Insane Steve's LemEdit Set #2
Hints, Solutions, Errata, etc.

This is the second level set I have made for the LemEdit program.
The first thing you should know is that the height for the interactive
objects is kind of messed up on certain sets, so if the Lemmings climb a step and then
pass by the exits, it is my program's fault. Email me at stembalo@msn.com
if you have this problem, and I will recreate the set with a different height.

Also email me if you don't think the level solutions I have presented are
correct (Although I tested them all), or if you found an easier, possibly
cooler alternate solution. Also tell me if the help file is erroneous in any way
(For example, the levels are mixed up, or one of the titles is very wrong, or if there
is a major typo, etc.) These comments will help me revise these and future levels.

Below are the hints/solutions. I have put some space there so you can read the
first few paragraphs without seeing the answers. Good luck!

The difficulty is out of 10. 0-2.5 = Fun, 3-4.5 = Tricky
5-6.5 = Taxing, 7-8.5 = Mayhem, 9+ = SunSoft.

Level        cl  fl  bo  bl  bu  ba  mi  di  #L  %S  Time  RR Difficulty  Graphic Set
1            10  10  10  10  15  10  10  10  80  85  5:00  01    6.5           2
2            01  01  01  01  01  01  01  01  80  100 3:00  90    6.0           5
3            01  01  01  01  05  01          60  98  4:00  70    6.5           4
4                            80               4  100 8:00  01    6.0           5
5            20  20  20  20  20  20  20  20  50  90  5:00  60    5.0           1
6            01  01  01  01  01  01  01  01  50  90  2:00  50    7.5           5
7            01  01  01  01  01  01  01  01  60  100 3:00  80    6.0           2
8            50  01          20  01  01  01  50  100 9:00  20    8.0           5
9            03  03  03  03  03  03  03  03   4  25  5:00  99    9.0           3
10           01  01  01  01  15      01      50  100 5:00  20    9.5           2

(If you haven't noticed, I am very fond of sets 2 and 5, and will rarely, if ever use 0, 6, or 7)

PACK REVISIONS:

Level 8: Terrain slightly changed to remove back-route. Number of builders reduced to 20.
Level 9: Terrain slightly changed to remove back-route.





HINTS
************************

Level 1 (A Tribute To Flagpole Sitting): The hard part about this one is actually trapping the
Lemmings; the solution is pretty obvious. There's a couple of ways you can do this; but remember
that you can only lose 12 Lemmings. Or, if you want to look at it another way, you can lose up
to 12 Lemmings. Depends on what way you want to trap the Lemmings.

Level 2 (Flugtag!): You have to turn around the Lemmings, and fast. What way can you do this?
Remember, you need 100%. However, your method must be FAST due to the 90 release rate. How can
you accomplish both? Remember that you can use one of EVERY skill. And try your best not to
be distracted by the scenery... ;) (Of course, this level is named for the Red Bull Flugtag
contest, where people build machines that look as if they'll fly but actually don't and jump
off a high platform into a lake.)

Level 3 (The Razor's Edge): You can only lose one Lemming, so you have to figure out where this
Lemming will be. For example, if you block the left edge, you can't use your bomber to blow up
the thin wall. Another problem is the wall itself: If you bash through it, there is no other
blocker to stop the Lemmings from walking off the egde. You have a climber and floater too, but
if you send a Lemming up the wall, there's no way to prevent it from falling off the bottom of
the screen. Or is there?

Level 4 (Back With Ye!): You only have builders to work with, but you have plenty of them. You
obviously have to build a ramp to the exit, but there's a right way and a wrong way to do this.
The title provides a nice hint for solving the level, too...

Level 5 (--> Wrong Way! -->): This one only appears daunting; it is actually fairly simple and
not THAT difficult. If you can't bash the obstacle to the right, and you can't go around it, how
will you clear it? You obviously can't go around the one-way wall, so the only option is through
it.

Level 6 (Is So Easy!): (Yes, the grammar error is intentional.) The path for the level is pretty
well set. However, you really cannot use your limited skills to go this way. Another option is
to send a floater down the path, but how can you turn it around without wasting your skills?
There IS a third option, though, and it is trickier than both of these!

Level 7 (Rip your hair out Mr. Lemming): Yes, so it isn't a PERFECT replica of Fun 11. It is
close enough. Anyways, you again only have one of each skill. The trick is figuring out how to
get through the one way wall, yet do so with only one of each skill. This level is, of course,
somewhat linked to level 5 of this very set.

