Lemmings/Taxing Levels 6-10

Level 6: Compression Method 1

 * 3 minutes, 60% of 50 lemmings, release rate 99

When a lemming from the leftmost entrance falls onto a tiny ledge, make him a blocker. Use bashers to cut through the three columns other than the rightmost one. When all the lemmings are trapped on that tiny ledge, release the blocker; because the lemmings are so tightly packed together, you will only lose one to each crusher trap, for a total of 90% saved.

Level 7: Every lemming for himself!!!

 * 3 minutes, 98% of 80 lemmings, release rate 55

Send a climber over the one-way mound, then set a blocker next to the mound. When the scout reaches the small knob at the end of the platform, make him build to turn him around, then bash through the mound. While he's bashing, increase the release rate to 99. Finally, build over each of the gaps, and release the blocker.

Level 8: The Art Gallery

 * 4 minutes, 100% of 80 lemmings, release rate 20

Bash through the first rope, then have the following lemming build from the middle of the shoulder of the ball (around the 2 o'clock position) to seal the gap. Bash through the remaining balls, build to the exit (via the crystals next to it), increase the release rate to 99 while the building is going on, and bash through the second rope to free the rest of the lemmings.

Level 9: Perseverance

 * 4 minutes, 100% of 20 lemmings, release rate 50

Turn the first lemming out into a digger; the second will escape the pit, so make him build from the right edge of the platform, and while he is doing this turn him into a floater. When the digger is halfway through the second block from the top, make him build to stop digging, then have someone mine to the left.

Note that this level is not the same design as Fun 12: Patience, despite the similarity of names (both phonetic and in meaning). It is actually the same design as Fun 10: Smile if you love lemmings.

Level 10: Izzie Wizzie lemmings get busy

 * 5 minutes, 100% of 5 lemmings, release rate 50

As soon as the first lemming gets to the left and turns right again, have him build out of the landing pit, but before he can complete his ramp have one of the others bash through it so none of them can follow. By whatever combination of ramps works for you (you should know the drill by now), get the scout onto the right-hand wall of the third pit (at the left edge thereof), then immediately mine to create a safe drop. Build two more ramps out of the last pit to the exit, then repair the original ramp.