ABCDEFGHIJKLMNOPQRSTUVWXYZABCDEFGHIJKLMNOPQRSTUVWXYZABCDEFGHIJKLMNOPQRSTUVWXYZ ==================== Lemmings Walkthrough ==================== Copyright 2009 Cormac Murray (BigCj34) . !+$$$$ ' & &$ ]## } ## &= '!"! "' ]$ $ }$$$[{ ]&$&}" "^} &= !]?^ )& && {$ &&?-$$$! = & & $ & $! $# $= $ &&&& & &&# + & &# & ' !--'))?! ) } !_^ " $$$$= {$+(& &&&+$ '}))= $ &&&= ?]" -&$&&$& &&& &)$ $%[$+)= ([$$& _==) "((([=& &$$$$ $&^ $ &&!){ {&% !=$=&$ ## &&$${# $) &$&$&&&# && &&%$&&($ & # &&& -& }]( #& =$&& ## $ $&&&[=%## &&&& # ### & # & & # &$ && "]& &$&&&& $ & # $ &$&&& $$## $&&&&$ ### $} &&& & # &%{&= &+&# &&& $& ## & & &&&%=&# && & $&&&& & ## [)%&&$&& &=[& &$^ &+##&& $}&& & # &&&& &###$ &&&&&& &{ # $$&&&& $&$$ &&? ( # =(&& ()$ # &$&& # $ &$& &&$$### &&& # &$&## && &&&# &&} "{& {(+ $)($& $$)!^!{!!(&+{+#### &&&&&$+[$+! $&&& # &$[ &&&&&&$$]" ^ {$)(=)({^}+$$$$) _?&$$$[$$$$${$$%+ _$ =_"!&### $ &&&=)=&^ ^="(=^ ^== "!! '== "&## & &$! {$& &$ ^ '-?{{"" ======== Contents ======== I. Disclaimer II. Introduction III. Walkthrough i. FUN ii. TRICKY iii. TAXING iv. MAYHEM v. PRESENT vi. SUNSOFT IV. Q & A's V. Credits ============= I. DISCLAIMER ============= This guide is by Cormac Murray and is only to be published on GameFAQ's and HG and nowhere else without my approval. No part is to be extracted without permission and if you do want to borrow any solutions I expect to be credited. Failure to do so is a violation of copyright. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. Any questions related to this guide, lack of clarity or complaints, e-mail me on cormac_murray60[at]hotmail[dot]com ================ II. INTRODUCTION ================ Lemmings are rodents who are famously mistaken for committing mass suicide by walking of cliffs. In reality the mass scavenger hunts they have involve sheer overcrowding and thus pushing each other off cliffs is inevitable a space drastically runs out. The Psygnosis game plays on this myth, as the lemmings here don't stop moving and you have to create a passage to the exit. Lemmings has been ported on every platform up until the PlayStation, when Psygnosis was bought by Sony. Go figure. The Mega Drive version, ported by Sunsoft, is notably different to the PC version due to the fact that many levels have been changed, altered slightly or the order has been reshuffled. The four difficulties remain, Fun, Tricky, Taxing and Mayhem, but two new ones have been included: SUNSOFT being one, and a bonus difficulty that is Present. Although the PC version didn't quite hold up so well, which I said in a review was just too easy, this port is pretty challenging. There's few stupendously long levels here, and some of the levels are ported from Oh No More Lemmings!, but converted to the original level tiles. ================ III. WALKTHROUGH ================ -------- The Menu -------- On the main menu, you'll see there are four options: 1-player -------- The main focus of this guide. 2-player -------- This walkthrough only covers 1-player, but the 2-playyer involves a split-screen head to head against a friend where you have to make sure you get lemmings into your exit, and try to stop the opponent hitting their exit. Player 2's lemmings are inverted in colour, with blue hair and green clothing. Both spawn from the same trapdoor, but have to reach different exits. Password -------- Each level needs a password for access, which I'm not giving to you in the walkthrough. They're all (badly) listed in the cheats section on GameFAQ's. A musical note -------------- Sound options. Either have music, or enhanced sound effects, or just have sound off. You will have sound effects if you choose music, but they won't sound as good. -------- 1-Player -------- There are six available sets of levels- Fun, Tricky, Taxing, Mayhem, Present, and SUNSOFT. Each has 30 levels, pressing the A button will change the set, withal different levels and progressively get harder. I've introduced each level like this, mimicking how they're presented in the guide: Level X: Level title -------------------- Number of Lemmings: % to save: Release Rate: Time: Number of Lemmings ------------------ The amount that will out of the trapdoor. This can be anything from 2-100 in this game. % to save --------- The quota of lemmings that need to reach the exit before the level ends. If it says 10%, and there are 10 lemmings, 1 needs to reach the exit. If there are 50 lemmings, with a 50% quota, 25 need to reach the exit. Release rate ------------ The frequency in which they fall out. This can range from 1-99, at 99 lemmings will fall out one right behind the other. If it' at 1 they'll fall affair few seconds apart. Time ---- The number of minutes to meet the exit quota. The times are always in whole minutes, an can be as little as 1 minute, to up to 7 minutes. If the time runs out when there's still lemmings on screen, you'll be measured on how many you already saved. --------------- The Game Screen --------------- This is the bar you see at the bottom of the game screen. xiv xv xvi ----------------------------------------------------------- | i| ii| iii| iv| v| vi| vii|viii| ix| x| xii| xiii| | | | | | | | | | | | | | ---------------------------------------------------------- I and ii: the release rate. Explained above. iii. Climber. Allows one lemming to climb vertical walls that are otherwise to steep to walk over. iv. Parachute. Gives a lemming a parachute for the rest of the level, allows him to drop down at any height without dieing on impact with the ground. v. Bomber. Sets a 5 second charge on a lemming, after which the lemming will explode damaging any part of the environment within a small radius of him. vi. Blocker. Stops a lemming for the rest of the level, and will force any lemmings that hit him the other way. Builders and miners that hit a blocker will also change direction. Can be freed by digging underneath him, or using a bomber to blow him up. vii. Builder. Builds a 12-step stairway. Can be stopped if he hits anything above his head or hits a wall. Will make a chinking sound on his last three bricks viii. Basher Digs a passage horizontally. ix. Miner Mines diagonally down left or right. xii. Digger Digs a hole directly down. xiii. Level radar An overview of the level, the square highlighting the visible screen area. xiv. Lemmings presently out xv. % of lemmings who have reached the exit, out of the maximum possible amount. xvi. Time remaining. The skill sets, iii-xii, you'll notice a number beneath them. This indicates the amount of times that skill can be used in the level, no number means the skill is unavailable and has been used up. ------------------- Traps and obstacles ------------------- (Credit to Snow Dragon) Of the five level templates, there are common obstacles and ones exclusive to each template. Common obstacles ---------------- METAL BLOCKS The ultimate peeve to any player. Blocks are indestructible and cannot be bashed, mined or dug through and are immune to explosions. If you see one, you'll have to change your plans (or read the solution). There are cases when you can dig through the edge, but no solutions rely on that here. Steel blocks are generally grey, but in the Crystal Cave and Pastel levels they're blue and pink respectively. LIQUID PITS Each level template has a different type of liquid. They are: Underground - fresh water Gold pillars - fresh water Crystal caves - crystal water Pastels - acid Hell - lava Specials don't have liquids Lemmings can't swim. The liquid is not hard to notice and if a lemming touches the liquid he'll drown. So don't go near the water! BOTTOMLESS PITS Self-explanatory really. If a lemming falls through the bottom he dies. ARROWED WALLS Another peeve, you can only mine or bash through the direction the arrows are pointing. Go the other way and it's as good as trying to go through a steel block. Mining in the reverse direction however is a good way to force him around, which is a tactic sometimes used in this guide. Level specific traps -------------------- UNDERGROUND ----------- STEEL TRAP Looks like a bit of metal on the ground. The lemming will get sucked down the middle, evade it by building over it or digging under. 10 TON WEIGHT Looks like something ripped off Monty Python or the Young Ones. More noticeable, build through or dig underneath. SQUASHING BOULDER Very unnoticeable and ready to snipe, hiding up in innocent looking mounds of earth. Build through these, but you'll only know it's there after you've seen it in action. GOLD PILLARS ------------ ROPE SNARE Very easy to spot, looks like a hangman post. Build through these. NEEDLES Can be easy to see or well-hidden. Usually on vertical walls, don't build into them or fall down them. If they're hidden, you'll only learn the hard way I'm afraid. PASTEL ------ SQUASHER Button-activated, where you get squashed from above. If you end a group through en masse over half will come out alive, but you still don't want to mess with these. Either build over or bash under. SHREDDER Those fun round-about things are deadly, so avoid at all costs. HELL ---- FLAME-THROWER If a lemming this these he's singed, but if it's only at the edge he meets them he'll live. FIREBOX Walk in these and you're fried. Period. CRYSTAL CAVE ------------ "LEMMING GHOSTBUSTER" TRAP The only trap in this set I remember. Basically a yellow button what'll suck a lemming down into oblivion. Avoid these. ====== i. FUN ====== The first seven levels in this difficulty are simply to demonstrate what each skill does. As for the rest, they're easy skirmishes which more often than not, have a generous amount of every skill available. Some levels won't and may need a slight dose of thought, but as the name suggests this is a straightforward difficulty rating. Level : ------------------- Number of Lemmings: % to save: Release Rate: Time: Level 1: Just Dig! ------------------ Number of Lemmings: 10 % to save: 10 Release Rate: 50 Time: 5 First up, you learn how to use the dig ability and you only need to save one lemming. Just dig! Level 2: Only floater can survive this -------------------------------------- Number of Lemmings: 10 % to save: 10 Release Rate: 50 Time: 5 Click a lemming