Lemmings/Taxing Levels 11-15

Level 11: The ascending pillar scenario

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

Turn the first lemming into a digger the moment he lands. Turn the second lemming into a digger as soon as he is slightly past the pit dug by the first one. Turn each of them into builders as soon as their pits are deep enough, then turn the one in the right pit into a basher when he is heading to the left; then turn a lemming going left into a climber (if you're quick, perhaps with judicious use of the pause hot-key, you can give this skill to the basher). Build up to each pillar in turn, being careful to time your bridges so that they neither fall short of the pillar nor touch it and thereby turn the scout back to the right. At the last pillar, dig, mine left, dig, turn (using a builder), mine right, dig, turn, and mine left, breaking out of the pillar fairly low down. Build across the gap, and just before this is complete, have one of the trapped lemmings build left out of the pit.

Level 12: Livin' On The Edge

 * 5 minutes, 80% of 10 lemmings, release rate 1

This level is so-called because it's best tackled by building from as close to the edges of platforms as possible; it's frustrating because, even with the above tactic, there appear to be two builders too few. However, analysis of the layout using a bitmap editor shows that each platform (including the one made by bashing through the wall) is two pixels closer to the previous one than that one was to its predecessor. This is the secret of beating this level.

Build up to the wall (you will need two builders) and block both ends of the entrance platform. Bash through the wall, and immediately after breaking through, build to the next platform (you will need two builders again, and will probably also need to dig before your bridge overshoots the end of the platform). Build to the next (two builders and a digger again); the remaining ramps will only need one builder each. Release the blocker.

Level 13: Upsidedown World

 * 6 minutes, 98% of 80 lemmings, release rate 40

Set a blocker to the right, then mine through the ground as near as possible to the one-way rock without being blocked by the rock. You should come out on the supports of the log bridge.

Mine through the hill to the left of the log bridge, until below the ground with the trap; bash through this ground until a following lemming emerges at the foot of the other one-way rock, then build to stop bashing. Send a climber over the rock; turn him around by building against a tuft of vegetation, then mine (and bash if need be) to meet the tunnel. Bash through the tall weed blocking the non-climbers from the exit.

Level 14: Hunt the Nessy....

 * 8 minutes, 95% of 80 lemmings, release rate 30

I find this level almost as boring as the "We all fall down" levels, since like those there's no real puzzle aspect. However, if you want to (or must) do this one, here's how...

Send a scout ahead, trap the others on the entrance platform. When the scout reaches the "neck", bash about halfway through, then dig, and finally mine. When you get to the exit mound, bash through the tiny building blocking the way; if the scout starts bashing through the earth beyond, make him build, and as this will turn him around, turn him back by building under the final ramp so that he hits his head on that ramp. When the way to the exit is clear, release the righthand blocker.

Level 15: What an AWESOME level
This level isn't included in Lemmings For Windows.

Loosely based off of the Psygnosis game, Awesome, it's design is based on the worm boss. To start, dig a hole or use some blockers, then use a basher to dig through the first worm's ear. Use the builder, when the lemming comes out of the first worm's left ear. Use the builder on the third worm's right ear to build over the stars. Use the builder on the back of the fourth worm, facing downward to reach the last spike, and the exit is made! Blow up one of the blockers or bash through the holes to take the lemmings to the exit.