Level Passwords
Level --- Fun --- Tricky ---
Taxing --- Mayhem
1 --- (None) --- HCEONONPDX --- MFMCCJONFM --- NKMFLGCLHP
2 --- IJJLDNCCCN --- CINNONHQDL --- FMCIKLMOFR --- KNOHGONMHS
3 --- NJLDLCADCY --- CAJJLDMBEV --- ICGNOONPFM --- ONHGGKONHM
4 --- HNLHCIOECW --- KJHLDMCCEO --- CKNOMFMQFL --- FLGKJOMOHK
5 --- LDLCAJNFCK --- OHLLICADEO --- GCJKNLHBGT --- HGCNOMNPHL
6 --- DLCIJNLGCT --- HLDMCMOEEX --- KKKLLHGCGL --- GOOMMNHQHX
7 --- LCANLLDHCO --- LDMCCJNFEP --- NKNDHGCDGR --- GCJKLDMBIQ
8 --- CINNLDLICJ --- DMCMJLLGEY --- ILDLGKOEGL --- KJILDMGCIX
9 --- CEKHMDLJCO --- ICGNLNMHEO --- LDLGAJNFGS --- NILDMGCDIU
10 --- MJHMDLCKCW --- CMNLLDMIEO --- DLGKJOLGGO --- ILDMGKOEIO
11 --- OJOLHCGLCO --- CCJIMDMJEP --- LGCNOLDHGL --- LLIGCJMFIK
12 --- HMDLCIOMCJ --- KKIOLICKEP --- GKNOLDLIGU --- DMGKJOLGIR
13 --- MDLCAKLNCS --- OHOLICALEJ --- GCJIMLHJGY --- MGCNOLDHIO
14 --- DLCIJNMOCM --- HMDMCINMEL --- KKIMDLGKGO --- GKNOLDMIIX
15 --- LCANNMDPCJ --- MDMCAJLNEU --- NIMDLGGLGO --- GGJIMDMJIL
16 --- CINNMDLQCS --- LMBIJNOOEY --- IMDLGONMGX --- KJIMDMGKIQ
17 --- CAKHLFLBDU --- ICANNMLPEQ --- MDLGCJMNGM --- NKMDMGCLIP
18 --- IJJLNHCCDS --- CINLMDMQET --- DLGOJMMOGJ --- IMDMGKNMIW
19 --- NJNNHCADDR --- CCKHNNIBFP --- LGGNMMDPGW --- OLIGCKMNIW
20 --- HLFLCMNEDW --- KJKLFMCCFU --- GKNOOLHQGT --- LIGKJOOOIQ
21 --- LNHCAKNFDS --- NILFMCGDFT --- GCJINNHBHU --- MGCNOMDPIX
22 --- FLCMKLLGDJ --- KNNICONEFU --- KJKLFLGCHJ --- GKNOMDMQIQ
23 --- LCAOLLFHDS --- NNICGKOFFO --- OINNHGCDHL --- GGJKNNIBJN
24 --- CIOLLFLIDL --- NMBMKNNGFX --- ILFLGONEHR --- OJILFMGCJO
25 --- CEJHOFHJDO --- MCCOMLFHFY --- LFLGCJOFHY --- NKLFMGCDJJ
26 --- OKHMFLCKDM --- BKNONFIIFP --- NHGOKONGHM --- ILFMGONEJU
27 --- NJMFLCALDU --- CCJKMFMJFU --- LGCNOLFHHO --- NFIGCKOFJK
28 --- HMNHCIOMDQ --- OKKONICKFY --- GOOOLNHIHQ --- FMGKJOLGJU
29 --- ONHCAKNNDN --- OIMFMCCLFJ --- GGKKMFHJHK --- MGCNOLFHJR
30 --- FHCMKLMODO --- KMFMCKNMFT --- KJIMFLGKHQ --- GKNONNIIJQ
Password translation:
Code elements: 0123456789
0 Unknown
1-6 Percentage of Lemmings saved in previous level
7-8 Game level
9 Checksum
The checksum character is found using this equation (where code(N) is
the ASCII value of the character at position N): code(9) = 74 +
(sum(code(0)..code(8)) modulus 16)
------------------------------------------------------------------------------------------------------------------------------------------------
Level Passwords:
NOTE for Level 6 to 30: Not entirely sure if these passwords are in the
right order, since there is only passwords for only 4 of the 5 difficulties. It
is assumed that the Sunsoft passwords weren't provided for these levels.
Level - Fun - Tricky - Taxing - Mayhem - Sunsoft
1 - SRDTPT - MGQZMGG - PQFPTBP - XNMTWVD - TPCWFMP
2 - MJDVLXT - LXSFDXB - HPLHRXL - KDTJQQR - WSJCLDX
3 - ZBHPRLQ - ZRVXBWQ - CPZRSRV - VNTGWRB - PVNRCMV
4 - GWSXMHK - NKVKRTB - SMSWSPW - SQDLCRR - HZSQQNV
5 - NCDKKWG - GJWDHMG - DXCQKRX - JHQTCPD - KCGHCNC
6 - CKWDRKV - DJCQQZT - MDGMJLV - RQXNVNP - NA
7 - HCBSMGV - JHSVCQL - WZWSDMK - CBWMMLG - NA
8 - JBKZQGS - RCHFGNN - HZBCFQM - LCVDQWL - NA
9 - MMDMKKX - BJWVRCQ - SPRPVHR - KDHWTJL - NA
10 - SKFKNNB - RFPZFBJ - BWCBKXJ - GVNKKJL - NA
11 - LXNLJCP - JKJBRMQ - WRFVJDL - DXCDGNH - NA
12 - MTPCTNP - MZDCDTC - GGBCXXS - GWJTPLW - NA
13 - PCLSRCP - ZVMQKXB - TTXQXQL - LNZNHWM - NA
14 - KPMDGXZ - ZZRHJPL - DCBBWNH - MZXZKZC - NA
15 - TLVKLSW - JFLKJPX - WCBLDQX - RWLTTCQ - NA
16 - HMHRSDR - JQXRNGJ - PFVFXCR - LGJCRKM - NA
17 - MFLFHSH - WFVBVJP - NKVCKDN - SQXKBZN - NA
18 - QXPKCHB - KWVBVJP - QPDDJFB - WXTBWCB - NA
19 - MWRTLNR - TTKLKZT - QBGBPSW - NPKNRKV - NA
20 - GMXCWPS - NNFFQPV - JLXJWNW - PZQWRGP - NA
21 - KBXNJPB - ZNXBKMP - JLHFSRF - DZTHVNL - NA
22 - DVJJBGM - QSLQWTJ - WCLJNNK - RMDTBFQ - NA
23 - LGSSCZL - BGFVMFR - LVFHHMM - FCSLSPK - NA
24 - MVGDKVX - PQZWDKM - MHNNCPC - RNHQXVM - NA
25 - LSQHCQS - SBCMSJS - RNMKXLP - LTGNDXH - NA
26 - SXRQMVR - BDGQRNX - XZZSDDN - LHLTDDW - NA
27 - PMQJPMX - XPPBQWL - BBTSGZC - HCBBKHV - NA
28 - DHBPTWQ - JHQSPRH - LXFLJPX - MWLGVQJ - NA
29 - BCXLWVV - GCLKJMQ - QKZVKFT - GSPQCRQ - NA
30 - FXWBBSL - SRWGXZM - WFCSHNT - ZTTGRFH - NA
------------------------------------------------------------------------------------------------------------------------------------------------
Password translation
Code elements: 0123456789
0 Unknown
1-6 Percentage of Lemmings
saved in previous level
7-8 Game level
9 Checksum
The checksum character is
found using this equation (where code(N) is the ASCII value of the character at
position N):
code(9) = 74 + (sum(code(0)..code(8))
modulus 16)
Solutions
Each level has two numbers
after its title. The first is the number of Lemmings total for that level, and
the second is the percent of them you must save to pass the level. This
information is provided here because it is the information which is
inaccessible from the game play screen.
Fun levels
Level 1: "Just dig!"
10/10%
Solution included in the
manual
Levels 2-7: Instructional
Levels
Very simple levels, these
teach you how to play Lemmings and you should not need help.
Level 8: "Not as hard as
it looks" 80/95%
As the title implies, turn the
first Lemming out into a Blocker, and your work is done.
Level 9: "As long as you
try your best" 80/90%
Have a Basher go through the
center pillar, and when some of the of the Lemmings are turned around (before
the Basher can make it all the way through the pillar) turn the first of them
into a Blocker as soon as it is to the left of the stream of incoming Lemmings.
Level 10: "Smile if you
love Lemmings" 20/50%
Easiest solution is to use a
Digger to dig down just to the right of where the Lemmings come out. Make sure
the pit is positioned such that the Lemmings do not come out of the trap door
and then fall continuously into the hole you are making. When the Digger is
about half way down, turn it into a Basher, turn the first Lemming to fall out
of the new tunnel into a Blocker, and blow it up after all the other Lemmings
have made it safely to the exit.