to use the parachute ability before they hit the floor. Done. Level 3: Tailor made for blockers --------------------------------- Number of Lemmings: 50 % to save: 10 Release Rate: 50 Time: 5 First place a blocker on the right. As the lemmings turn around and fall onto the next platform, place another. On the third platform don place another blocker, same for the fourth platform when the lemmings proceed leftwards, then let them drop down to the bottom platform and place the last blocker to turn the crew to their home. Nuke the remaining blockers. Level 4: Now use miners and climbers ------------------------------------ Number of Lemmings: 10 % to save: 100 Release Rate: 1 Time: 5 Get the first lemming to mine and then assign them all to climb home. This time they all need saving, but good luck messing this level up. Level 5: You need bashers this time. ------------------------------------ Number of Lemmings: 50 % to save: 20 Release Rate: 50 Time: 5 Bash through the first column, then through the crystal wall, then keep bashing through the mesh until there's a route through to the home. Level 6: A task for blockers and bombers ---------------------------------------- Number of Lemmings: 50 % to save: 20 Release Rate: 50 Time: 5 Assign a lemming as a bomber, on the lower platform place a bomber just at the barrier before the lemmings turn, and nuke it. I challenge you to do the latter without placing the blocker! Level 7: Builders will help you here. ------------------------------------- Number of Lemmings: 50 % to save: 50 Release Rate: 50 Time: 5 Build a stairway before the first ledge then another over the pit. Have every lemming build over the pit until there's a full bridge, to prevent any falling down. Level 8: Not as complicated as it looks --------------------------------------- Number of Lemmings: 100 % to save: 95 Release Rate: 88 Time: 5 The tutorial finishes, the fun starts. Have as much fun sandboxing with the level as you wish. Or just place a blocker once they're released. Level 9: As long as you try your best ------------------------------------- Number of Lemmings: 20 % to save: 50 Release Rate: 99 Time: 5 Place a blocker as left as you can, so the falling lemmings still proceed to the right when it's placed. Bash through the central pillar. Level 10: Smile if you love Lemmings ------------------------------------ Number of Lemmings: 20 % to save: 10 Release Rate: 50 Time: 5 Place a blocker on the right and then on the left of the column when they're released, then keep digging and place o blocker on the right at the bottom to stop the rodents drowning. Level 11: Keep your hair on Mr. Lemming --------------------------------------- Number of Lemmings: 50 % to save: 83 Release Rate: 50 Time: 5 The central block is arrowed, so you can't bash against the direction the arrows are pointing. Assign two climbers (before they've hit the block and turned round!), make them paratroopers then make the first a blocker, then make the second bash through the block. Nuke the blocker once he's bashing. Level 12: Patience ------------------ Number of Lemmings: 80 % to save: 50 Release Rate: 99 Time: 5 Make one of the lemmings a blocker as soon as he hits the ground from the trapdoor, so the rest continue to the right. Bash through the central column they hit, and once in the pit keep building until there's a rote out. Level 13: We all fall down -------------------------- Number of Lemmings: 20 % to save: 100 Release Rate: 1 Time: 3 A recurring level in the first four difficulties. With only 20 released this is nice and easy. Make each lemming dig, keep them as close together as possible and make sure NO lemming falls off the edge without digging! Otherwise it's a big splat and you will have to do this all again. Level 14: Room with no exit --------------------------- Number of Lemmings: 100 % to save: 100 Release Rate: 80 Time: 5 The first of many levels changed in the Mega Dive version from the PC. The lemmings from the left trapdoor will merge with the lemmings from the right trapdoor, and will eventually reach a pillar to the left of the left trapdoor. Bash through it, then bash through the next pillar after that. Once the lemmings reach the area with sideways V's, keep bashing in and out of them until the bottom. Then bash through the pillar on the right at the bottom and watch the lemmings reach home. Level 15: Tea time in the ball country -------------------------------------- Number of Lemmings: 20 % to save: 70 Release Rate: 10 Time: 4 Not hard. Mine (or bash, if you prefer) through the diagonal sphere column. Build a quick bridge over the gap in the crystal heap, then bash through the arch way of spheres just below the arrowed box. Level 16: Take a little rest ---------------------------- Number of Lemmings: 50 % to save: 80 Release Rate: 20 Time: 5 Turn the second lemming into a blocker, and make the first lemming bash once he's up as far as he can go on the bone pile. Build a bridge, then bash through the next set of bones then the obstructing earth after. Nuke the blocker. Level 17: Easy when you know how -------------------------------- Number of Lemmings: 50 % to save: 40 Release Rate: 99 Time: 5 When the lemmings from trapdoor 1 (the most leftwards one) come out, let the first lemming drop down and turn the second into a blocker to keep the rest in. Underneath are traps so you will need to make him build stairways under between the second and third metal block you see above him (counting from the left), then directly under the fifth metal block, under the eighth and under between the tenth and eleventh block. When the lemming hits his head on the blocks, immediately make him build to turn around otherwise he may walk into the traps. Once he hits home, you know the coast is clear and can make all the lemmings from trapdoors 2, 3 and 4 bash their way leftwards and you can safely nuke the blocker. When the first lemming from the leftmost trapdoor falls from the left, turn him into a blocker just under the first metal block. Bash across to release the lemmings from the other trapdoor, and wait until they're all enclosed in the bottom left. Once everyone is out, nuke the blocker and watch how a huddled group turns out to be too much for the traps underneath. An alternative way is to make as many lemmings as you can paratroopers and make everyone bash rightwards. Block the leftmost side and there should be enough parachute skills to meet the % saved target. Level 18: Lets block and blow ----------------------------- Number of Lemmings: 70 % to save: 71 Release Rate: 80 Time: 5 Simply place a blocker on each part of the platform that won't lead the lemmings down into a room of fire pits, and detonate it. On the first platform, detonate a blocker over the middle room, then the middle room again so it will lead the lemmings into the leftmost room on the fourth platform. Nuke a blocker on the fifth platform to lead the lemmings into the rightmost room on the next platform down, then the far right on the fifth platform. When a lemming falls into a room below, make sure the explosion is appropriately placed so lemmings don't fall through a series of gaps and splat on the ground. Easy enough. Level 19: Catch more floaters ----------------------------- Number of Lemmings: 10 % to save: 90 Release Rate: 20 Time: 4 First off, make sure EVERY lemming is equipped with a parachute before hitting the ground. Make a lemming approaching the right climb, turn him into a blocker just before he hits the vertical stick and nuke him. Send another climber up, and make him bash through the large crystal pile, hen build a bridge immediately after. Once built, make him dig for at least five seconds then make him mine through to home. Now you can make the rest climb up and through as well. Level 20: We are now at lemcom one ---------------------------------- Number of Lemmings: 50 % to save: 60 Release Rate: 10 Time: 5 Make the first lemming build a bridge, and build two blockers on the left and right of the platform to fence the rest off (NOT too close to the bridge). Bash through the poles and build over the gap after the last one. Nuke the right blocker and release the rest. Nuke the last blocker when done. Level 21: Lemmings in the attic ------------------------------- Number of Lemmings: 80 % to save: 100 Release Rate: 10 Time: 3 Bash through the massive clump of diagonal columns. Bash through the vertical stick after, then the column after. Bash through the small diagonal stub after and you're done. Level 22: A Beast of a level ---------------------------- Number of Lemmings: 100 % to save: 80 Release Rate: 80 Time: 5 One of the nice-looking but trivial special levels in Lemmings. Place a blocker on the left, then bash through the whole series of trees. Build up to the platform where the home is, and bash through the tree hollow and you're home. Level 23: Under construction ---------------------------- Number of Lemmings: 50 % to save: 70 Release Rate: 50 Time: 5 Make the first lemming build a bridge to the little floating stairs right of the stairway he's walking on, and use the next two lemmings to block the rest in. Make the first lemming bash through the stairs when they curve upwards just before he turns around. When he reaches the top of the stairs just left of the platform where the home is, make him build 4-5 steps before making him mine. Nuke he right blocker and watch the rest go home. Nuke the last blocker after. Level 24: Konbanwa Lemming san ------------------------------ Number of Lemmings: 30 % to save: 66 Release Rate: 99 Time: 5 Make the first lemming dig over the next platform. One lemming will get away while the rest will fall through. Make the next leader a blocker, and make the lemming that got away a climber and paratrooper. Make him dig down to home. The rest will follow through after the detour. Level 25: Lemmings lemmings everywhere -------------------------------------- Number of Lemmings: 100 % to save: 59 Release Rate: 99 Time: 5 Make the army of lemmings walk to the top and keep bashing, digging and mining through the web to get to the bottom platform. Avoid making them fall down steep drops, or