Level 8 (Multi-Task Lemmings): 50 Climbers, 50 Lemmings. Coincidence? You'll have to figure out
some way to trap the Lemmings without Blockers (I doubt they'd be useful anyways: you need 100%)
As the title implies, you'll have to do numerous things at once. You will need one hand on the
F numeral keys (Especially F3, F7, and F11) if you wish to succeed here. 

Level 9 (Betcha can't save just one!): This level is just as confusing as it looks. You have
VERY limited skills here. The most important thing to remember about this one is that the walls
separating the 4 sections are NOT steel. Remember, you "only" have to save a single Lemming.
Keep in mind that you have 3 of EVERY skill. My solution uses all 3 of four of the skills, and
none of the other four. (That last comment may have confused you more... XD)

Level 10 (The Magician's Secret): As the title implies, there is a trick involved here. There
are not enough builders to climb up that small jagged pathway. The wall on the right isn't
steel, but how are you going to turn around and still save 100%? And of course, there IS that
pillar on the top of the level. Is there another way?

SOLUTIONS
***************************

Level 1: There are a couple ways to do this, but my preferred way is to build IMMEDIATELY when
the first lemming hits the pole, and make it a blockr before the third lemming falls off. Repeat
on the left side. The fifth lemming is to build to the right after the sixth lemming begins
digging down the pole. This way, the lemmings are trapped on a floating builder mass. The digger
should NOT dig the entire pole away; you'll see why later. Build when the digger reaches a point
where it can pass under the steel, and bash to stop it when it is directly over the exit. You
should build over the right blocker, not bomb it. This is to prevent the lemmings from falling
in a hole in the builds.
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Level 2: Block the first lemming almost immediately. Let the remaining lemmings walk left, and
bash right through the wall (This is annoying, as the lemmings are more inclined to bash left).
Watch the lemmings leave the trap door. When lemming #80 leaves, make it mine under the blocker
so that it stops blocking. Let the former blocker walk for a while (But don't let it pass the
exit!) and then have it dig. Build to turn the miner around. Make the digger a floater.
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Level 3: Make lemming 2 a climber. Hit F2 one time. When lemming 1 reaches the end of the block,
have it build 2 steps, then block it. Make the climber a floater also. Before the floater drops,
have a lemming build right into the wall, as close to the wall as possible. This will create a
small step for the lemming (If you are as close as you can be, the step will pertrude 3 pixels
outwards, but you really only need one). When the athlete lands on the new step, quickly make
it build to the exit. When it turns around, make your athlete bash to the left through the wall.
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Level 4: The trick to this one is that the bottom lemming be the ONLY one to build up to the
exit. As for the other 3 lemmings, build in the narrow areas to turn them around. If the bottom
lemming turns around while building to the exit, turn it around IMMEDIATELY. Of course, make sure
that your 3 lemmings you are turning around don't build 3 times in the same area; then they will
be stuck.
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Level 5: There are many ways to do this one. The easiest being to build up a bit, and then mine
backwards 20 times. The diggers will take you the rest of the way through. Remember that the
floor is steel, so you have to build a bit to dig downwards.
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Level 6: Let the first lemming build ONE step at the very edge of the ramp, and make it a digger.
He will continue digging through the edge of the steel. Make the second lemming a blocker, and 
when the third lemming reaches the non-steel part, make it mine into the steel. When the digger 
is about halfway down the wall, bash to stop the digger. It's cheap, I know... But IS SO EASY!

(Oh yes, this level originally had a 1 release rate, but I accidently left it at 50; it was
discovered that it IS possible with 50.)
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Level 7: Make lemming 1 an athlete (Climber and floater). After it climbs the structure, wait for
it to ALMOST reach the end of the structure, and have it dig. There should be a thin (No more
than 2 or 3 pixels) wall to the right of the digger. Wait for it to almost hit the steel (Leave
a bit of ground left, but don't make it impossible for the lemmings in the mass to step up...)
and build turn it. Bash through the wall in the direction of the arrows. when the lemmings
reach that bit of wall at the end, have a lemming mine to the LEFT at the very edge of that thin
wall. THe backswing should take out the last piece of the wall.