Level 11: "Keep you hair
on Mr. Lemming" 60/83%
Turn two Lemmings into
Athletes (Climber + Floater), sending them over the "one-way column"
in the center. After they're over, turn the first into a Blocker, and then have
the first bash through the column. While its busy with that, blow up the
Blocker, sit back, and watch the Lemmings escape to eternal happiness.
Level 12: "Patience"
80/50%
Have the first Lemming to the
column bash through it, and set a Blocker (to the left of the trapdoor) to stop
those who turn around from dying. Once through the column, use the Zig-Zag
Lemming tactic to get the Lemmings out of the pit on the other side.
Level 13: "We All Fall
Down" 20/100%
Have each Lemming dig a hole
through the platform they initially land on, each one, obviously, making its
own hole to the left of the Lemming before it. The Lemmings cannot survive a
fall from the top of the platform, but they can from the bottom of the
platform. Be sure to start the first Lemming sufficiently to the right so that
there will be room for the rest of the Lemmings to dig their own separate
holes.
Level 14: "Origins and
Lemmings" 80/75%
Set the first Lemming out to
bash through the first vertical column. Then, once the Lemmings make it through
that column, have another Lemming build stairs up to the second vertical
column, so that the 11th or 12th step is in contact with the pillar. Thus, when
you set another Lemming to bash through the second vertical column, it will
continue through the horizontal column and then on through the third vertical.
Repeat this for each new vertical column until your Lemmings reach the exit.
Level 15: "Don't let your
eyes deceive you" 80/80%
At the top of the pre made
steps right before the first pillar, have a Basher dig through. Repeat for the
second pillar. Have an Athlete go over the third pillar, and have it start
building steps from the very edge of inclination that leads into the black pit
(and certain death). Once it has built enough steps to safely land on the other
side, let it proceed onward. When it reaches the top of stairs following the
pit, have it build over the gap in those stairs, allowing it to land on the
steps on the other side and continue up them to the exit. Now have a Basher go
through the third column, sending all the Lemmings to the exit. NOTE: This
level has one of the niftiest Lemming killer traps in the game, right under the
broken stairway at the end. Be sure to let at least one Lemming into it, so
that you can witness its brutal slaying.
Level 16: "Don't do
anything too hasty" or "Stairway to Heaven" 80/60%
Set the second Lemming out of
the trapdoor as a Blocker, and set another, preferably the first one to be
turned around, as a Blocker to the left of the trapdoor. Meanwhile, have the
first do as the title implies and build a "Stairway to Heaven." Blow
up the right Blocker to send the Lemmings on their way.
Level 17: "Easy when you
know how" 50/40%
Since there are traps in the
lower passage, have the first Lemming out of the leftmost trapdoor be a
Blocker, set just to the left of that trapdoor. Now go to the area under the
right most trapdoor, and have a Basher go through the pillar to their right.
Have two Lemmings, both set as Floaters, fall from the edge following the
pillar, and keep the rest of the Lemmings from the rightmost trapdoor trapped
up high with a Blocker. Set the rightmost Lemming Floater as a Blocker right
before it reaches the exit, thus turning around the other Floater. Now have it
build stairs up to the metal cliff face. Now blow up both of the latter
Blockers (not the one on the left), and have each of the different Lemming sets
(for each trapdoor) bash through the pillars to their right.
Level 18: "Let's Block
and Blow" 70/71%
Each of the levels between the
two brick walls has one section in which there is no big, scalding, and
generally very nasty looking flame. Set a Lemming, one at a time, as a Blocker
over these fire-free sections, and then blow it up, allowing the other Lemmings
to fall safely to the level below. Repeat until your Lemmings reach the exit.
Level 19: "Take good care
of my Lemmings" 80/70%
Set the second Lemming out as
a Blocker on the second hump, and have the third (the first to turn around)
block to the left of the trap door. When the first Lemming reaches the middle
of the last hump, have it build up to the exit. Then turn the rightmost Blocker
into a Bomber, and watch the others trot off to the egress.
Level 20: "We are now at
LEMCON ONE " 50/50%
Have the first Lemming build
stairs to the right, bridging the green ooze below. It can then go on and bash
through each of the rods, finally building a stairway to the exit. A Blocker
must be set while the last set of stairs are being built. Be sure to place the
Blocker over the pillar which holds the platform up, so that there will be
enough terra-firma left when you turn it into a Bomber in order to let the
Lemmings proceed to safety. Another Blocker must be set at the leftmost edge of
the central platform, after the Lemmings have been turned around by the other
Blocker.
Level 21: "You Live and
Lem" 80/60%
After crossing the first
grassy hill, have the first Lemming become a Digger and have it excavate
through the thin part of the ground. Then set two Blockers to keep the Lemmings
trapped just below that hole. Leave one Lemming out and to the right. It will
be used as the Pathfinder (see tactics). Have it bash through the ground to its
right, build a bridge over the water, and then bash again through the ground to
its right. Have it bash again through the big hill, and immediately after
through the pesky root. To avoid the trap, simply build stairs over it,
sufficiently close so as not to run into the ceiling, but sufficiently far that
the Lemming is not killed on its way up the stairs. Now blow up the rightmost
Blocker, allowing the Lemmings to trek en masse to the exit.
Level 22: "A Beast of a
Level" 80/60%
The solution for this nice
looking but not very mind-stimulating level consists of bashing through each of
the trees, and then building a Zig-Zag staircase (see tactics) between the last
tree and the grassy slope. Then use another Basher to get through the rock
surrounding the Lemmings' home.
Level 23: "I've lost that
Lemming feeling" 80/25%
This is also a simple level.
Turn the Lemmings around with a Blocker placed right before the lava pit. Then
bash your way to the exit (the lower one is easier to get to) all the way to
the left. The words "EXIT" with respective "X"s are just
decoration. You must build a bridge over the chasm that is midway to the exit,
and set a Blocker accordingly, some distance before the beginning ofhe bridge.
WARNING: The hidden flame-thrower that shoots through the top of the above
mentioned chasm, is located directly under the leftmost "X" under the
word "EXIT." Don't lead your Basher through this "X,"
unless you would like it barbecued.
Level 24: "Konbanwa
Lemming san" 30/66%
After all the Lemmings have
come out in a big chain, have the last one become a Digger right above the
middle level, but to the left of one-way material below. Then have it bash
through the incline and the one way material. This Lemming will be lost into
the green soup, but the others will make it to the exit without further
assistance. Since they are so tightly bunched together, the stamping trap near
the end will not kill enough of them to stop you from getting 66%. If you
really want to avoid unnecessary carnage, what are you doing playing this game?
But if you want to avoid their particular senseless deaths, you can dig as the
chain passes above the exit, allowing the Lemmings to fall to safety.
Level 25: "Lemmings
Lemmings everywhere [nor nary a one does think]" 80/50%
This level looks much harder
than it actually is. The Lemmings will, all by themselves, find their way to
the top leftmost edge of the web, through which they should bash, and continue
bashing until they are above the exit. Then have them start digging downward.
Continuous and careful (so as not to accidentally put a hole in the right edge
of the web) digging will eventually lead to the exit. With a Blocker (the last
Lemming to get there) placed at the initial entrance to the web there is no way
for the Lemmings to die while in the web, since they cannot escape to either
side.
Level 26: "Nightmare on Lem street " 2/100%
This level is easy enough to
do with one Lemming: simply have it build bridges over the two chasms. The
trick is to have the other Lemming either stall (see tactics) with building
pointless stairways, or have the second Lemming build exactly over what the
first Lemming does. If either of the Lemmings accidentally turns around when
building the bridge over the second pit, simply have it build a bridge from the
edge of the central platform into the wall, hence turning it around again.
Level 27: "Let's be
careful out there" 50/50%
Use the first Lemming as a
Blocker to turn the rest around, then have the second build a bridge over the
green lake. Once that Lemming is to the top of pre-made steps, turn it into a
Blocker as well. Then, when one of the Lemmings is turned around by the latter
Blocker, have it build steps up to the top overpass. Once a Lemming crosses
across the top of the screen, have it become a Blocker soon after it falls off
the right end of the top structure. Then, finally, have one Lemming, turned
around by this last Blocker, build steps over the pit and to the exit platform.
You can use other Blockers to save the few Lemming lives which would otherwise
be lost in the lake and the pit, but ask yourself, are their lives really worth
that much?
Level 28: "If only they
could fly" 80/60%
Turn the first Lemming into an
Athlete while it is in the pen structure and walking left. This is, once again,
the Pathfinder strategy. Then it will fall safely to the ground below. The
easiest way to get to the exit is by building a huge staircase, starting
directly below the giant fire breathing chandelier and as far to the right as
possible. Invariably, once the staircase is all the way to the exit, the
Builder will turn around and walk back under the pen with all the other
Lemmings still in it. Turn it into a Blocker at the right edge of the ground.