they'll all go splat! Level 26: The Great lemming caper --------------------------------- Number of Lemmings: 2 % to save: 100 Release Rate: 30 Time: 5 Make the first lemming build over the gap, then make the following build also, but for the second it doesn't matter where. Use the first lemming to build over the next gap, and just make the second build anywhere to again. Make the first lemming bash, and when the second catches up, make him bash also. If one catches a wall, simply make him build a bridge over the first gap to make him turn right again. Level 27: Lets be careful out there ----------------------------------- Number of Lemmings: 50 % to save: 50 Release Rate: 1 Time: 5 Make the first lemming a blocker on the right. Make the second build over the gap on the left, then a blocker on the top of the raise. Build a bridge to walk above the trapdoor, but once finished bash through it again to stop anyone else using it for now. When the builder lemming has walked over the top of the level and down to a slight drop immediately make him dig for three seconds then pick- axe for five. Make him build to turn him around, then build a bridge over the final gap to get him home. As for the bridge you bashed through, rebuild it and let the rest of the lemmings out. Level 28: If only they could fly -------------------------------- Number of Lemmings: 100 % to save: 60 Release Rate: 80 Time: 5 Dg down the ladder, but position the gaps so they're not directly under each other to avoid large falls. At the bottom fence the lemmings in under the ladder with two blockers, but leave one to build a long stairway to home. Start building just before the middle under the central incinerator and keep building until the lemming hits home. Nuke the left blocker to release the other lemmings. Level 29: Dark Dawn ------------------- Number of Lemmings: 100 % to save: 70 Release Rate: 77 Time: 5 Except for the first lemming, fence off the lemmings with two blockers left and right of the trapdoor. Dig twice through the chain with the lone lemming, and once he hits the cones bash just before he turns around after running up one. Immediately after bashing build over the gap to home. Now you can unleash the hounds, um, lemmings. Level 30: Lock up your lemmings ------------------------------- Number of Lemmings: 60 % to save: 60 Release Rate: 10 Time: 5 Ideally you want to make the lemmings bash left, then right through the wall on the next platform, then drop down to bash left through that wall again. If you bash the wrong way (there's a 50% chance of doing so!) just place a blocker to set the lemmings in the right direction again. ========== ii. Tricky ========== Well done, you've beaten the fun difficulty with the aid of my walkthrough. I am questioning if gaming is your forte if you actually had to read this part. Now you need start using your brain a bit more. Not many sandbox levels here, and if you have played the PC version, many levels here have either been replaced or been radically rearranged. Level 1: We all fall down ------------------------- Number of Lemmings: 40 % to save: 100 Release Rate: 1 Time: 3 Make each lemming dig, but keep them as close together as possible and not missing any bit of the platform. 40 is quite a lot, so space is at a premium. Don't let any lemming go without digging, or you'll have to start over! Level 2: A ladder would be handy -------------------------------- Number of Lemmings: 100 % to save: 50 Release Rate: 50 Time: 6 Dig halfway down the first hill with the first lemming and place two blockers left and right of the trapdoor to fence off the rest. After the lone lemming has dug half-way, change him to a miner. As soon as he's done and dropped down to the broken bridge at the bottom, immediately make him build. Keep building until he reaches the second hill, then nuke the right blocker to release the rest. Level 3: Lemingology ------------------- Number of Lemmings: 5 % to save: 80 Release Rate: 50 Time: 5 Make the first lemming climb up right, he'll drop to the next basin and climb again. Build a bridge to the next basin, and then give him a parachute. Once he falls and climbs out of the bottom basin, build a bridge over the gap to home. Climb the other four out (MAKE sure they don't climb out left!), then give them parachute abilities also. Watch them go home. Level 4: The ascending pillar scenario -------------------------------------- Number of Lemmings: 75 % to save: 73 Release Rate: 20 Time: 5 Turn the first lemming into a blocker. Build over the first gap on the left with the second, then place a blocker with the third before the bridge (NOT too close). Keep building over the gaps with the lone lemming, make sure the bridges touch the pillar edges in case the lemming catches the side and is forced to turn around. On the second to last bridge dig a third of the way down the pillar, mine then build over the next gap. Bash through the side of the last pillar for two seconds, then mine again. Build over the last gap, then nuke the left blocker to release the rest. Level 5: Lemming sanctuary in sight ----------------------------------- Number of Lemmings: 100 % to save: 60 Release Rate: 40 Time: 8 Make the first lemming build over the lava pool, then place a blocker before the bridge after. Build to the second platform up. Once the lemming is walking over the trapdoor, build halfway along the trapdoor to cover the gap. Once he hits the side build leftwards to the third platform. One he reaches the gap on that platform, build a bridge to cover it, then up to the next platform up once he catches the wall. Close the gap on the end of the fourth platform with a bridge, then build up to the last platform. On the bottom platform, build a bridge over the blocker to release the rest. Level 6: Lemmings in the attic ------------------------------ Number of Lemmings: 50 % to save: 84 Release Rate: 20 Time: 8 Build over the gap on the left, use multiple builders to stop lemmings falling off, until the gap's covered. One they're heading right, start building upwards between the first and second block on the bottom platform (counting from the left). Bass through the bottom with another lemming to keep the rest at bay. Once the builder reaches the right wall, start bashing through until home. Fix the bridge at the bottom to release the rest. Level 7: Bitter lemming ------------------- Number of Lemmings: 50 % to save: 80 Release Rate: 1 Time: 8 You'll have to keep pausing as you have to focus on two things at once here. Make the first lemming parachute and climb him out of the pit. Make any subsequent lemmings parachute, but build upwards with the following lemmings until they don't splat on the ground. Once the climber has walked across the block so he's directly above the pillar left of the home at the bottom, dig halfway down then start mining. Just before he finishes mining, dig and build a bridge over the gap just before he reaches the end of the block. Make the caged- in lemmings all climbers (doesn't matter which direction they're facing) and they'll hit home. Level 8: Lemming drops ---------------------- Number of Lemmings: 100 % to save: 70 Release Rate: 1 Time: 8 Build a bridge to close the gap between the metal block and the adjacent metal oblong with the first two lemmings until closed. Place a blocker on the left of the metal block. Build a stairway up to the top of the metal oblong, placing a blocker on each left facing stairway to turn the lemmings around (Take care not to build over the blocker!) When the stairway is about to go over the top of the metal oblong, dig through it to break the bridge to retain the rest of the lemmings, as we only need the builder right now. Turn the builder into a paratrooper. Build another stairway to link the two oblongs together, and eventually over the right metal oblong. After that, build another bridge over the last gap to finish the route. Fix the broken stairway to release the rest of the pack. Level 9: Where do you see lemmings? ----------------------------------- Number of Lemmings: 50 % to save: 96 Release Rate: 50 Time: 5 Start by facing a lemming facing leftwards to build s stairway starting from underneath the trapdoor, to the chain. Build upwards to the ledge adjacent to the trapdoor. Before the lemmings hit the side and turn, assign a builder. Now you can bash across without falling down. Bash through the next barrier, then build across the gap to each the home. In case any lemmings get stuck in that gap, from your bridge, assign builders to get them out. Level 10: Keep Step ------------------- Number of Lemmings: 50 % to save: 98 Release Rate: 50 Time: 5 Dig through the overhanging bar so the first lemming falls on to the curve, make the second lemming a blocker. Just as the lone lemming walks onto the submerged pillar, build to the wall sandwiched between two sets of metal blocks. Bash through when the builder meets it, once done nuke the blocker. Level 11: Let's go to the moon! ------------------------------- Number of Lemmings: 30 % to save: 50 Release Rate: 1 Time: 5 At the edge of the block above the pillar with the sharp end, make the first lemming build a bridge. Just before the second lemming gets onto the block, have him mine to fence the rest in. The first lemming will fall onto a star, have him build on the star left of it. Keep building until over the column of metal blocks. If a lemming catches another star, build to turn him around again. Fix the gap where the rest of the lemmings are held to get them home. Level 12: Go out for a walk? ---------------------------- Number of Lemmings: 50 % to save: 50 Release Rate: 5 Time: 5 Slightly trickier to describe exactly so bear with me. AS SOON AS the first lemming falls out of the trapdoor have him dig. When he falls into the area below, dig straight down again. Dig straight down again in that square, then the lemming will pass right through one stick of the diagonal mesh, dig again. The lemmings will fall into the bottom area. Assign a climber, once up the ledge immediately make him a blocker. Nuke him, and the rest can go home. Level 13: Salvage boat ---------------------- Number of Lemmings: 