, make a shield, super-blast the right guard's shield, then shoot him. You gotta be quick to do this part. If you get killed, you start back where you see you friend in the tunnel. You don't actually have to kill these guards right at this point. You _could_ do other things first and kill them last but I prefer to go after them first since the rest of the stuff is easy compared to these two. Now go back to the left to the room with the chandeliers. Stand at the top of the stairs and shoot the middle chandelier. This loosens the thing blocking the tunnel where your friend is. Now head left past the ex-waterfall, go up the stairs, then head right to where you friend is no longer trapped. Make a shield about 2/3 along towards the right side of the room then head into the room to the right. As you enter, you see your friend slide past in the lower left corner and a guard enters on the right. Go back to the left past your shield, turn and wait for the guard behind the safety of your shield. Shoot the guard as he enters. Then go right. Continue right through the next room. In the next room, you see a fleeing guard. If you shoot at him, you'll just miss. Don't go down the stairs yet. Follow the guard into the next room to the right. In this room, the guard is hiding behind three doors and a shield. If you step through the door, he'll shoot you. If you make a shield before opening the door, he'll drop little bombs on the floor that can roll right under your shield and kill you. The trick is to make a shield, then open the door and, when he drops a bomb, back up so that the door closes. The bomb bounces off the door and kills the guard. After the guard is thoroughly dead and there are no bombs on the floor, go through the door and super-blast the door behind the dead guard's shield. Then go right. Above you is a re-charger. You can use it but it doesn't seem to really matter because you never run out of gun energy after the first re-charger. But do it anyway because the animation is really nice. Now go right to the next area. This area overlooks a domed area with some green spheres hanging from the ceiling. Look at the spheres and you'll see a tan dot reflected on them moving back and forth. This is a guard who you can hear pacing in the room below you. Crouch and wait patiently for the guard to stop pacing directly below the sphere, then fire, causing the sphere to fall on him. Do not fire until he has actually stopped beneath the sphere. Then go left to the staircase where the fleeing guard was and go down. Use the teleporter to get to the floor and head right until you reach some water. This water was the empty well whose wall you shot out earlier and which is now filled from the water in the reservoir you emptied. Jump into the water and swim down. THE GROTTO (BFLX) When you reach the tunnel at the bottom, swim left into the tunnel and keep swimming through the next room. Do not pause because you'll run out of air quickly if you dilly-dally. In the next room there is a shaft leading down and two shafts leading up. Swim up the leftmost shaft leading up. At the top of the shaft is an air pocket where you can catch your breath. After you dog paddle in the air pocket for a few moments, swim down again to the room with the shafts. Now swim down the shaft leading down. In the lower chamber, swim over to the ledge and climb out into the underground grotto. Do a standing jump to the right which just barely clears the floor jaws. Then walk to the right and shoot the power line in the wall. Then go back to the left. I've always used a running jump to get back into the water but a standing jump might be alright. Once back in the water, swim up to the air pocket for more air, then swim down and back up the well to the surface. Then swim to the right side of the well and climb out. Walk to the right and you'll see the dead guard who the green sphere fell on. Continue walking to the next room where there's a shaft in the floor leading down. HOT PURSUIT Drop down through the hole in the floor and immediately use a super-blast to shoot out the down on your right. Since you managed to shoot out that power line in the grotto, the left door is jammed which slows down the guards since they have to super-blast it open. As soon as you have the right door blasted, start running to the right. There will be more doors but these will open for you without trouble. Don't stop to repel the shooting guards, just keep running. The doors close behind you as you run but the guards super-blast them open again. Above you, your friend crawls along a tunnel. When you reach the end of the tunnel, get beneath the panel in the ceiling, then turn and fight off the guards. You'll have to kill probably between three and five guards to buy enough time. Soon, the panel will open and your friend will poke his head down. When he reaches an arm down, make sure you have a shield constructed for safety then stand beneath his arm and he'll pull you to safety. SNEAK ATTACK Back in the open air, your friend sets you down beside the hole. Below, the guards shoot up, loosening rocks above to fall through the hole onto them. Your friend runs off to the right. Run to the left side of the screen, then run right. Gunshots come from inside the building to the right where your friend went. By running left first, you are now on a back ledge that takes you around the building instead of through it. Run to the right and you'll pass behind the building, visible in the windows. Inside, the guards have your friend at gunpoint. When you pass the building, run left inside and kill the right guard. If you're fast enough, you can use the guard's own shield for defense and blast him before he has time to erect another shield. Meanwhile, your attack has given your friend the distraction to attack the left guard in a fist fight. You MUST kill the right guard before your friend finishes off the left guard or else the right guard will kill your friend and you can't finish the game without him. When both guards are dead, run with your friend to the right until you reach the ledge. Wait a few moments until your friend beckons you to the edge. Walk to the edge and he'll throw you over to bounce off the awning on the right side, landing on the opposite ledge. You have to let him throw you across because you can't make the jump on your own. Next your friend tries to jump across but he's too heavy for the awning and winds up hanging precariously from the end of it. Make a standing jump to the left and you'll grab onto the edge of a lower awning and swing down to a passage to the left. In this passage, two guards will run out to shoot you. They're tough to