If the Builder does not turn around, simply use another Athlete created from
the pen, only this time have it fall out to the right and make it into Blocker
immediately before the hellfire to the right. With the Blocker placed and the
stairs made, the Lemmings can now dig their way out of the holding pen.
Level 29: "Worra lorra
Lemmings" 80/60%
Use a Blocker first off, just
to the right of the trapdoor. Now use the Basher to get through the barricade
to the left, then, once the Lemmings start falling down, use another Basher
through the wood and then through the column. The Lemmings can go up the first
half of the triangular stairs, but on the way down use a Builder to cross the
hole in the steps. While still on the bottom half of the broken steps, use
another Builder to get the Lemmings up on to the side of the pyramid. Bash
through the pyramid, and then use Zig-Zag stairs to get out of the pit and up
to the exit.
Level 30: "Lock up your
Lemmings" 60/66%
Have the first Lemming out
immediately bash out of the crevice to the left and then let it fall to the
level below, where it will be similarly stuck. Now have it bash to the right,
then fall, and then bash to the left. Getting the Lemmings to bash in specific
directions can be difficult, but if you click wrong, you can rectify the
situation by either quickly changing the Basher to a Builder or by, once the
Basher is through the blockade, turning it into a Blocker. Then have the next
Lemming bash in the proper direction.
Tricky Levels
Level 1: "This should be
a doodle!" 80/50%
Let the first Lemming by, and
make the second one a Blocker, set anywhere to the right of the trapdoor. Have
the first Lemming cross over the pit, and then
turn it into a Basher to go through the phallic mound of dirt. Blow up
the original blocker, and you're done.
Level 2: "We all fall
down [Part II: The Revenge]" 40/100%
Identical to FUN :13 except now there are more Lemmings. Same tactic works here, too.
Level 3: "A ladder would
be handy" 80/50%
Turn the first Lemming into a
Digger, and have it dig until the Lemmings cannot escape from the pit it is
making. Then change the Digger into a Miner, heading toward the right of
course. One Lemming will invariably escape the pit trap. Turn it into a
Floater. It will fall to the bridge before the others, so have it start to
build the second it lands. These stairs will lead up to the exit. Once the
others arrive on the scene, have a Blocker prevent them from going into the
water. The original Builder should be fairly high by now, so dig a hole in its
stairs (Holy Staircase tactic) somewhere near the bottom so that Lemmings will
not fall onto the other side of the water and die. When the steps are complete,
the Builder will go to the exit. Now use another Builder to fix the hole in the
bridge, sending the others and eventually itself to freedom.
Level 4: "Here's one I
prepared earlier" 80/20%
The Lemmings will climb over
the normal hill by themselves. Create two Climbers to ascend the one way
column. After they are over, set the first one as a Blocker. As the second
heads back to the column, have it bash through it and blow up the Blocker. Now
turn one of the swarming Lemmings into an Athlete, enabling it to climb over
the stump. Now it can build bridges across the water via the sandbars. Use a
Basher to get through the aforementioned stump, and all the Lemmings are free.
Level 5: "Careless
clicking costs lives" 80/20%
Let the Lemmings go until the
first one reaches the string holding up the first ball. Have it bash through.
It will then be stuck below. Have it then bash through the second ball and the
third as well. Let all the Lemmings stay trapped in the tunnels the Basher dug,
except for the last one. Right when it is about to fall in, have it build
stairs to the second string, and then have it bash through. Have it similarly
get through the third and fourth strings. Then, at the end of mesh, have it
build a stairway first to the diamond, and then to the exit. Now free the other
Lemmings by having one of them bash through the fourth ball, allowing them to
escape up the steps.
Level 6:
"Lemmingology" 5/80%
Turn the first Lemming into an
Athlete heading to the right: it will be our Pathfinder. Once on the second
platform, have it build a bridge to the third. Once it is on the fourth
platform have it build stairs to the exit platform. Now turn the other four
Lemmings into Athletes as well, all heading right.
Level 7: "Been there,
seen it, done it" 75/73%
Turn the first Lemming out into
a Blocker at the right edge of the first column, the second into a Builder at
the left edge, and the third a Blocker slightly to the right of the stairs the
second is making. The Builder is our Pathfinder. Have the Builder build stairs
from each column to the next, and then have it dig down in the final column.
Have it dig for half the column's height, then have it bash (moving toward the
left) for 10 pixels or so and then have it dig again. It is important that the
height that the Lemmings will eventually fall from not be too great, so that
they will not die. When the Digger is near the bottom, turn it into a Basher
again, heading left. Once through have it build stairs to surmount the water,
allowing it to go into the exit. Turn the leftmost Blocker into a Bomber to
free the other Lemmings.
Level 8: "Lemming
sanctuary in sight" 80/60%
When the first Lemming out
gets to the edge of the lava turn it into a Builder, and have it keep building
to get across the pit. Have the second Lemming be a Blocker just behind the
stairs. The Builder becomes the Pathfinder, building stairs up to each of the
levels. Note that there are small holes at the edges of the levels. Have the
Pathfinder build to cover these holes over. Once the Pathfinder has made it to
the exit, have one of the trapped Lemmings build stairs over the Blocker
Lemming. When all the Lemmings are through the exit except for the Blocker,
Armageddon or "Nuke" the level to finish it.
Level 9: "They just keep
on coming" 75/93%
Turn the first Lemming into a
Blocker just to the right of the Trapdoor. The second (the Pathfinder) should
build at the left edge of the metal structure, and the third should be a
Blocker behind the base of the steps. Once the Builder is done bridging the
gap, turn it into a Floater and have it fall off the left edge of the metal
structure. Have it bash through the one-way mound from left to right (since
that is the direction the arrows are moving) and then build a stairs to bridge
the pit. Once this is done the Pathfinder continues on to the exit. Now have
the left Lemming Blocker blow up, and the first Lemming over the bridge should
dig a hole through it. If any Lemmings still make it over the bridge, quickly
turn them into Floaters. Most of the Lemmings will fall to the bridge below,
and eventually turn around and go through the exit.
Level 10: "There's a lot
of them about" 80/92%
The strategies for both the
Trapdoors are identical, but it is recommended that you install a Blocker to
the right of the right trapdoor, and then deal with the left one first. Have a
Basher go through the mound of stone, remembering to set a Blocker far behind
it so that the Lemmings do not fall to a pathetic death in the lava. Once it is
through the stone, have it build stairs up to the exit, resting on the brick
plateaus. Now free the Lemmings and have them go to the exit. Repeat with the
other side.
Level 11: "Lemmings in
the attic" 50/84%
Once the first Lemming reaches
the hole in the floor to the left, have it build over it and up to the wall,
preventing anyone from falling into the hole. Now build stairs up to land on
the right wall at the same horizontal location as the pre-made tunnel in the
wall. Since these stairs will become quite high, after they are 20 or more
steps up, have one of the swarming Lemmings dig a hole through it (Holy
Staircase). Once the Builder gets to the right wall, have it bash its way
through the brick. Once through the pre-made tunnel have it bash again into the
room with the exit. Fix the hole in stairs and see the Lemmings waddle to
freedom.
Level 12: "Bitter
Lemming" 50/80%
Turn each Lemming that comes
out into a Floater. Quickly start to build Zig-Zag stairs in the pit the
Lemmings land in until they don't die on impact any more. Now turn one Lemming
in the pit into an Athlete. Once there, have it build stairs off the right most
edge of the brick structure. The Lemming will then fall to the exit platform.
Turn each Lemming in the pit into an Athlete, and they will all escape this
way.
Level 13: "Lemming
Drops" 80/70%
Set the first Lemming to build
from the right edge of the initial platform up to the metal wall to the right.
The second Lemming should block immediately behind the base of these stairs,
while the third Lemming should block on the left edge of the platform. Turn the
Builder, when it reaches the wall, into an Athlete. After it climbs over the
wall and lands below, have it build stairs to the right, over to the next
platform. As soon as it is on that platform, have it build up to the wooden
beam, using the Zig-Zag stairs/Spiral Staircase tactic. At some point during
the Zig-Zag stair building, it will hopefully be turned around. When it goes
back, heading to the left, have it cross first the water gap by building, and
then have it build back to the original trapdoor platform. If it never does
conveniently turn around blow up the rightmost Blocker, and turn two Lemmings
into Athletes, thus freeing them. By using the first as a Blocker, the other
will be turned around and can build the steps up to the starting platform. Once
on the beam, have the Pathfinder build from the right edge over to the exit
platform. Blow up the rightmost Blocker if you have not already done so. Now
dig a hole through the first stairs that were built. The Lemmings should drop
to the stairs you made with the Pathfinder/Athletes and then proceed to the
exit.