30 % to save: 100 Release Rate: 1 Time: 5 Build a bridge up to the right-angle triangle that's fencing off the lemmings. Once a lemming is over it, mine through it to fence the rest in. Build a bridge to close the gap from the triangle to the pole, once the builder catches the side and walks back down the bridge again, immediately build upwards to the upper triangle. Bash through the last wall, then fix the bridge you broke to release the rest. Level 14: MENACING!! ------------------- Number of Lemmings: 80 % to save: 50 Release Rate: 77 Time: 6 Another one of the crazy themed levels, this time its all blood and gore. Rather simple really. Bash the snake next to the hand, then bash through all he gore until you reach a pit. Build a bridge with the rightmost lemming, turn the next one into a blocker. Once over the pit, drop down and build a stairway to the exit. Nuke the blocker and release the rest. Level 15: Ozone friendly lemmings --------------------------------- Number of Lemmings: 10 % to save: 60 Release Rate: 50 Time: 5 Keep the cursor fixed under the trapdoor in the same position, and turn the first four lemmings that fall into bombers. You'll have a nice through-way to the end. Level 16: Lovely jubilee ------------------------ Number of Lemmings: 50 % to save: 8 Release Rate: 76 Time: 5 Mine to the right until the lemming has made 4-5 swings of the pick-axe, then start bashing. Set a bomb on a lemming that's on the leftwards point of the triangular mesh, then set another bomb on a lemming slightly more right from the point of the first one, and so on. A passage will gradually form to the exit. Level 17: Diet Lemmingaid ------------------------- Number of Lemmings: 50 % to save: 96 Release Rate: 50 Time: 5 Set a bomb on the first lemming that falls. On the lower platform, set the charge when a lemming is a third of the way across the block of bricks above him. Who needs blockers now, eh? Level 18: It's Lemminentry Watson --------------------------------- Number of Lemmings: 10 % to save: 90 Release Rate: 50 Time: 5 Select the dig command, then align the right edge of the cursor so it's within the third pillar and meets the right edge. Move it upwards and set the first lemming that comes across to dig. When the second lemming walks over it, make him parachute. Once the paratrooper hits home, nuke the digger. Level 19: Postcard from Lemmingland ----------------------------------- Number of Lemmings: 50 % to save: 100 Release Rate: 50 Time: 5 Assign a climber to climb over the ledge, and just before he reaches the pit, make him dig. Once he's dug down through two bricks (an upright one and one facing sideways), make him build a bridge. He'll catch the side, turn and climb out. A couple of inches before he falls back with the rest of the lemmings, mine then bash when he's on a level height with the caged in lemmings. As the rest go off free, the basher will climb up the left post. DON'T FORGET to give him a parachute; otherwise the level will result in an anti-climatic SPLAT! Level 20: One way digging to freedom ------------------------------------ Number of Lemmings: 100 % to save: 95 Release Rate: 60 Time: 4 Place a blocker to the left of the platform and bash through the short pillar. Assign two climbers to climb the arrowed block, with parachutes, and then turn the first lemming into a blocker, ensuring he has a block of bricks beneath him so you don't create a hole in the platform when you nuke him! Bash left through the arrowed block with the other climber, and nuke the blocker. Done and done. Level 21: Don't leave any lemmings ---------------------------------- Number of Lemmings: 50 % to save: 50 Release Rate: 1 Time: 6 Block and nuke a lemming or two to open the way to the room on the bottom right, then the same for the room bottom left of that room. When the lemmings reach the left edge, build up as much as possible, (use about 5-6 builders) place a blocker on top of the built pile. There should be a gap to the room on the upper-left, if not build more then nuke another blocker. Build into the next room. On the lowest platform in third room you're now in, build leftwards from the middle of that platform. Once the builder hits the wall, built a few more times to get as much height on that stairway. Nuke a blocker on top of it, then build into the room top-left of the room you're now in. In the fifth room, nuke a blocker just when the lemming hits the wall, underneath the bar where the home is on. If a gap forms underneath, immediately build over it. You can now build rightwards to the platform upwards. Should the builder catch the ceiling, there should be enough builder skills left to force the bridge up to the platform. Level 22: Turn around young Lemmings! ------------------------------------- Number of Lemmings: 100 % to save: 90 Release Rate: 88 Time: 5 Set an explosive charge on the first two lemmings that fall. A pit will form which all the lemmings will fall into, simply build leftwards to get out. If lemmings do escape from the right, do the same procedure but bash right from the bottom of the pit, use a builder to stop it, then build leftwards to get out. Level 23: From the boundary line -------------------------------- Number of Lemmings: 100 % to save: 60 Release Rate: 99 Time: 5 Bash through the first column with the leader. Many lemmings will fall, but that's okay, we can afford to lose 40. Turn the leader lemming into a climber, before the second line in from the platform he's on, dig for four seconds, build and immediately make him mine leftwards. Once he releases the trapped lemmings, bash to make him stop. Yes, the climber will fall off the left end as well but we need not care about him. Level 24: Tightrope City ------------------- Number of Lemmings: 80 % to save: 93 Release Rate: 85 Time: 2 Turn the first lemming into a blocker as soon as he touches the ground. Turn the second lemming into a blocker two-thirds of the way across the platform, and make the lone lemming build up to the home platform an inch before the end of the first platform. As for the rest, just before a lemming hits the blocker and turns around, have him dig and just before he reaches the bottom make him bash to free the blocker. Done. Level 25: Cascade ----------------- Number of Lemmings: 100 % to save: 10 Release Rate: 99 Time: 5 What a horrible level! Turn the first lemming, and the last nine, into paratroopers. Make the leader build over the gap after walking between two pillars, just before he hits the edge of the second pillar bash through it, then build over the last gap. Make sure the last nine don't catch up! Level 26: I have a cunning plan ------------------------------- Number of Lemmings: 100 % to save: 100 Release Rate: 99 Time: 5 A plan so cunning, not even a fox could devise it... anyway. Turn the first lemming into a blocker as soon as he touches the ground, then bash through the central pillar. Once all the lemmings are approaching the right (some may have hit the pillar and headed left), make one of the falling lemmings dig for two seconds then bash to release the blocker. Level 27: Everybody turn left! ------------------------------ Number of Lemmings: 60 % to save: 100 Release Rate: 80 Time: 3 Far easier said than done. Mine when lemmings approach the right to turn them leftwards. FOR GOD'S SAKE DON'T MINE LEFTWARDS if you don't want to ruin the level! All I can say is that this level requires concentration. Pause and take deep breaths, just make sure each lemming is heading right before you make him mine. Level 28: Lost something? ------------------------- Number of Lemmings: 100 % to save: 90 Release Rate: 70 Time: 5 SPOILER ALERT! The home is hidden behind the big earth mound to the right of the trapdoor. Build upwards until level with the metal platform then bash. Place a blocker to stop the lemming falling off the side of the island if necessary. Level 29: Konnichiwa Lemming san ------------------------------- Number of Lemmings: 100 % to save: 100 Release Rate: 77 Time: 4 Make the first lemming build a bridge to link two diagonal poles, then break the lower pole at the bottom with a pick-axe. Use the lone lemming build a bridge up to the earth above the water pool. Once he's done that, fix the pole you broke with a bridge going leftwards, then mine down to the home once the lemmings have walked over the water pool. Level 30: Don't follow me ------------------------- Number of Lemmings: 10 % to save: 100 Release Rate: 1 Time: 2 Timing is key here, a millimetre off and its splat! For the first diagonal pole, move the cursor so the bottom is in line with the left edge of the platform below the pole. Move the cursor up and mine once the first lemming walks through the cursor. Do the same for the next pole. For the last part, you'll see the horizontal bar the lemming falls off consists of purple and pink bands. Two bands in from the right have the leader lemming mine to chip off the corner. The second lemming that caught up with the leader won't go splat on touching the ground hopefully. =========== iii. Taxing =========== Well done, you've beat Tricky! That hopefully wasn't too hard, but of course there were a few teasers which required a modest amount of thought. Found it too hard? Well it doesn't get any easier. The hardest bits of Tricky are present in every level, and you'll find frequent repeats with limited skill-sets. Definitely some brain-scratching ones that I had to remember how to beat. Things are now getting a little sinister, skill sets are sparse but with good logic and precise timings this is a beatable difficulty. Of course you can't have either if you're resorting to a walkthrough! Level 1: The bridge is breaking down ------------------------------------ Number of Lemmings: 50 % to save: 100 Release Rate: 50 Time: 4 Turn the first lemming into a climber. Once he's up the chain, bash through it. Bash through the central pillar, then when half-way across the second blue block from the bottom, keep building until the climber catches the edge and turns around. Before the climber walks back to the chain, mine just before he walks on the blue block proceeding the chain. He should