beat. My technique is as soon as I land in the passage, I run a few steps back to the right, then turn, crouch, and make a shield. Then I super-blast the first guard's shield then shoot the guard. At this point, the second guard takes a few steps forward and erects a second shield. If I hadn't taken those first steps to the right, he'd be able to reach right past my shield and shoot me. Now make a new shield, super-blast his shield, then shoot him dead. When you've finished off both guards, run to the left and keep going through the next room. DOORS, BOMBS, AND A HOLE IN THE FLOOR (TXHF) Keep running to the left. In the room with the staircase, keep running or the hidden guards will shoot you. Don't go up the staircase yet. Keep going to the left. In the next area, three unarmed guards run away from you. Don't shoot them. Stop for a second and you'll see one of the guards get trapped behind a door and a gate. Walk up to the door until it opens, then crouch and point your gun at the guard. He'll raises his hands in surrender, then reach up and push a blinking red button which is apparently the emergency shut for the doors in this room. Now go back to the stairs and head up. At the top of the stairs is a guard behind a door. Leap over to the right, turn around, make a shield, then super-blast his door. Since you have a shield up, he'll drop some bombs but these will slide harmlessly down the stairs. As they go down the stairs, you'll hear some explosions. After he's dropped four bombs, shoot him. Now run past his rapidly decaying skeleton, stand on the teleporter, turn to face right, then teleport down. Immediately crouch and make two shields to your right. The guard on the right will super-blast the door between you and start revving up another super-blast to take out your shield. Make a super-blast to take out his shield and then shoot him. This may be a close thing so don't waste any time. Now run over to the teleporter on the right and zip down. You appear in small room with a powerline on the right. Shoot the powerline and teleport back out. Use the other teleporter to teleport up again and then run down the stairs and fall through the hole in the floor made by the bombs. In the underground corridor, run to the right. The next room is pitch dark thanks to that powerline you shot out. Keep running non-stop to the right. You pass over a grating on the floor where the guards shoot blindly up, missing you because of the darkness. As you enter the next room, stop immediately. The light will return and you'll see a hole in the floor that looks like a teleporter but it really just a hole in the floor. If you drop through the hole, you'll be in a courtyard with several of those huge beasts (like the one that chased you back in the beginning) inside cages where, running to either side would drop you into a pack of guards. Instead of just heading down the hole right away, jump over the hole to the right and pull down the lever sticking out of the right wall. This opens the cages below you as you can hear by the roars of the beasts and screams of the guards. Now drop through the hole and start running to the right. In all the chaos, the guards won't be able to stop you. Keep running to the right and soon you'll reach a long teleporter above you at the end of the hall. Go up the teleporter and then head to the left. You'll come out just below your friend, still hanging onto that awning. Step up to the edge and you'll release a bridge that your friend can drop down onto. Now follow your friend to the right where you'll ride another teleporter up. At the top of the teleporter, follow your friend down the ramp to the right and into the juggernaut. THE JUGGERNAUT As you get situated in the juggernaut, it rolls out into the middle of an arena where thousands of aliens cheer to the slaughter of the alien gladiators. After a few moments, a cutaway view will appear in the upper left corner of the screen. Use the arrows keys to position your hand above a button, which will light up to let you know which button you're pointing at, and the fire button or space bar to hit a button. Some buttons are weapons, some buttons make new buttons appear. Some just turn colors when you press them. Eventually, after hitting the two buttons that turn green and the two buttons that turn red, a long white button will appear. Press it and you and your friend will be shot out of the juggernaut in escape pods. THE ESCAPE Your escape pod lands in the middle of an alien bathhouse where lots of naked alien women are lounging. As you land, they scream and swim away. Guards rush in. Run out of the bathhouse and to the right. As you come onto the bridge leading away, guards approach from the right. Use the shield-super-blast-fire technique to kill the guards. There will be at least four guards. When no more guards approach, run to the right and keep going. In the next area, your friend breaks through a stained glass window and starts running beside you. Keep going right. In the next area, your friend is a few steps ahead of you when a blast from the foreground takes out the floor beneath you. Jumping won't help. You fall from the bridge as your friend looks around in confusion. As you fall, an arm reaches out to grab you, pulling you up onto a lower ledge. This alien is a real meanie (you can tell by his red eyes). The bad alien slams you against the wall and then punts you off to the right. As he walks towards you, he doesn't see your friend drop down onto the ledge behind him. Start crawling to the right and keep crawling. Behind you, your friend gets the jump on the bad alien and they start fighting. Crawl, crawl like you've never crawled before, to the set of levers on the right side. Soon, the bad alien throws your friend over the ledge and starts towards you. Below, your friend hangs onto the ledge by his fingertips. As the bad alien reaches the middle of the purple thing on the left, use the fire button or space bar to pull that lever. A huge super-super-blast zaps the bad alien into charcoal. Now pull another lever, opening the super-teleporter above you and immediately start crawling left. Don't stop crawling because the guards are catching up. The first two shots will miss you but, if you stop, the third shot will kill you. When you crawl under the teleporter, you'll be transported up to the roof. Congratulations. You won. Now sit back and watch the closing film. /~~~~~~~~~~~~~~~~~~~~\ [OHM] Oyaji Hunter Mahjong \____________________/ [Japanese import] Unknown Code This mysteriously showed up on the newsgroup. I'm not even sure ------------ this game exists, but.. :) U,R,D,L,U,D,L,R,L',R',B,C,B. [END Part 2]