Level 14:
"MENACING!!" 80/87%
Menacing looking, perhaps.
This is another well drawn but not too challenging level. Use a Basher to get
through the skull, arm, and various bones. Block off the Lemmings at the right
and left edge of the tentacles, allowing one Pathfinder to build stairs over
the pit. Soon after crossing the pit, build more stairs up to the exit
platform. Blow up the right Blocker, and you're done. See? Wasn't that bad.
Level 15: "Ozone friendly
Lemmings" 10/60%
Identical to the first level,
except now you must bomb your way through the dirt. You also must explode each
Lemming in roughly the same place. Easiest way to do this is to keep the
cross-hairs in one place, and then click on Lemmings one by one, as long as
they're heading in the same direction as the first one you clicked.
Level 16: "Luvly
Jubly" 50/80%
This completely obnoxious
level rests entirely on split second timing. Carefully use Bombers to go
through the initial column, by timing so that they explode when practically in
the material itself. Be careful not to blow through to the bottom: don't want
the Lemmings to drown, now do we? Use the Basher to go through the stone, and
then the Miner to go through the wire mesh.
Level 17: "Diet
Lemmingaid" 50/96%
This level relies on timing as
its only puzzle feature. Blow up the first Lemming out to get through the
floor. Then set the other Bomber just about one third of the way under the big
bricks.
Level 18: "It's Lemmingentry
Watson" 10/90%
Have the first Lemming out
start digging near the edge of the third pillar: we want there to be a thin
wall between the area the exit is in and the pit. Make the second Lemming the
Floater, he'll escape the pit. Stop the pit when it is at the same height as
the ground outside by turning the Digger into a Builder. Then blow up one
Lemming on the right side of the pit so that all the other Lemmings can make it
to the exit.
Level 19: "Postcard from
Lemmingland" 50/100%
Send one Athlete over the
short wall, and then, immediately after the pit, use the Mine the Other Way
tactic to have it mine a diagonal tunnel to the base of the pit. Now have one
of other Lemmings bash its way to the pit, and then climb to safety.
Level 20: "One way of digging
to freedom" 80/95%
Use the first Lemming out to
bash through the pillar, setting a Blocker to the left of the trapdoor when
needed. Now turn two Lemmings into Athletes, sending them over the top of the
one-way column. Turn the first into a Blocker, but be sure to place it above
one of the platform's support pillars, such that when it is blown up there will
not be a gap in the floor. Now use the second Athlete as a Basher to go through
the one way pillar. Blow up the second Blocker, and you're done.
Level 21: "Going their Separate Ways " 20/100%
As the title implies, half the
Lemmings need to become Climbers and make their way over the obstacles to their
right, while the other half must become Floaters and make their way to the exit
by getting past the obstacles down and to their left. The key is to make the
first Lemming into a Floater, and have it go down and start building bridges
over the pits. Turn as many of the second through eleventh Lemmings into
Climbers, just as they come out the trapdoor, so that they can go to the exit
on the right, not bothering the Builder Lemming. This requires very quick
clicking, but it is vital that no Lemmings fall into the brick cages to the
left. Now turn the rest of the Lemmings into Floaters, and they can now make it
safely to the exit.
Level 22: "Turn around
young Lemmings!" 80/90%
It is entirely possible to
blow a hole with two Bombers, such that the Lemmings cannot climb out to the
right, but they can climb out to the left. If you cannot manage this, however,
try blowing two Lemmings (a two explosion deep hole) and then using the Basher
to dig to the right. After the tunnel is sufficient to not allow the Lemmings
to climb out to the right, turn it into a Builders to stop it. Then build your
way our of the pit and send the Lemmings to the left and eventually to the
exit.
Level 23: "From the
boundary line" 80/60%
Many Lemming lives are lost in
this level, but there is no way to avoid it. Send a Basher through the central
pillar, dumping the remaining Lemmings, greater than 60% of them, into the pit.
Now have one of them climb out to the right and use the "Mine the Other
Way" tactic to dig a diagonal tunnel to the pit and free the other
Lemmings.
Level 24: "Tightrope City " 80/93%
At some spot on the rope, turn
the first Lemming in the line into a Builder. Let exactly five Lemmings cross
over its staircase before you turn it into a Blocker. When Lemmings reach the
far left edge of the rope, set a Blocker there. Let four of the non-trapped
Lemmings fall off the right edge, and use the fifth to build stairs up to the
exit. Use Miners and Bashers to free (not kill) the Blocker on the stairs, and
then go to the exit.
Level 25: "Cascade"
80/12%
Lemming carnage as never
before. Set the first Lemming out as a Floater. Set the last nine Lemmings out
as Floaters as well. All other Lemmings will be sadly, depressingly,
slaughtered. While the other nine are falling or about to fall, have the first
Lemming build from one pillar to the next. Have it bash through the second
pillar, and then build stairs overhanging the exit.
Level 26: "I have a
cunning plan" 80/100%
Use the stalling method in
tactics to keep the Lemmings busy while the first Lemming bashes through the
pillar. While stalling, be sure not to turn any Lemmings around.
Level 27: "The Island
of the Wicker people" 80/90%
Have the first Lemming out
become a Digger, somewhere on the original mound but to the right of the trap
door. When it is about half way down, turn it into a Miner. One Lemming may get
by the pit, turn it into a Digger as well. Set a Blocker to the left of the
initial mound as well. Send two Lemming Climbers over the one-way hill and set
the first as a Blocker to the right of the metal platform with the exit on it.
Have the other, now turned around bash through the hill at its base. Now, once
the Lemmings go through the hill and are turned around by the right Blocker,
have them build stairs to the exit.
Level 28: "Lost
something?" 80/90%
The exit is hidden in the
first (leftmost) mound of floating dirt. Use a Basher to go through the root, a
Blocker on the left of the trapdoor to keep the Lemmings safe, build up to the
leftmost mound, and bash through it to find the exit.
Level 29: "Rainbow Island " 80/98%
Let your Lemmings go until the
top hump, before the spinning flame-thrower. Then use a Digger to go to the
chamber below. Now use a Basher to go to the chamber to the right (under the
flame-thrower). Use a Miner to go from that chamber to the one directly below
it (the one that has no flame-thrower). Now bash to the right into the adjacent
chamber, and then to the right again, leading to the exit.
Level 30: "The
Crankshaft" 80/90%
Have the first Lemming out
mine through the first pillar. Then set two Athletes to go over the second
vertical pillar, and subsequently the third and fourth. Set the first as a
Blocker on the horizontal pillar between the fourth and the fifth vertical
pillars. The other one should then turn around and mine a path through to the
horizontal pillar between the third and fourth vertical pillars. Its minding
should end level with the top of that horizontal pillar. Have it repeat the
step for mining through the second pillar. Now the Lemmings can go through the
second pillar. Have them mine through the third pillar, and later the fifth, after
you have blown up the Blocker.
Taxing Levels
Level 1: "If at first you
don't succeed..." 80/98%
Use a Basher to get through
the first column. Then on the second, use a Miner, carefully timed, to mine
through the pillar and out to the other side, under the steps. Now plant a
Blocker right at the foot of those stairs and blow it up, allowing the Lemmings
to swarm up the next set of steps. Send one Athlete over the third pillar, and
use it as a Pathfinder to bridge first the pit and then the hole in the stairs.
Be sure to start building over the pit at the last possible second, so as not
to waste Builders. Once that's done, have one of the trapped Lemmings bash
through the third pillar, sending the horde to freedom.
Level 2: "Watch out,
there's traps about" 80/80%
For the first trapdoor (to the
left): have the first Lemming out immediately mine as soon as it lands on the
ground. When it hits the steel, have it dig down, and then when it's nearly
through, have it mine again. The Lemmings can walk/fall down this path without
dying. For the second trapdoor: have the first Lemming mine a hole all the way
down to the level below. For both trapdoors, set Blockers to keep the Lemmings
from going into the water or off the edge. Now all the Lemmings should be trapped
in between the bones and the big stone. Have one Lemming bash through the big
stone, and then have another climb over the mound of dirt. This Pathfinder
should build a staircase over the trap, and then up to the exit. Now free the
other Lemmings by bashing through the mound of dirt.
Level 3: "Heaven can wait
(we hope!!!!)" 80/100%
The same as Fun: 16 except
now, instead of the Blockers, use The Pit and the Lemming trapping tactic.
Level 4: "Lend a helping
hand..." 40/75%
First plant a Blocker in the right
chamber to prevent the Lemmings from going into the trap. Use a Miner and a
Basher to get the Lemmings in the right chamber into the left. Now build a
staircase up the narrow passage way, noticing that the metal bumps on the walls
are actually spikes that are activated if a Lemming gets to close to them. Use
the Spiral Staircase method to avoid actually running your stairs into the
wall.