have enough material to mine through and release the rest. Level 2: Temporary peace ------------------------ Number of Lemmings: 50 % to save: 100 Release Rate: 20 Time: 5 A third of the way across the green patch under the trapdoor, build until you hit the bone. Once the builder catches it, let him walk VERY briefly then build up to the short pole facing right hanging from the top left. Also bash through the bottom stairway with another lemming to cage the rest in. Once the lemming reaches the pole, build up to the shorter diagonal pole pointing left. Bash trough the huge wall of earth at the top of the short pole. Fix the bridge at the bottom. Once the lemming has bashed 2/3 of the way before the next room, start mining. In the next room bash through the right to reach the exit. Level 3: No choice but to follow them ------------------------------------- Number of Lemmings: 80 % to save: 100 Release Rate: 10 Time: 3 Make the first lemming bash between the thin, diagonal stick and the large wall, so he still catches the edge of the wall when he falls through. When he hits the wall and turns, build a bridge to that lower stick to fix the gap. Bash through the wall with the next lemming just before hits that wall, and make any subsequent lemmings that catch up with the builder build also. The lemmings will land into the middle room but over the pole in the left of it. Bash through the pillar on the right to reach the exit. Level 4: Lend a helping hand... ----------------------------- Number of Lemmings: 40 % to save: 75 Release Rate: 50 Time: 7 A quick glance at Snow Dragon's walkthrough says to take the lemmings up the passage on the left, where the pesky spike traps are. However, my route is better, as you don't lose nearly as many lemmings. Place a blocker just before the trap where the right trapdoor is, then make a lemming from the left trapdoor dig lemming-height, then bash. The lemmings from the right trapdoor should fall into the passage being bashed. The blocker will be released but ultimately executed as he walks into the trap. Place a blocker before the basher once the basher is past the trap, then make the basher build when he reaches the pillar before the water. Have him build a small stairway through the narrow bit until he's level 1/4 way up of the bottom metal block. Mine rightwards through the pillar, then build a stairway up to the home between the two pillars. If a lemming reaches the top of the rightmost broken pillar, build a bridge to fill the gap between that and the edge of the level to turn him around. Once the stairway is level with the exit, bash through the last pillar to reach it then nuke the blocker. Level 5: The Prison! -------------------- Number of Lemmings: 60 % to save: 75 Release Rate: 50 Time: 5 Make the first lemming dig just before the edge, then block the rest off. Once the digger this the metal, immediately build upwards to the bars. The bars can't be bashed through all at once, as tiny gaps separate them, so once the lemming hits them bash through the first one, then immediately build once done. Repeat for the rest, you're going to have to keep pausing as this requires minuscule timing. Once through, build once the lemming falls to the bottom of the steps. In the next series of bars, bash through the first, then dig down until he hits the bottom then immediately bash again. Release the rest. Level 6: Compression method 1 ----------------------------- Number of Lemmings: 50 % to save: 60 Release Rate: 99 Time: 3 When the first lemming from the leftmost trapdoor falls from the left, turn him into a blocker just under the first metal block. Bash across to release the lemmings from the other trapdoor, and wait until they're all enclosed in the bottom left. Once everyone is out, nuke the blocker and watch how a huddled group turns out to be too much for the traps underneath. Level 7: Jump down! ------------------- Number of Lemmings: 100 % to save: 100 Release Rate: 1 Time: 6 Timing is crucial here, and almost beyond words. On the VERY LAST moment the first lemming is touching the last part of the downwards pointing rib, build. Any earlier and the bridge won't touch the earth right of the gap. Make the second lemming that walks over the bridge being built to bash just before he hits the lower spine and turns around. Once he's bashed through, make the other caged in lemmings mine rightwards through the earth and make the lone lemming build up to the exit platform. Try not to mine too late, with so many lemmings it's hard to precisely choose a lemming walking right and thus wasting the level. Level 8: Lemmings search for treasure. -------------------------------------- Number of Lemmings: 50 % to save: 100 Release Rate: 10 Time: 5 Turn the first lemming into a paratrooper. Dig with the lemming just right of where he falls then build to cancel the dig mid-way down. Let the paratrooper walk through the narrow passage in the pyramid, once out make him build immediately. Bash through the pillar when he meets it, then build to the top of the bottom-middle pillar. Don't worry about building to the exit platform, he'll fall and land on it. Release the rest by bashing out to the right. You should have two bashers left, so hopefully you won't make them bash left by accident on both occasions! Level 9: Perseverance --------------------- Number of Lemmings: 20 % to save: 100 Release Rate: 50 Time: 4 Make the first lemming dig just right of where he hits the ground, make the second a paratrooper when he walks over the hole being dug. Make him mine right AS SOON AS hits the ground. Set the release rate to 99 so the hole isn't too deep for newly released lemmings. Watch the rest unfold. Level 10: Izzie Wizzie Lemmings get busy ---------------------------------------- Number of Lemmings: 5 % to save: 100 Release Rate: 50 Time: 5 Build upwards from the left of the pit, then bash through the bottom with another lemming. In the next pit build up from the left of it also, then build up to the third pit. In the third pit, build just before the lemming reaches the right edge of the pit so he only builds a step. Bash through the right when the lemming is ON that step. He'll fall down to the fourth pit without going splat if you did that right. In the last pit, build out of that as usual then build over the gap to the exit. Fix the stairway in the first bridge to release the rest. Level 11: The ascending pillar scenario --------------------------------------- Number of Lemmings: 50 % to save: 100 Release Rate: 20 Time: 4 Dig down with the first lemming until just after he's dug through the surface. The second lemming will walk over the hole, build to the edge of the level to turn him around, then turn him into a climber. Keep building to the next pillar until he's on the second to last pillar, in which case make him dig halfway down that pillar, then bash. Once through build to the edge of the next pillar, then bash through that. Build over the gap to reach the exit. Make the rest of the lemmings build out of the pit to release them. Level 12: Livin' On The Edge ---------------------------- Number of Lemmings: 10 % to save: 80 Release Rate: 1 Time: 5 Build to the wall just on the edge of the platform with the first lemming, then place two blockers to fence off the rest (don't place the blocker too close to the bridge!). Bash through the wall, and then I'm sure you can guess the drill now. Connect the ascending platforms with a bridge each, starting just at the edge of each platform (hence the level name!) Nuke the right blocker and release the rest. Level 13: Walk through here but cautiously ------------------------------------------ Number of Lemmings: 50 % to save: 96 Release Rate: 1 Time: 3 Turn the first lemming into a climber. Place a blocker left of the trapdoor, then once the climber has reached the top dig down the four bars. On the fourth bar, make sure he digs left of the exit facing leftwards. Turn him into a blocker as soon as he touches the post, and then nuke him. Level 14: Value each moment --------------------------- Number of Lemmings: 50 % to save: 96 Release Rate: 80 Time: 4 Right to the block that the lemmings fall on, there are three small blocks, then another large block. Set the first charge JUST at the start of the second of the small bricks. The lemmings will fall down safely now. Turn the second lemming into a builder once he hits the lower platform so he's not too close to the first. The lemmings will walk up a diagonal pole, and if you examine it closely it is made op of pink and purple bands. Set a charge on the leader lemming when he's on the second pink band that's above the triangular block. If you got the timings right, a chunk should be knocked off the square block next to the triangular one and the lemmings will walk free. Level 15: What an AWESOME level ------------------------------- Number of Lemmings: 100 % to save: 80 Release Rate: 50 Time: 6 Another easy special level. Make the first lemming has through the dragon head block the rest in. Build after bashing through the right ear, then bash through the dragons scale left of the exit to reach it. Nuke the blocker. Level 16: Umbrella land ----------------------- Number of Lemmings: 100 % to save: 97 Release Rate: 50 Time: 3 Make the first two lemmings parachute down, then make the third a blocker. Let the first lemming drop down the second descent, then build on the steep slope to force the second lemming around. Build up the to the entrance platform with him. With the first lemming, force him to turn past the lava pit, then make him build leftwards starting from the right of the bridge. Note that two bridges are being built simultaneously, as time is at a premium! Once the bridges are complete, nuke the blocker. Level 17: Lunch time! --------------------- Number of Lemmings: 50 % to save: 90 Release Rate: 1 Time: 4 Turn the first lemming into a blocker. Make the second a climber, and bash through the bottom two post's with the third. Place a blocker on the left side of the map. Once the climber is facing right, dig down before he drops do he digs through the upper post, then make him build up to the exit platform once he's dug through the upper post. As for the rest of the lemmings, build a bridge to the upper platform. Where there are two small holes on the left of the map, start building left of the right hole. Yippee! Level 18: Tribute to M.C. Escher -------------------------------- Number of Lemmings: 75 % to save: 86 Release Rate: 75 Time: Build up to top of the arrowed wall, starting the bridge just left of it. Before the building the last bridge to the top, get all the lemmings out of the trapdoor, and blow a hole in the bridge so only the builder goes over the top. Give him a parachute, then build over the exit to turn him around. One he's heading left, bash through the wall. Set a charge on a lemming once they've walked through the right end of the wall to open the exit. Level 19: Bomboozal ------------------- Number of Lemmings: 70 % to save: 91 Release Rate: 80 Time: 2 It's all about timings! The top platform in the level is the first platform, the bottom platform is the 6th. Each point lists WHERE you need to set a charge on a lemming to create a throughway to the exit. 1. 