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Lemmings (e)

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LEMMINGS Solutions


This extremely long file contains the solutions to nearly all the levels 
contained in the original version of Psygnosis' Lemmings.  These solutions 
were all achieved using the Macintosh version of Lemmings.  The codes for 
the individual levels should be available via FTP from the same place you got 
this article.  If not, try risc.ua.edu.    

Levels 26 and 27 Mayhem are not exactly included becasue... I'm lame.  If 
you come up with solutions for them, send mail to 
ror1@kimbark.uchicago.edu

If you find an error in any of these solutions send mail to the compiler of 
this listing, ror1@kimbark.uchicago.edu.  Similarly send mail if you have 
suggestions for the improvement of this listing.   

This article is not for sale in any way, is to be distributed free of charge, and 
may not be distributed in altered form without the consent of Richard Rouse, 
ror1@kimbark.uchicago.edu .     

TACTICS

USE THE KEYBOARD, YOU YOUNG WHIPER-SNAPPER
Many people seem to never realize that you can change which type of 
Lemming (Builder,  Climber, Floater, etc.) you have selected by using the 
arrow keys on the keyboard.  The use of such is absolutely necessary for 
some levels.  

PATHFINDER LEMMING
Use one Lemming to blaze a trail across the screen, and then release the 
others once the route has been completed. Often the Pathfinder is an Athlete 
(Climber and Floater) but not always.  If the screen has several trapdoors 
then you probably  need one Pathfinder per entrance. In the latter case it's 
best to try and deal with each trapdoor separately; trying to handle them all at 
once and skipping from one to another is usually doomed to failure.

DON'T DROP THAT BOMB ON ME
To release a Blocker in a non-destructive manner, use a Miner to dig away 
the ground underneath it.

ZIG ZAG STAIRS LEMMINGS
If Lemmings are stuck in a pit, they can be freed by numerous Builders 
planting stairs in a zig-zag pattern upward.  Each Builder starts building to 
the left from the top of a right slanted staircase (which has run into a wall), 
and vice versa.    

ANTI-LEMMING
It may be necessary to reverse a Lemming's direction without the benefit of a 
convenient obstruction or a Blocker. This can be done by using a Basher, 
Miner, or Digger, depending upon the terrain, and then, when the hole is 
sufficiently deep, changing it into a Builder; after a few blocks the Builder 
will collide with the wall of the excavation, stop building and turn around. If 
the ground is metal, then a Miner on its own will do, as it will give up after 
one whack with its pick at the impenetrable metal, and then turn around.  

THE PIT AND THE LEMMING  
Similar to the above tactic, you can stop and trap a whole horde of 
stampeding Lemmings without a Blocker by digging a pit straight down.  
Use a Digger to make the hole, and then stop it by turning it into a 
Builder(Anti-Lemming).  When you later want to release the Lemmings, use 
Builders to allow them to climb out.  The pit created should be just deep 
enough to hold the Lemmings you want to trap, for you don't want to waste 
too many Builders in releasing them.  

STOP THAT LEMMING
Another method for turning around a suicidal stampede of Lemmings when 
you don't have any Blockers is to use a Basher or Miner to make a 
horizontal or diagonal hole, then change it to a Builder to make it stop 
bashing or mining (Anti-Lemming).  A much more difficult method can be 
performed without any excavation Lemmings.  One can block Lemmings by 
using Builders to build a four deep layer of steps, with the starting edge of 
each layer in line, making a high vertical face, off which the Lemmings will 
bounce. This is much easier to describe than to achieve. 

HIT THE CEILING LEMMING
You can turn around a single Lemming if there is some solid material 
directly above it by making it into a Builder.  It will build until it hits its head 
on the ceiling and then turn around.  However, other Lemmings can get by if 
there is just one pixel between the stairs and the terra-firma above.  But they 
will turn around if you turn each of them into Builders at the top of the 
previously laid steps.  After laying one step, they too will hit their heads on 
the ceiling and turn around. Ê

IF NOT A USEFUL BUILDER LEMMING THAN A STALLER BE
If some Lemmings are heading for a cliff at which a Builder is not quite 
done creating a bridge, the Lemmings can be stalled by turning them into 
Builders.  For this maneuver it is of course important to have a lot of extra 
Builders.  It is smart to do this at an adequate distance before the initial 
Builder, so that the bridges do not accidentally overlap.  