Level 5: "The
Prison!" 60/75%
First plant a Blocker
immediately before the lava pit to the right. Now have a Builder build 12 steps
up to the wall on the left. From that height, build a staircase that goes
straight up to the top set of bars. Use the Holy Staircase tactic so that the
Lemmings do not die. Bash through the bars, one by one, and then build over the
flame-throwers. Bash through the remaining bars, allowing safe passage to the
exit. Patch the staircase, and all the Lemmings are free to leave.
Level 6: "Compression
Method 1" 50/60%
The goal here is to get the
Lemmings in tight enough of a group that going through the smasher traps below
only kills a few of them. To do this, have each of the Lemming groups for each
of the trapdoors bash to their right. On the left side, first plant a Blocker
at the left edge, and then have one Lemming dig down. It should dig from the
top of the bricks, but close to the cliff edge, so that there is a one brick
thickness to the tunnel wall. When it's about 1/2 the way to the metal, set it
to explode. The explosion should take place, stopping the Lemming's digging,
about level with the metal block that sticks up into the bricks on the left
edge of the structure. After the explosion, there should still be some wall
thickness left. Let all the Lemmings collect into this pit. Now set another
Lemmings as a Bomber, and have it go off right next to the left side of the
tunnel. This should free all the Lemmings, who will go through the traps mostly
unharmed.
Level 7: "Every Lemming
for himself!!!" 80/97%
Set your first Lemming as a
Climber. This way it makes it over the one way pillar. Once at the stump at the
end of the platform, have it build five or six steps up to it. The Lemming
should then turn around and go and bash through the one way column. If it does
not turn around, you made too many steps. Once through it will climb over the first
hill and then fall into the water, but that is unavoidable. Now use a Blocker
to trap all but one Lemming. This Lemming should then build across the river
using the five remaining Builders. This requires starting to build stairs off
the middle island as absolutely close to the edge as one can, but it is
possible to make it to the next sand bar with only two Builders. Once across,
blow up the Blocker, and you should just make the percentage.
Level 8: "The Art Gallery " 80/100%
The solution presented for Tricky:
5 will also work here.
Level 9:
"Perseverance" 20/100%
Immediately before the right
edge of the column have the first Lemming there become a Digger. One Lemming
will escape this trap, so have it build from the right edge and then become a
Floater. That Lemming will then make it to the exit by itself. Once the pit is
half way down the substance, turn the Digger into a Builder. With all the
Lemmings milling about in that pit, have one mine down and to the left, sending
them all to the exit.
Level 10: "Izzie Wizzie
Lemmings get busy" 5/100%
Designate one Lemming as the
Pathfinder, and, once all the Lemmings are out, have it get out of the pit
alone by using the Holy Staircase tactic. Have the Pathfinder fall to the
second platform and then build to the third. Have it build out of that trap,
and, just as it is about to fall to the fourth platform (and certain death for
the fall is to far) have it dig straight down, thus shortening the distance it
will fall and allowing it to live. Once on the 4th platform, have it build up
and to the left, eventually coming in contact with the second platform, or at
least building slightly under it. Eventually the Pathfinder will run into
something and turn around. Then have it build out of the fourth platform and on
to the exit platform. Patch the hole in the Holy staircase. The Lemmings should
go peacefully to the second platform. Then have the first Lemming onto the
stairs up the to the third dig a hole through those stairs. The Lemmings should
then fall to the steps the Pathfinder made and then off to the exit.
Level 11: "The ascending
pillar scenario" 50/100%
Use the first Lemming to
implement the "Pit and the Lemming" trapping tactic. Have one
Lemming, heading to the left, climb out of the pit and immediately start building.
This Pathfinder must never turn around, so the steps much be laid so that they
do not force it to turn around. You will probably need to use two Builders per
gap between pillars. Once to the last pillar, have it dig down about half the
distance to the water, then have it mine to the left, and finally, when it
breaks through, make it build to the final platform. Now build the Lemming out
of the pit, making sure they're heading to the left.
Level 12: "Livin' on the
Edge" 10/80%
This level is really fairly
simple. Let the first Lemming build from the very edge of the initial platform
to the wall. This should be accomplished with one Builder only. Place a Blocker
immediately before the Builder's stairs, and place another at the left edge of
the platform. Have the Builders then bash through the wall, and build a bridge
to each of the disjointed steps up all the way to the exit. All of these
bridges can be accomplished using only one Builder each, which is vital since
there are only ten Builders provided. Now blow up the right Blocker, and the
Lemmings can flee to safety.
Level 13: "Upsidedown
World" 80/98%
This level is really annoying
and just basically nearly impossible to pull off. Make the first Lemming into a
Blocker to the right of the trapdoor. Set one Lemming as a Climber, and have it
go over the one way hill. Once at the bottom of the bridge, where there is a
"V" shape, use a Miner to hack through the bottom of the left half of
that V. Once through, the Climber will go on and then turn around. On its way
back have it bash through the one way hill. It will re-enter the horde which is
trapped by a root, and then be turned around by the Blocker. Now, after going
trough the one way hill, and then through the hole its first mining job made,
have it bash through the dirt that would otherwise turn it around. Once through
there, it should build a bridge over the trap (which is very very very very
difficult to do, but possible), mine through any roots that get in its way, and
when it comes to the next hill, the short one, have it bash through. It will
then cross this one way hill, and should turn around on the other side. If it
does not, you can use a Digger/Builder combination to make it turn around. Then
have it mine through the one way hill. Now release the original Lemmings, by
having them mine through that pesky root.
Level 14: "Hunt the
Nessy...." 80/95%
Easier to describe than to
actually implement. Block off all but one of the Lemmings on the first island.
Have the one Pathfinder build bridges from each island or "hump" to
the next. When you get to Nessy's head, build up to the side, then bash inwards
momentarily, and finally mine down. Just as the Pathfinder breaks through, have
it build to the next island, then to the next, and finally have it bash through
the well. Finally, or course, release the other Lemmings.
Level 15: "What an
AWESOME level" 80/80%
They said it, not the author
of this solution. This level is another in the long line of boring and annoying
but nice looking levels. Have the first Lemming to it bash through the head of
creature. Somewhere in the middle of the head plant a Blocker to keep the
Lemmings away from the Basher. Have the Basher build over to the next creature.
When it gets stuck on that creature, have it build a step or two to free
itself. Then build a bridge from the head of the creature facing away to the
midsection of the last (rightmost) creature. After the last hump before the
head of that last creature, build stairs midway down its back, these stairs
extending to its head. Bash away the creature's spikes as necessary. Free the
rest of the Lemmings.
Level 16: "Mary Poplins'
land" 80/96%
Make the first four Lemmings
out into Floaters and the fifth into a Blocker. After the four Floaters have
fallen and then climbed back up again, set the third Lemming as a Blocker at
the top of the iron tower. Have the fourth Lemming, on its way back down the
slope, build a bridge over to the far left wall. With the first Lemming, set it
as a Blocker at some point on the stones. When the second Floater turns around,
have it start building stairs up to the iron tower. These stairs will catch the
falling other Lemmings after you release them by blowing up the three Blockers.
Level 17: "X marks the
spot" 80/90%
Basically the same as the solution
for Fun:23 except in order to turn the Lemmings around at the beginning use a
Miner/Anti-Lemming tactic, tunneling into the metal. And when you cross the
chasm, use the stalling tactic so that not too many Lemming lives are lost,
though you can afford to loose some.
Level 18: "Tribute to
M.C. Escher 75/86%
Use the Holy Staircase tactic
to have one Builder build its way over the one-way column, this Builder
becoming a Floater. Since there are no excavation Lemmings, use a Bomber to
make a hole in the stairs. Once the Lemming is over the column, make it turn
around by having it start to build stairs a short distance before the exit.
Keep building until it hits the wall, and then turns around. Now it can bash
through the column. Blow a hole in the stairway over the exit by using a
Bomber.
Level 19:
"Bomboozal" 70/91%
Same solution as for FUN : 18, except now you cannot place Blockers and then blow them up. You
must have a good feel for how far a Lemming will walk in five seconds in order
to know when to change the Lemmings into Bombers. Good luck.
Level 20: "Walk the web
rope" 80/87%
This is a fairly simple level,
which mostly consists of carefully using Bashers and Miners to maneuver your
way through the webs. You may want to put a Blocker at the base of the web on
the left side, in case any Lemmings are accidentally turned around. Notice that
when confronted with a web wall in front of them, the Lemmings will usually
walk up it a step or two before they turn around. This is the best time to bash
through, so as to avoid accidentally bashing the floor away as well.
Level 21: "Feel the
heat!" 20/100%
Have one Lemming climb out of
the pit and build a staircase (consisting of three Builder's work) so that,
when it falls off the end, it falls directly into the exit. If you start the
bridge just shy of the edge, it should line up properly. Now have another
Lemming climb out, use the "Mine the Other Way" tactic to get it to
dig a tunnel for the Lemmings to escape through.