1st platform, above the left side of the flames on the 2nd platform. 2. 1st platform, between the left and centre room on the 2nd platform. 3. 3rd platform, just on the right end of the centre room. 4. 1st platform, between the left and centre room on the second platform (again) 5. 5th platform, above the flames in the left room on the 6th platform Wasn't so hard, now was it? Level 20: Fall and no life -------------------------- Number of Lemmings: 85 % to save: 100 Release Rate: 90 Time: 3 Let all the lemmings fall into the first pit they encounter, EXCEPT the last 2 or 3. Make the penultimate (or 3rd last, if easier) lemming build just on the right edge of the metal block, so the last lemmings falls into the narrow pit right of where the other lemmings are. Once the builder is done, build on the right edge of the arrowed wall to the other side. Turn him into a paratrooper. You may have to stretch the bridge slightly. Mine leftwards with the lemming in the second pit, he'll release the rest. Once the paratrooper falls, make him left through the arrowed wall to complete the level. Level 21: Feel the heat! ------------------------ Number of Lemmings: 20 % to save: 100 Release Rate: 70 Time: 2 Make the first lemming a climber and build off the platform until above the exit. Make another climber dig just before the metal blocks briefly, build then mine left to release the rest. Time is short, so start mining whilst the first lemming is finishing the bridge to the exit. Level 22: Come on over to my place ---------------------------------- Number of Lemmings: 50 % to save: 100 Release Rate: 1 Time: 5 Make the first lemming parachute down, turn the second into a blocker. Just before the exit, make the paratrooper dig a small hole then build. Once he walks out the left side of the pit, build to the leftwards metal pillar. Meanwhile, make the lemmings on the entrance platform build over the gap left to the left of it, it may take two lemmings. Then mine before the top of the stairway, build to stop. Once the lower lemming has hit the metal blocks, build right so there's a nice soft landing from the entrance platform. Release the blocker by digging, then just before the lemming has dug all the way through bash rightwards under him. Level 23: King of the castle ---------------------------- Number of Lemmings: 100 % to save: 95 Release Rate: 40 Time: 5 Build over the first lava pool, make any lemmings that catch up build also, but remember you can afford to lose five. Build up to the next level, and make any lemmings heading to the lava pool from the left build also, to close the gap. You'll have used up a fair chunk of the builder reserves. But if you let five drown you'll have enough left. Now it's simply a matter of building to the top, close any gaps between the platforms and the walls, but don't waste bridges. Bear in mind that when a builder hits the ceiling he won't stop, so avoid building too far away from an above platform. Excluding the bridge over the lava pit, it shouldn't take any more than 11 bridges to get to the exit. Level 24: Keep all enemies out. ------------------------------- Number of Lemmings: 20 % to save: 100 Release Rate: 1 Time: 3 Make the first lemming a climber, and build up the pole between the walls of metal blocks. When he's about to hit it, assign a second climber to climb over the pole, and make him dig down the right half of it. Dig until he's in line half-way down the third metal block from the bottom, on the right, then build up to it. When the first climber returns, dig down the left half of the pole. Stop by using a builder between the top of the stairs you built on the left, and where the other climber stopped digging. The climbers will go on another walk, make the first one that appears to build across the final gap to the exit. Build up the metal platform to unleash the rest, but be warned, this is a matter of luck as lemmings keep turning leftwards. If the lemming builds left, hard luck, but don't waste too much time deciding as time is at a premium. Level 25: Watch right and left! ------------------------------- Number of Lemmings: 80 % to save: 98 Release Rate: 1 Time: 3 Make the first lemming parachute, build over the gap with the next, making sure the bridge touches the other side. Place a blocker just left of the trapdoor, ensuring there's only one left of it. Make the paratrooper build under the 10 ton trap at the bottom, then make the lemming left of the blocker build to the top of the earth mound on the left (not too close to the blocker!). Make him build to the arrowed wall, starting the bridge as low down as possible. Turn the paratrooper into a climber, when on top build to turn him around. Build over the gap on the right (make sure he doesn't catch the edge!), then another just on the right edge over the water to the arrowed wall. Bash right just before he catches the wall. Nuke the blocker to release the rest. Level 26: Triple Trouble ------------------- Number of Lemmings: 100 % to save: 99 Release Rate: 80 Time: 1 Make the first lemming from the top trapdoor dig down, so he lands right of the exit but still in the centre. Assign a climber from the left and right trapdoors, AS SOON AS they've climbed up the metal blocks, make them build to the centre. Builders are at a premium, and it shouldn't take any more than 3 bridges for each side. Once the builder on the right has finished the bridge, make a lemmings from the top trapdoor mine right to meet the top of it, so there's a passage way through. Place a blocker left of the hole you dug, and then dig so the lemmings land left of the exit. Again, mine so they meet the top of the left stairway. The moment of truth now: build a bridge to the top of the metal block on the left and right sides. If they build the wrong way, you have to start all over! *EVIL LAGUH* Level 27: Watch your fingertip! ------------------------------- Number of Lemmings: 50 % to save: 98 Release Rate: 1 Time: 4 Make the first lemmings bash into the area with the sign post. A lemming will catch up with the basher and head left, turn him into a blocker left of the trapdoor. Set the release rate to 99 to get the rest out, but mine with the last lemming once he hits the ground. Build over the water to the next bit of earth, then bash through that. Bash through the next bit of earth after that. Where the rest of the lemmings are, bash out leftwards to release them. Level 28: Watch right or left! ------------------------------ Number of Lemmings: 30 % to save: 93 Release Rate: 50 Time: 5 Mine through the bottom of the right stairway (built to make him stop), then let one lemming up the left stairway then mine through the bottom of that also. Make the lone lemming build to the left column, build on the left edge of that to hit the edge of the map, then build up to the exit platform. If there's a gap between the pillar and the right bridge, fill it. Repair the left stairway you mined through to release the rest. Level 29: How do I dig out a path? ---------------------------------- Number of Lemmings: 100 % to save: 95 Release Rate: 80 Time: 4 Make the first lemming dig halfway, fence off the rest with two blockers. After digging, make the lone lemming climb. Now for the tricky part: on the VERY edge of the broken bridge, start building. After each bridge, let the lemming walk a couple of steps THEN build the next one, to stretch the bridge as much as possible, otherwise he won't make the right wall. Once he gets to the wall, climb up it then dig JUST before the exit briefly, build to stop then mine leftwards. If the mined tunnel is too much of a step above the stairway, dig for a couple of seconds then mine again. Release the rest. Level 30: We all fall down -------------------------- Number of Lemmings: 60 % to save: 100 Release Rate: 1 Time: 3 OK, slightly different tactic to before due to more lemmings. Set the release rate to 50 at the start, then dig with the first lemming. Let the second lemming walk past him, then dig with the third lemming. Let the fourth lemming walk over, and so on. Don't let any lemmings go unnoticed! Congratulations, you've beaten Taxing! Many levels are different from the PC version, and they're certainly harder. Taxing was just how it said on the tin, plenty of head-scratching and awkward timings. But you've seen nothing yet... ========== iv. Mayhem ========== The hardest of the original four. Good luck, this isn't easy y'know. Level 1: Let's get together --------------------------- Number of Lemmings: 50 % to save: 100 Release Rate: 60 Time: 2 When the lemmings from the left trapdoor congregate in the pit above the right trapdoor, assign a lemming heading left to dig through the right half of the pillar below, ensuring lemmings walking from the left fall through into the below room. However, also make sure that that lemmings approaching from the right don't fall straight into the room. Once the digger has dug hallway, make him bash left. Build over the chasm to the exit, then bash right through the pillar to release the rest. Level 2: The Boiler Room ------------------------ Number of Lemmings: 100 % to save: 90 Release Rate: 30 Time: 6 Build off from the left, then block the rest of the lemmings in. Make sure he builds far enough to drop onto the central platform, otherwise he'll splat on the ground. Build one bridge up to the base of the spiral pillar so it's easier to nuke through it, then turn him into a blocker underneath the central platform once he's turned around. Release the rest of the lemmings, and blow a passage through the pillar under the exit platform by placing and nuking blockers. Build a stairway up to the bottom side of the exit platform, then nuke another blocker to create a way to that platform. Bridge the gap to the exit platform to finish the level. Level 3: It's hero time ----------------------- Number of Lemmings: 30 % to save: 100 Release Rate: 99 Time: 1 Dig with the FIRST lemming, onto the lower platform. One lemming will break free, make him a climber and a paratrooper. With the rest, bash with the first lemming, then build to stop him. The lone lemming will climb over the metal block and parachute down, mine down to the exit to finish. Level 4: The Crossroads ----------------------- Number of Lemmings: 100 % to save: 100 Release Rate: 99 Time: 1 The lemmings need to drop into the leftmost compartment of the web on the right, to achieve this without any of them splatting on the ground progressively bash though the mesh downwards to lose height. Once into the web, bash right again to reach the exit. Level 5: Down, along, up, in that order --------------------------------------- Number of Lemmings: 80 % to save: 75 Release Rate: 8 Time: 5 Dig down the ladder, switching sides on each step of the ladder so the lemmings don't drop through one large drop. On the bottom platform, place a blocker on both edges before the lava pits. On the left side, you'll need to build upwards connecting the series of steps that lead up to the exit. Build to the first step, then place a blocker on the very left edge of the step once on it. Build to the next step, then place a blocker on the very edge, and keep repeating until the exit. Due to the limited space, you may need to build before the lemming hits the blocker, who'll change direction when building when hitting it. Also, use no more than one bridge to connect each platform or you'll run out of builders. Level 6: Over the wall ---------------------- Number of Lemmings: 50 % to save: 94 Release Rate: 20 Time: 5 Bash through the signpost on the left, then bash through the stick blocking the path. Turn the second lemming into a blocker to fence the rest in, then bash through the downwards-pointing block of earth just before he hits it. Briefly bash through the upcoming ramp before the lemming turns around, then build to stop him just after he's bash through the ramp only. When the lemming heads left, build to force him right again, and he'll start to head to the top of the large heap of earth. When he catches the side and heads left, repair the ramp with a bridge then bash through the wall of earth right of the exit to reach it. Nuke the blocker. Level 7: Poles apart -------------------- Number of Lemmings: 50 % to save: 90 Release Rate: 50 Time: 5 Build a bridge on the right of the platform, (don't worry about losing a few lemmings), then dig down through the steps once a lemming lands on them, build before they dig through the bottom. Assign a climber, have him climb over the first pole, then dig down through the second. Once he's dug through that pole, build to the next pole and bash through it. Dig through the fourth pole; build to the fifth then bash through that, same for the two after that as well. After the series of poles build over the gap to the exit platform. Bash through the first pole to release the rest. Level 8: Last one out is a rotten egg! -------------------------------------- Number of Lemmings: 100 % to save: 90 Release Rate: 55 Time: 5 Build to the arrowed block from the edge of the platform with the first lemming, fence the rest in with two blockers. Once the builder reaches the block, make him climb to the top. Before he walks off the edge, make him dig down. You'll see the block consists of rows of bricks, force him to stop digging with a builder after he's dug through 6-7 rows of bricks, assuming you started building right on the edge. Mine leftwards to meet the bridge, then release the rest by nuking the right blocker. When the lemmings walk through the block dig through the left side, ensuring you dig left enough to hit the metal block below and forming a passage to the exit, but not too far left that the hole is exposed to the lava pit. Once the hole is dug watch the lemmings go home. Level 9: Twins -------------- Number of Lemmings: 2 % to save: 100 Release Rate: 30 Time: 2 The first lemming will be known as lemming 1, the second as lemming 2. 1: Build two bridges to the upper stairway, then bash through the pole and build to the next stairway. Bash through the next pole he encounters, then the final block also. 2: Drop to the minuscule platform underneath the lower stairway, and build right on the edge to the next small platform, building from the edge of that also. Build two bridges over the gap separating two horizontal poles. You'll need to do both of these simultaneously, it's relatively easy but you'll need to keep an eye on bridges expiring, short platforms and such. Level 10: Dangerous Balcony --------------------------- Number of Lemmings: 80 % to save: 100 Release Rate: 99 Time: 4 Turn a lemming heading left into a climber, and start building a bridge 2 and a half blocks in from the left of the platform, but don't finish the bridge left. Make the climber dig once on top of the left column, digging in the left edge to avoid releasing the lemmings. Just before he digs through the bottom of the column, build one brick of a bridge, then dig again. Complete the bridge where the rest of the lemmings are, ensuring the bridge actually hits the remaining slier of the left column. Failure to do that may result in the bridge overlapping the little buffer that will soften the drop to the bottom! Level 11: We all fall down -------------------------- Number of Lemmings: 80 % to save: 100 Release Rate: 1 Time: 3 Same drill as in Taxing, but you'll need to be more space efficient. Set the release rate to 50, then make the first lemming dig, and the second lemming will walk over the part he's digging and walk freely also. Dig with the third lemming, and the fourth will also walk over the part the third lemming is digging. Repeat over. Level 12: The Other Side ------------------------ Number of Lemmings: 75 % to save: 100 Release Rate: Time: 4 Time is of the essence in this level, so you can't let a moment go to waste. Turn a lemming heading left into a climber, and build a bridge going leftwards with another lemming, but don't finish it. The climber will approach earth between two steel blocks, dig down the left side of it then bash. On the island he lands on, dig for a couple of seconds then mine, this is to turn the rest around. The lemming will land on a small bit of earth underneath the island, build from the edge to the heap that separates both sides of the level, mine once the lemming begins to walk under the trapdoor then bash. Once he's bashed through immediately build upwards. When he's hit the earth on the side with the skeleton in it, immediately build leftwards and release the other lemmings by completing the bridge by the entrance. Finish the stairway going to the exit, immediately building the other direction when the lemming catches the side and hopefully everyone will make it. Level 13: The Great Lemming Caper --------------------------------- Number of Lemmings: 2 % to save: 100 Release Rate: 50 Time: 5 Again, the first lemming will be known as lemming 1, the second as lemming 2. 1: Build over the gap, and on the very edge of the platform he drops onto, build, then bash once the bridge expires. After bashing quarter of the way across the wall, dig, lemming 2 will need to climb up the wall without hitting the overhang. Once there's a gap for lemming 2 to climb up into, bash. 2. Dig once out of the trapdoor. Once through, bash through the wall he encounters and make him climb. Lemming 1 will have formed a passage through. Level 14: Climb and fall. Fall and climb. ----------------------------------------- Number of Lemmings: 50 % to save: 84 Release Rate: 1 Time: 2 Just before the first big drop, build a bridge. On the second ascent bash through the diagonal pole 2/3 of the way up so the lemming land on the left edge of the platform below it. On the short pole poking out where there is yet another high drop, build a bridge 1/4 of the way across it, so the lemmings hit the tiny brick before hitting the floor. Set the release rate to 99 to finish the level. Level 15: Two ponds ------------------- Number of Lemmings: 60 % to save: 100 Release Rate: 30 Time: 6 The left trapdoor will be known as trapdoor A, the centre one will be known as B, the right as C. Keep an eye on each, otherwise lemmings will drown. B: Build over the right pond. C: Make the first lemming heading left mine under the trap (building to cancel the if necessary), then make another build over the two ponds from the right. Make any lemmings too close to him build. A: Build over the left pond, from the left. Once the two ponds are covered and the trap out of harms way, make the first lemming heading leftwards build on the raised earth under trapdoor A to cover the gap, he's going to build a stairway to the exit. Use the lemming behind him bash through the earth to close off the bridge. Build up to the exit platform with the lone lemming, then open up the passage by building a bridge to the earth mound you bashed through. Level 16: Just a Minute... ------------------------ Number of Lemmings: 50 % to save: 100 Release Rate: 10 Time: 1 Credit to Snow Dragon for the solution The fact that I've borrowed another solution for this walkthrough should be enough to tell you how hard this level is. There's little time so every second counts. Bash with the first four lemmings, dig down with the fifth just enough so