HOLY STAIRCASE
On screens where you need to release one or two Lemmings from within a 
walled off horde, but do not have a setup where a Blocker or two can 
conveniently hold the remainder, try this.  Build a staircase up, on which the 
Lemmings will all swarm  As the Builder climbs, pick one of the other 
Lemmings and turn it into a Digger when it is some distance up the staircase, 
above the ground.   This will let one Lemming, the Builder, out, and the 
others will fall through the hole and stay merrily trapped.  When it's time to 
free them all, turn one into a Builder as they approach the hole in the steps.

ONE IN A MILLION LEMMING  
If you have a Blocker holding in your Lemmings, and want to get just one 
Lemming past it without blowing it up, build a bridge that would go over the 
Blocker's head.  Then watch the Lemmings falling off the end of the bridge.  
As soon as one falls past the Blocker, make the Builder a Digger.  This 
stops the rest from getting past.

SPIRAL STAIRCASE LEMMING
To reverse the direction of a staircase in midair, first place a Blocker where 
you want the steps to turn.  As the next Lemming approaches, turn it into a 
Builder a short distance from the Blocker.  When the steps hit the Blocker, 
the Builder will turn around and keep building.  Tricky to work just right, 
but quite possible.

GIANT STEPS LEMMING
If a group of Lemmings need to fall down from a high structure, and you 
don't have enough Floaters, you can use a Digger Lemming to create a step 
for them.  If the drop is twice as far as the Lemmings can fall, or thereabouts, 
Have the Digger tunnel down right at the edge of the cliff, and then stop half 
way.  You can stop it by turning it into a Builder.  Then the Lemmings will 
fall twice, once to the step the Digger made, and then to the ground below.  If 
the drop is farther than that, you can use multiple Diggers, staggering them  
Creating a series of steps.

BUT I WANT YOU TO MINE THE OTHER WAY
If you have a Builder, a Digger, and a Miner, and you want your Lemming to 
mine down and to the opposite direction of that which it is facing, try this 
trick.  Turn it into a Digger momentarily, and after it's down four pixels or 
so, turn it into a Builder.  It will attempt to build its way out of the pit, but 
then turn around after two or three steps.   Now you can have it mine in the 
opposite direction.

BASHING THROUGH STEEL 
If you wait until a Lemming hits a steel surface and turns around, then make 
it a Basher (while facing away from the steel) and it will remove one to three 
pixels from the steel.  After a little experimentation when a Lemming got 
stuck vertically in a steel column, it was decided that steel acts like one-way 
columns with arrows all pointing out from the center.  If you can reverse-
bash your way to the center, you can bash the rest of the way through the 
column normally. 


INDIVIDUAL LEVEL 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.  If you cannot get through them, turn in your Macintosh for a 
nice brain-numbing non-interactive Television.

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. Ê

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 of the 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 Lemming 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. ÊAs 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 fourth 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. ÊAll 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. 
Ê

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 use the arrow keys to switch from Basher to Digger and back to 
Basher.  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. Ê  
  
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.  WARNING:  If you play 
Lemmings in black and white, the "Peas" in the soup will not appear due to a 
graphics snafu.  The only solution to this problem appears to be to play this 
level on a color computer.  

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. Ê

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%
You didn't think I'd tell you the solution to every level, did you?

LEVEL 27:  
Heck, I won't even tell you the name of this level.  Come on, don't you think 
it's time you tried a couple?

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.  


Thanks go to Rob Griffiths, Bill Gilliland, and "JimG" for providing some 
of the Lemmings tactics, and to Ben Young and June Oshiro for helping 
with some of the level solutions.