Level 22: "Come on over
to my place" 50/100%
This level is very difficult,
and hard to implement consistently. Have the first Lemming out dig as soon as
it can such that when it falls, it lands on the ground below. In order to
survive this fall, turn the Lemming into a Floater. It must build a staircase
to catch the Lemmings who will be falling off the edge. To do this, start the
stairs about midway along the first large brick on the bottom level. The second
Lemming out much bridge the gap the Floater Lemming made. Use the Builder
staller tactic to keep the Lemmings on the top level for as long as possible.
If one Lemming falls off too early, there is still one Floater left. The
Lemmings should fall and land on the stairs the Floater makes and survive the
fall.
Level 23: "King of the
castle" 80/95%
Same as Tricky:8 except you no
longer Blockers. Use the same solution offered there, except be quick so that
you don't loose too many Lemmings in building the bridge across the lava pit.
Use the staller tactic if necessary. When the Lemmings turn around on the lower
level and head back toward the lava pit from the other side, build another
bridge so that the two meet, forming an arc the Lemmings can't fall through no
matter how hard they try.
Level 24: "Take a running
jump..." 80/98%
This level merely involves
more use of the staller tactic. When the first Lemming gets up the incline and
to the edge of the metal cliff, have it build a bridge. Have each Lemming that
gets there build a similar bridge, all on top of each other, until it is safe
to cross. The Lemmings will make it all by themselves to the chain below, where
they will need a small staircase to help them up.
Level 25: "Follow the
leader..." 80/90%
Use Bashers to get the
Lemmings stuck between the third and fourth hump. When the second Lemming out
gets to the crevice between the humps, have it start bashing into the fourth
hump. When the third Lemming is turned around in the tunnel, have it bash in
the other direction into the third hump. Stop each of the Bashers when they are
sufficiently deep by turning them into Builders (Anti-Lemming). The first
Lemming should build a stairway (using four Builders) from a little past the
middle of the fifth hump up to the exit platform. Once the Builder is done,
build the Lemmings our of their trap, or, if you have run out of Builders, have
a Lemming bash all the way through the fourth hump, which will also free the
Lemmings.
Level 26: "Triple
Trouble" 80/98%
Have the first Lemming out of
the top trapdoor start mining. After it has made two or three swings, switch it
to a Digger. Now all the Lemmings from the top trapdoor will make it to the
exit safely. Under the left trapdoor, have a Builders build up toward the exit
starting the staircase as close to the swirled metal pillar as you can. Use the
Holy Staircase tactic so the other Lemmings don't follow the Builder. If the
stairs were laid properly, they should line up solidly with the side of the
stone in the middle. Use a Basher to get through the stone and to the exit. If
it looks like the Basher is going to go under the exit, use a Builders to stop
it. Repeat on the other side, remembering to start the stairway as far to the
right as possible. If this is done exactly correctly, which is seldom the case,
it will work properly. If you have to use more than four Builders on either
side to make the stairs to the middle, you should probably Armageddon the level
and start over.
Level 27: "Call in the
bomb squad" 80/60%
First place Blockers at the
left and right edges of the starting platform. The goal is to use the Bombers
to get through the ceiling. This is done by building up into the ceiling from
the highest point on the initial platform, and then changing a Lemming at the
top of the steps into a Blocker. When changed into a Blocker, the Lemming
should be at least half way lodged into the ceiling for the explosion to be
effective. Once you do explode a Lemming, build more stairs up into the hole it
made, planting another Blocker at the top of them. Ideally, you only need four
Bombers to break through.
Level 28: "POOR WEE
CREATURES!" 80/70%
Turn the first Lemming out of
the trapdoor into a Floater first, and then a Climber. Many Lemmings will die
before it can build a ladder to save them, but this is unavoidable. When the
Lemming gets to the top of the metal pillar, have it build up into the ceiling
so that it runs into the metal there, turning it around. Now have it build to
the metal beam above the trapdoor. When it falls off the beam on the other
side, it will want to climb, but instead have it build into the wall, thus
turning it around. Now have it build stairs under the trapdoor and over to the
pillar it climbed up before. The pillar bends to the right at the top, and
these stairs should line up with the bottom of the bent pillar (so a Basher can
bash continuously over the water below it). It will climb up it again, but now
let it go to become the Pathfinder. The other Lemmings will stay trapped
between the pillar and a wall to their left. The Pathfinder only needs to build
one bridge. Right after it falls into the patch of crystals, it must build
steps from the last little crystal up to the big crystal. Then the path to the
exit is clear except for a lame, uninteresting trap which can be avoided by
building over it. Free the Lemmings by having a Basher bash through the pillar
that the stairs lead up to.
Level 29: "How do I dig
up the way?" 80/95%
By Mining the Other Way of
course. Have the first Lemming out dig down, and then become a Miner, leading a
trail to the bridge below. Once the Lemmings get there, block them off with a
Blocker. One Lemming will get by the original pit and make it to the bridge
before the others. Make it an Athlete, so that it doesn't die from the fall. It
will become our Pathfinder. Have it build across the water in the middle, climb
up the dirt cliff and then use the Mining the Other Way tactic to make a path
down to the bridge. Free the Lemmings by blowing up the Blocker, and the
Lemmings leave in a mass exodus.
Level 30: "We all fall
down [Part III : Lemy Lives!]" 60/100%
This is the same as Fun:13 and
Tricky:2. More Lemmings than before. Get them in good and tight.
Mayhem Levels
Level 1: "Steel
Works" 80/90%
Though this level comes with
thirty Builders, that is how many the level requires, so be sure not to waste
them. The Lemmings will die from falling out the trapdoor unless you turn them
into Floaters. So make the first four Lemmings Floaters. Let the first fall in
the pit to the right. Have the second block from the right edge of the metal
cliff, have the third start to build stairs right under the trapdoor, and have
the fourth block off the platform on the left side. Have the Lemming in the pit
build a left leaning staircase up to the metal cliff face, at such a height so
that the Lemmings will not die from falling off the cliff on to the ladder. Now
have the same Lemming build off those stairs and up to the right, to the top of
the metal mound there. The Lemming will fall into a small pit on the other side
of the mound, which it should build out of. Have it then build stairs from the
waters edge up to the platform in the middle. Then build from the platform over
the water to where the Lemming can safely fall to ground below. If it
accidentally builds all the way to the hanging wall (which is likely), have it
become a Digger to stop its excessive building. The fall from these stairs to
the metal below will be too great for a non-Floater Lemming, so we must build a
left leaning staircase up to meet the other steps. The Lemming Floater will be
turned around at the metal wall, and can then build up until it turns around by
running either itself or its staircase into the other steps. On its way down
these steps, have it build up and to the right, into the narrow opening that
leads to the exit. Conservatively use Zig-Zag steps to create a path to the
top. Now you can safely free the other Lemmings.
Level 2: "The Boiler
Room" 80/90%
Have the first Lemming out
build from the left edge of the initial platform all the way to the platform
directly across from it. Have it walk to that platform's edge, up under the
exit. When it can build no more, and its body is at least partially stuck in
the ground above, turn it into a Bomber. Free all the Lemmings. Have them
repeat this procedure, building, blocking, and then blowing, until you are
clear through the floor and can safely build up to the exit. Make sure to block
the right edge of this platform, as well as using another Blocker to make sure
they do not fall off the left side, if the bridge is not solidly touching the
post that holds up the exit (for instance, when the Blocker leaves a hole at
the top which is not yet patched).
Level 3: "It's hero
time!" 30/100%
Turn the first Lemming out
into an Athlete. Turn the last Lemming out into a Digger at such a point when
it will fall to the level immediately below. Have the Digger Lemming now bash
through the one way column. By then the Athlete Lemming will have climbed over
the edge and fallen. Immediately when it lands, turn it into a Miner, creating
a hole right above or above and to the left of the exit. Save the Basher
Lemming from the green ooze by turning it into a Builder right at the ooze's
edge. The path should now be set for all the Lemmings.
Level 4: "The
Crossroads" 80/100%
The key is to enter the web
from the side, rather than from the top. Let your Lemmings get to the top of
the wire mesh, but then have them navigate through the mesh so that they enter
the web in the long tall section on its left edge. Then when bash at the bottom
of this chamber (allow the Lemmings to land first, then bash), making an
opening that allows them to go to the exit.
Level 5: "Down, along,
up. In that order" 80/75%
Have the first Lemming out,
when it is walking to the left become an Athlete. Have it walk along the bottom
and then build steps up to the first platform. It will invariably turn around.
Once it gets to the edge of the lava on the right side, have it become a
Blocker. Have another Athlete escape from the holding pen. Make it a Blocker
right at the left edge of the lowest of the small platforms on the left side.