ALTERNATE SOLUTION (By Ben Conway): Make the first lemming an Athlete. Let it climb over the 
obstacle and fall down onto the other side. Have it build about one or two steps, and then make 
it a miner. When it hits the steel, it'll turn around; bash through the obstacle and the others 
will be saved. This method is shorter and doesn't use the digger.
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Level 8: Make lemming one a climber, lemming 2 an athlete, lemming 3 a climber, lemming 4 a
climber, etc. When lemming 1 reaches the third and final arch on the floor, have it dig a hole
into the little area. This will be the holding area for the lemmings. The athlete will be the
one that bridges the first small gap. Let it fall and build up to the steel block so that the
other lemmings can fall safely. Oh yes, I almost forgot; while you do this, you have to make
all the lemmings coming into the level climbers so that they won't turn around and drown. Hence,
the title. Another thing to take note of is that when you have built back up to the top level,
make a THIRD build to the end of the very right wall so that the lemmings that are not floaters
won't climb the wall and fall too great a distance to survive. Use the miner to make a hole in
the ramp, build over the gap, and then build over the last obstacle before the exit. Finally,
bash to the right through the right side of the arch to release the mob. (Of course, you may
select a lemming that is facing left, in which case all your efforts have gone to waste! For
all practical purposes, if you have all 50 lemmings out, all the ramps are correct, and the only
thing that prevents you from beating the level is the basher going the wrong way, then I'll let
you say you beat the level. Just go on to level 9. Of course, if you REALLY want to replay it...)
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Level 9: Oh boy, this one's fun. Pause the game, and scroll to the third section to the left.
Make the lemming in this section bash through the stairs so it won't fall into the trap, and then
have it also bash through the wall that separates the third section from the fourth section.
Make the lemming in the fourth section a climber when it is facing left, and right before it
begins climbing the wall, start a bomb on it. It will explode into the wall, and leave a little
indentation in the side of it. Next, make the other lemming walking back and forth between the
third and fourth sections a climber, and when it climbs the LEFT wall and enters the indentation,
make it build over the gap (In a way that doesn't block of the top of the wall for future
climbers...) and watch it climb over to the top part of the right wall of the third section.
Right after it begins climbing, make it a bomber, and it will leave another indentation similar
to the first one. Shift to the second section, and have the second lemming bash through the right
wall into the third and fourth sections. Have the lemming build up to the right side of the wall
dividing the second and third sections (The one with the bomb hole in it) and make it a climber
so it climbs the wall. It will eventually reach the bomb hole in the right wall of the third
section; have it build a ramp to the exit there. Let's recap. The third and fourth lemmings
sacrifice themselves so that the second lemming can enter the third exit. As for the first
lemming, it is a red herring -- utterly useless to the level. Just bomb it.

Oh yes, if this level has ANY alternate solutions, PLEASE E-mail me about them! I want the
level to have the one and only one solution. If you find other, E-mail me at stembalo@msn.com so
I can fix them. You will be listed in the read me file for this set if you do help me out.
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Level 10: Build a ramp which goes up to the ceiling of the lower section of the level. Keep on
building up even when the lemmings hit their heads (They'll build one step each) and keep going
until your building blocks hit the very top of the ceiling. Try to put this as close to the left
side of the pillar as possible; you'll see why later. What will happen next is interesting; the
last lemming that completes the bridge that touches the celing will be stuck inside the
structure. Make it a climber and watch as it climbs a small amount, falls, climbs a small amount
on the other side, falls again, etc. It will STILL be going up through the wall -- This is the
magician's secret. When it finally reaches the top of the wall, have it mine to the left as close
to the pillar as possible. After it complete the mining, build a bridge up to the mining hole.
The rest is self-explanitory. Of course, watch your builders -- 15 is barely enough even for
the correct solution. Most are used to build all the way to the ceiling.
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Special Thanks:

Ben Conway: for finding a back-door solution to level 9. (You used to just be
able to climb up the left side of the left section, but I fixed that now. :P)
Martin Zurlinden: For finding several back-routes to level 8. He also found that back route
in level 9.
Steaver370: For finding an ingenious back-route in level 9. Expect a version that uses this route
in my 8th pack...

Thank you for playing the levels I create. More will be coming soon!

~Insane Steve

Questions? Comments? Invectives? All are welcomed and encouraged.
Email me at stembalo@msn.com