Now have all the Lemmings escape the holding pen by digging down. Now, in order
to build the steps connecting the platforms on the left, use a small version of
the Spiral Staircase tactic. For instance, to build from a left platform to a
right one, start the staircase heading to the left, and then bounce it off the
Blocker, allowing the stairs to achieve enough height. Turn the first Lemming
onto each platform into a Blocker positioned at that platform's far edge.
Repeat this process until there are enough stairs to get the Lemmings to the
top. But do no use more than one set of stairs between any two platforms, since
you are allowed only five Builders.
Level 6: "One way or
another" 75/100%
Allow the Lemmings to fall
into the pit to the right, where they will be trapped. Free one up to the
platform on the right using the Holy Staircase tactic. Have that Lemming build
a staircase leaning to the left, which will then come in contact with the one
way stalactite. It can then build up to the next metal block to its right. Once
it falls off the edge, have it walk a few pixels and then start digging down.
After a good depth, turn it into a Builder (in order to stop it digging) and
then have it become a Miner mining downward and to the left. If it comes out
too high to build a bridge, you did not have the Lemming dig long enough. Once
through the dirt, have it build to the left, over the pit. Build over the next
pit as well, establishing a path to the exit. Build over the gap in the Holy
Staircase, sending all the Lemmings to freedom.
Level 7: "Poles
Apart" 50/90%
Make the first Lemming out
into a Builder at the right edge of the initial platform. Some Lemmings will be
lost until the bridge is finished, but this is unavoidable. For the first
Lemming over the bridge: once it falls one step (of the stone steps) have it
dig down until there's only one pixel of brick left, then turn it into a
Builder to stop its digging. This should stop the Lemmings from going off the
left edge of the central platform. Set another Lemming as a Climber (if the
first hole was made perfectly, the Climber should not be able to climb out of
it) and have it go up the first rod and then fall of the other side. Then when
it climbs the second rod, when its right at the top of it, have it dig down,
thus eliminating the rod in totality. To stop it from digging into the water,
once again, turn it into a Builders. Repeat this for the third and fourth rods.
Now, once the Lemming climbs over the last rod and falls to the bricks below,
have it build a bridge to the exit. Now bash through each of the remaining rods
to free the Lemmings.
Level 8: "Last one out is
a rotten egg!" 80/90%
Have the first Lemming start
building toward the one way column, the second should block behind it (but be
sure there's enough ground under it so that when it is blown up it will not
make a hole through the platform) and the third should block at the left edge
of the platform. Make the Builder a Climber as well. When it reaches the column
it will climb up. When it is just about to fall off the right edge of the
column, have it dig straight down. You should stop the Lemming when, if it were
to mine to the left it would come out on the staircase on the other side. To
stop the Lemming, turn it into a Builder, and have it build to the metal wall
to the right, in order to turn the Lemming around. Then the Lemming can make
the above mentioned mine shaft. The Lemming will turn around on the Blocker and
head back up the steps, and head up the mine shaft. Again when it is just about
to fall off the side, turn it into a Digger (this is the Giant Steps tactic).
When it is four bricks away form the bottom of the column, turn it into a
Builder, and then stop its building and destroy the steps by turning it into a
Digger over the staircase. The Lemming should survive the fall, unless you did
not dig it down far enough. Now blow up the right Blocker, sending the Lemmings
on their way.
Level 9: "Curse of the
Pharaohs" 80/98%
The solution for Fun:28 works
here, as long as you are conservative with your use of Builders. Don't waste
too many in the Zig-Zag stairs at the end.
Level 10: "Pillars of Hercules " 75/66%
Turn the first two Lemmings
out into Athletes, the third into a simple Floater. The two Athletes will go up
the right vertical beam. As the top, set the first as a Blocker and have the
second start building (from the left edge of the top of the beam) under the
trapdoor, so as to catch the Lemmings. Keep building until the stairs come into
continuous, solid contact with the slanted brick in the ceiling. Now, have the
third Lemming, the Floater still on the bottom, bash its way out to the left.
Then it should build up to the first platform in the green lake, then a shorter
bridge to the second. From the 2nd (leftmost) platform have it build all the
way up to the exit, through which it will leave. Now have one of the Lemmings
on the top, bash through the ceiling moving toward the exit on the left.
Eventually it will break through, fall safely to the staircase below, and go to
the exit, followed by all of its friends.
Level 11: "We all fall
down [Part IV: The Sickening]" 80/100%
My, lets milk this level for
all its worth. Same as Fun:13, Tricky:2, and Taxing: 30 with still more
Lemmings. Click quickly, my child.
Level 12: "The Far Side"
75/100%
Use the Holy Staircase tactic
to get one Lemming out of the starting pit. Have it walk over the first patch
of grass, but start digging immediately when it gets to the second. When its
about to run out of ground to dig, have it stop by turning it into a Builder.
In order for it to start Bashing to the right, you may have to have it dig down
again a short distance. Once it does start Bashing, release it when it comes
over the floating hunk of ground. Have it dig down for a ways and then mine to
the right, dumping the Lemming onto the small dirt mound at the bottom. From
there make a bridge to the grassy slope to the right. Once on that grass, the
Lemming must start bashing half way up the slope, so that it can bash through
the metal-less section of ground in the middle. Once through to the other side,
build up to the hanging mound of dirt, and then use Zig-Zag stairs to make your
way to the exit. Now patch the Holy Stairs, and the Lemmings should be able to
make it. Be sure you don't have one-pixel holes in the first tunnel, which the
Lemmings could fall through, to their death.
Level 13: "The Great
Lemming Caper" 2/100%
This level involves a lot of
very quick clicking. The first Lemming should build a bridge from the right
edge of the initial platform. The second Lemming out should start digging on
this platform, keeping it occupied for some time. The first Lemming will land
on the middle platform. Let it walk off the edge, and have it build from the
edge of the platform it lands on. It should build into the wall to the right,
and then start bashing. Immediately switch it over to a Digger for about two
pixels worth of digging. This digging should remove a bit of the end of the
ladder. Then quickly switch it back to a Basher. This is possible to do, though
very difficult. If the Digger goes down to far, it will end up digging under
the exit. It is recommended that you switch from Basher to Digger and back to
Basher very quickly. The other Lemming, once through the initial platform,
should be turned into a Climber. Then it should bash through the base of the
central pillar. If you did your quick clicking correctly, it should climb up
the last cliff face, and then have a enough room to get by the damaged
stairwell and into the tunnel toward the exit.
Level 14: "Pea Soup"
80/93%
Use the Holy Staircase tactic
to get one Lemming up to the edge of the bowl. Have it build a bridge that ends
so that it is dropped onto the first mound, or pea, in the soup. Remember you
can terminate its building at any time by turning it into a Digger.
Perseverance and patience will get you across. Patch the hole in the staircase
and you're done.
Level 15: "The Fast Food
Kitchen..." 80/95%
This is the same as Tricky:10
except that you have much less time to do it in, though it is not that
difficult to pull it off. Depending on how quick your clicking is, you may want
to try to do both sides at the same time, to some extent at least, though the
level is still possible one side at a time.
Level 16: "Just a
Minute..." 50/100%
Right before it comes to the
wall on the right, have the first Lemming dig down. Once in the small area
below, have it bash to the right, all the way to the exit. All of the Lemmings
will fall into the chamber it dug into and be kept there until the Basher makes
it all the way through to the exit.
Level 17: "Stepping
Stones" 80/87%
Similar to the "Pea
Soup" level, this is just a matter of timing. Have the first Builder build
from the edge (right before it falls into the sewage bellow) and turn it into a
Digger when it is above (exactly) the first stepping stone. Then quickly switch
it into a Builder again, repeating the process until you reach the far side.
Then release the Lemmings by blowing up the Blocker.
Level 18: "And then there
were four...." 80/90%
This level is really quite
simple, except that there are four trapdoors. The Lemmings that drop out of the
bottom two are kept safe by metal Blockers, so worry about the top two first.
The Lemmings come out so slowly, that Blockers are not really necessary, though
you can use them if you're worried. First have the Lemming from the top right
trapdoor dig a hole through the dirt in the thin spot right after the metal.
Next have the Lemming from the top left trapdoor build a bridge over the river.
Now, when the Lemmings from the right trapdoor eventually make it to the cliff
edge overhanging the water, have one of them build over it, and then build over
the obstacle to the exit. When the Lemmings from the left side make it to the
metal cliff with water below have them build up to the exit, and then build
over the small obstacle to the exit. Now have the Lemmings on both sides of the
bottom level build up to the bridges the Lemmings from the top made. Use the
Holy staircase tactic to get one Lemming Builder out for each side. Zig-Zag
steps may be necessary for the right side. Patch the Holy Staircases and you're
done. It's a mystery why this is in the Mayhem category.
Level 19: "Time to get
up!" 50/92%
Use the first Lemming out to
build over the pit on the left. Now have one Lemming build up to the blocked
off tunnel above. Use the Holy Staircase tactic (only using a Bomber instead of
an excavator) to keep the Lemmings from dying when they fall off the unfinished
end of the staircase. Now you must time your Bombers so that two of them blow a
hole through to the tunnel. Then use the remaining Bomber to blow a hole
through the right side, allowing the remaining Lemmings to escape to the exit.
Level 20: "No added
colours or Lemmings" 50/100%
Have the first Lemming bash the
pillar to the right, and set the second as a Blocker behind it. Then have the
first Lemming, once through the pillar, build from the very edge of the
starting platform up to the exit platform. When it finishes building it should
hit the bricks and turn around. Then have it mine, to the left, underneath the
Builder, freeing it. The Lemmings should then make it to the exit, the Miner
falling to the horizontal column below. Have the last Lemming heading toward
the exit mine through the very end of the stairwell, making it fall to the
column below as well. Now both of them should be able to become Climbers and
climb up to the exit, through the hole the second Miner made.
Level 21: "With a twist
of Lemming please" 50/100%
First speed up the release
rate to as much as you can take, and save all fifty of the Lemmings by turning
them into Floaters as they fall. Once all are saved, turn one into an Athlete,
making it go up and out of the pit, heading to the right. When the Athlete is
still on top, but is directly above the first platform/pillar (the leftmost
one) have it dig down to the platform. From the right edge of that platform
have it build. It will hit its head, and turn around. Now have it build from
the other edge up to the brick wall. Now it will turn around, and get to the
next platform via the stairs it made before. Have it build to the exit
platform. Free the other Lemmings by having one of them bash to the right.
Level 22: "A Beast II of
a level" 80/85%
This level is mostly a good
drawing, but not an interesting level. Let one Lemming by, setting Blockers on
either side of the Lemmings coming out of the trapdoor. Have the first Lemming
build over to the first chandelier (hanging by the chain). The stairs will
eventually collide with the chain. Bash through the chain. The Lemming will
then fall and be blocked. Bash through again, immediately after building to the
next chandelier/chain and repeating. Now that you've landed on the object which
seems to be a heart, bash through it. This will take several Bashers. You
should come out to the lower right of the heart. Build a bridge across the
chasm, landing your Lemming on the flat surface immediately before the tree
stump. Bash through this, bash through the similar one after it, and then bash
through the tree. Now release the Lemmings, and you're done.
Level 23: "Going
up......." 80/80%
A carefully used Basher will
get your Lemmings out of the initial area and into the tunnel that leads
upwards. Have one of them build out of this to the left. Now the trick is to
have a Lemming build stairs up to the bubble wall right at its very top. To do
this start building about one third up the inclined path. Remember to set a
Blocker at the bottom of the incline, and use the holy staircase tactic (with a
Bomber) to stop the other Lemmings from climbing up the Builder's creation. At
the top, have the Builder turn into a Basher and bash its way through to the
other side. Turn it into a Floater as it falls. It should land and turn around
at the globe. Now have it build up and to the right until it can't build any
more, and hence turns around. Now it can bash through the top globe to the
other side and freedom. Patch the hole in the staircase to send the other
Lemmings on their way.
Level 24: "All or
Nothing" 50/100%
This level is entirely timing.
You simply have a Lemming first bash to the left, then fall and trap itself
once again. Then have it bash right, and finally to the left, to the exit.
Quick, careful clicking is a must.
Level 25: "Have a nice
day!" 80/90%
Have the first Lemming out
build from the edge of the initial platform up to the steel wall to the right.
One Lemming will die before it is through, but that is OK. Now the Builder will
stop and turn around. Have it become a Blocker on the left edge of the initial platform.
Now turn one Lemming into an Athlete, sending it over the steel wall. Have it
build from there up to the next steel wall to the right. Upon reaching that
wall, it will turn around. Now have it build to the left up to the initial
platform, where it will turn around, or climb up back into the pack and then
out over the wall again. Turn it into a Miner to get it through the rightmost
stairs. Now have it build from the right edge of the platform it lands on,
until it hits the ceiling and turns around. Now have it build up the second
(the rightmost) floating steel wall. Upon reaching this wall, it will again
turn around. It is possible to keep adding (one step at a time) to the new
right most stairs such that you can build straight to the exit platform. If
this does not work out, have it keep building (one step at a time) until there
is no space (not one blank pixel) for a Lemming to pass through. Then it can
build up to the horizontal wooden beam, then over the pit (at the beam's right
edge) and to the exit. Free the other Lemmings by using one as a Digger to go
through the stairs keeping them in.
Level 26: "The Steel
Mines of Kessel" 80/90%
No hints available
Level 27: ?
No hints available
Level 28: "Mind the
step...." 1/100%
Have the Lemming walk up the
pre-made steps to its right, continue until it turns around at the top, and
then dig at such a point that, when finished, it will fall onto the leftmost
floating platform below. Once it lands on the platform, it should be walking to
the left. Have it build from the edge of that platform. When it is above the
third from the left supported platform, have it dig through the ladder it has
just made. It should safely land on the aforementioned supported platform. Now
have it build to the left, using two Builders, so that when it is finished it
falls to the leftmost supported platform. From there it should build up to the
column to its left. Once in contact with that, have it bash half way through,
and then dig down. It should dig a pit in the column about its own height, and
then stop it by turning it into a Basher. Once through the column, have it
build up to the next column, and bash straight through that. If you dug for the
proper distance, the Lemming should come out of the second column and then be
able to build up to the hole in the bricks to its left. Once there, have it
bash through (to the left). Now it can build across the chasm and up to the
thin part of the ceiling above. Use many Builders to connect the stairs to that
ceiling, so that the Lemming can then bash through it. Now bash through the
post, and build steps over the Lemming Basher trap in the middle (the trap is
only activated if the Lemming actually steps on the bottom part of the
presser). Now have the Lemming bash its way through the remaining barrier and
make its way to safety.
Level 29: "Save Me"
80/80%
Set the first Lemming as a
Blocker on the right edge of the initial platform, the second as a Blocker on
the left. Now have a third Lemming build to the right out of the two Blockers,
starting the steps as far to the left as possible. Have another Lemming build
over its steps, still heading to the right. Now use the Holy Staircase tactic
to keep all the other Lemmings down between the two Blockers. Once the Stairs
are sufficiently high, turn the first Lemming Builder into a Blocker, and have
the second Lemming Builder turn around at that Blocker and then build to the
left up to the floating metal platform above (this is the Spiral Staircase
tactic). The first Lemming must stop building at such a spot so that building
up to the platform is possible. Now that the Builder has reached the platform,
have it walk along the platform until the Lemming reaches the platform's left
edge, where it should then build up to the column to its left. Once the stairs
touch the column, have the Lemming bash half way through the column. Then have
it dig down until its almost broken through to the outside, at which point it
should again be turned into a Basher, digging to the left and safely falling to
the ground below (this creates a "step" that the other Lemmings can
safely fall down and not die). Now have the one Lemming find its way up the
pre-made steps, all the way to the point where it falls off the left edge of
the floating iron platform on the left side of the screen. Set it as a Blocker
as close to the left edge of the platform it falls onto as you can. Now free
all the non-Blocker Lemmings by patching the hole in the Holy Staircase. When
the first of the Lemmings falls onto the exit platform, set it as a Blocker,
successfully turning all the other Lemmings toward the exit. Once the free
Lemmings are all through, end the level with the Armageddon button.
Level 30: "Rendezvous at
the Mountain" 80/75%
A fairly simple level really,
it's a surprise they used this one as the last. If you work quickly enough, its
possible to do both trapdoor entrances individually. First though, set a
Blocker to the left of the right trapdoor, then go and deal with the Lemmings
coming out on the left. Have the first one Mine down right before the
boulder-smasher trap. Once it's right under the place where the Lemmings
usually get squashed, have it bash to the left. If you didn't go too deep with
the Miner, it will come out from the ground soon. Have the first Lemming to the
pointy hill climb as high as it can and then start bashing through the hill.
Set a Blocker midway through to keep the other Lemmings back. When the Basher
makes it through, have it build a long stairway all the way up to the suspended
bridge. Then it must bash through the small gray sign, and finally build a
bridge up to the exit. Blow up the Blocker to send the other Lemmings on their
way. That finishes off the left side. Now move to the right side, and start by
building stairs all the way up to the top of the big structure to the left. Use
the Holy Staircase tactic so that only one Lemming will make it to the top.
Right at the left edge of the structure (where the arrows are), have it dig
down about half way to the ground. Stop its digging by turning it into a Builder.
It should fall safely to the ground below. Bash through the little gray sign,
and then build steps through the 10 Tons trap. The Lemming will not be squashed
unless it is at the very bottom of the trap, hence the stairs save it. Let the
Lemming climb over the dirt mound and then build across the chasm. Once across,
have it build up to the exit. Free the other Lemmings by patching the stairs,
and you're done with Lemmings.
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