lemmings don't pop out from the left side and make him bash as well, but you don't want him to have dug too low so other lemmings will not be able to climb over the bottom basher and meet the other four. Immediately set the release rate to 99 after, and watch the timer decide your fate. Level 17: Stepping stones ------------------------- Number of Lemmings: 80 % to save: 87 Release Rate: 50 Time: 4 Easy to explain, but very fiddly. Build with the first lemming, make the second blocker before the bridge. It should take three bridges between each stepping stone, stretch the bridges if necessary by leaving a brief pause when a lemming has ran out of bricks. If the bridge is going to overlap a stepping stone, dig down to cancel it. Leave the cursor hovering over a stepping stone, and build the next bridge AS SOON AS he touches the stepping stone. Once the lemming reaches the other side, build over the blocker to release the rest. Level 18: Two different worlds ------------------------------ Number of Lemmings: % to save: Release Rate: Time: Dig right of the trapdoor with the first lemming, then turn the second into a blocker to fence off the hole. Dig 1/3 of the way down of the earth heap, then bash left, after building to cancel the digger. Build to reach the gap in the metal blocks. After the lemming catches the edge on the mound of earth where the exit lays, build right to the metal column, then build left so the bridge meets the neck under the exit platform. Bash through, build over the trap then build right to the exit. Nuke the blocker to finish the level. Level 19: Time to get up! ------------------------- Number of Lemmings: 50 % to save: 92 Release Rate: 20 Time: 5 Make the second and third lemming climbers, and set explosive charges on them when they've climbed 2/3 of the way up to the compartment to blow a hole through the left side of it. Make the first lemming build over the gap on the far left. On the bottom platform, halfway across the second brick in from the left, build up to the hole. Set another bomber to blow a hole through the stairway to close it off. Once the builder has hit the compartment, set a charge on him as soon as he walks into it, to blow past the compartment wall on the right (if you miss, you're doomed). Fix the bridge with a builder to finish the level. Level 20: No added colors or Lemmings ------------------------------------- Number of Lemmings: 50 % to save: 100 Release Rate: 85 Time: 5 Turn the second lemming into a blocker, bash right with the first lemming. Build on the very edge of the platform, as he'll need to catch the edge of the exit platform and go left again. Once he's done that, mine left under the blocker to free him, to release he rest. Just before the final lemming in the pack walks over the bridge onto the exit platform, make him mine and turn the two lemmings left into climbers. Avoid remaining overhangs when mining through the bridge, or the climbers won't be going anywhere. Level 21: With a twist of Lemming please ---------------------------------------- Number of Lemmings: % to save: Release Rate: Time: Whilst simultaneously making sure every lemming falling gets a parachute, turn a lemming into a climber. Just before e walks over the narrow part on the large pink block, dig down, then build up to the small pillar when he's close to the bottom. Build another bridge to the second pillar, then another to the last pillar where the exit platform stands. Bash rightwards out of the pit where the other lemmings are, and give the remaining fallers a parachute. It's really about concentration and constantly pausing as you flick from the lone lemming to the trapdoor constantly. Unfortunately I can't tell you how to concentrate in this FAQ. Level 22: A BeastII of a level ------------------------------ Number of Lemmings: 100 % to save: 85 Release Rate: 75 Time: 5 It's that time again. Make the second lemming a blocker, the first the lone lemming, then either build and bash through the chandeliers or drop down to the bottom and build over the chasm at the bottom. Bash through everything else the lone lemming encounters, dig into the exit and then nuke the blocker. Level 23: A group of entrances ------------------------------ Number of Lemmings: 50 % to save: 96 Release Rate: 20 Time: 5 With the left trapdoor, bash through the pillar above the exit then start mining _just before_ the arrowed wall, to make the passage as low as possible. With the right trapdoor, place a blocker next to the acid pool. Make the first lemming heading left dig through the left side of the wall, further enough so lemmings can go through the left side to the exit, but not so far that lemmings coming in from the left miss the dug out platform. When he's dug half-way, bash to cancel the digging. With the right trapdoor, build a bridge to the right pillar then bash through it. Timing is everything, you cannot afford to waste bridges here. Once through and has caught the pillar on the right, build leftwards to the left pillar. Build the stairway upwards, but before building the last bridge assign a climber and make him a blocker on top of the left pillar, then nuke him. Build the final bridge to where the explosion was made. Bash through the arrowed wall pointing left to reach the exit. Level 24: All or Nothing ------------------------ Number of Lemmings: 50 % to save: 100 Release Rate: 99 Time: 1 Conventional wisdom would suggest this level is sheer luck, but I have a better strategy. Place the cursor slightly on the opposite end of the side you need to bash through, for instance in the first 'pen' have the cursor as right as it can g whilst still covering the lemmings, then bash. For the next pen, as far left as it can go, then as far right as it can go for the last pen. Done and done! Level 25: Have a nice day! -------------------------- Number of Lemmings: 100 % to save: 90 Release Rate: 1 Time: 5 Build a bridge on the edge of the entrance platform to the steel oblong on the right. Build one bridge from the left side of the block, then make the builder a blocker when finished. Build a stairway leftwards starting from the left side of the oblong, building two bridges and placing another blocker at the end of that. Assign a climber to climb over the oblong, give him a parachute, then have him build a stairway over the next steel oblong once he touches the platform. Build over the final gap to the exit, then release the rest by building one last stairway out over the steel oblong next to the entrance. Level 26: Lemming eater ----------------------- Number of Lemmings: 50 % to save: 100 Release Rate: 50 Time: 4 Mine through the first platform, then bash rightwards out of the compartment with one lemming, dig down with the next one. Let the lone lemming drop then build across the trap. Bash through the wood. Once he's reached the metal blocks, build before he drops down the row of blocks at the bottom as there is a hidden trap there. On the second stairway before the exit, build, then release the rest by bashing out to the right. Level 27: Just a Minute (Part Two) ----------------------------------- Number of Lemmings: 50 % to save: 100 Release Rate: 10 Time: 1 Credit to Snow Dragon Same as before, but with a twist. Spotted it yet? Doesn't make a difference, as the original solution covers this one also. Because you couldn't be bothered working out a solution, I assume you can't be bothered scrolling up to see the solution from the first appearance of this level, so here it is again. Bash with the first four lemmings, dig down with the fifth just enough so lemmings don't pop out from the left side and make him bash as well, but you don't want him to have dug too low so other lemmings will not be able to climb over the bottom basher and meet the other four. Immediately set the release rate to 99 after, and watch the timer decide your fate. Level 28: Leftovers are not always a waste ------------------------------------------ Number of Lemmings: 50 % to save: 88 Release Rate: 1 Time: 3 Build a bridge so no lemmings go underneath the metal blocks, for there are traps there. Assign a climber, and just after the third set of steel blocks he walks over dig down until level with the second steel block down, briefly build (2 bricks worth) then dig again through the bottom. Build a stairway out of where the other lemmings are congregated to finish, setting the release rate to 99. Level 29: No hurry, Relax. -------------------------- Number of Lemmings: 100 % to save: 83 Release Rate: 10 Time: 5 Give the first lemming a parachute, then make him climb right. Build one bridge over the water, and on the second platform from the top bash right through the arrowed wall. Build one bridge after bashing through to provide a safe landing for the poor fallers. Bash through the diagonal pole to stop them walking on the top platform, then bash through the diagonal pole just before the arrowed blocks. Make the athlete (climber/paratrooper) extend the bridge over the water so it hits the side. Bash out the enclosed lemmings so they fall on that bridge. On the bottom platform, build a stairway pointing left starting from the middle. Have the athlete walk over that bridge and over the harp point, bashing left. When he turns around, bash left through the column underneath the blocks with right-pointing arrows to create a passage to the exit. Judging from my attempt, you'll just make the target. Level 30: Lemmings' Ark ----------------------- Number of Lemmings: 50 % to save: 100 Release Rate: 40 Time: 4 (Credit to LemmingsMaster) Its something of an anti-climax that I could never ever figure out a solution to this level. Even Just a Minute I got right at some point. So here's a solution I found on Youtube, based around a glitch working in your favour (there is another solution that doesn't use the glitch, but is harder). Assign a climber, and dig down the edge, starting to bash before he's dug all the way through the third block. Once the climber is midway up the right wall, assign another climber, then once the first climber is going leftwards build over the gap from the edge, so it links to the central wall. As soon as he builds the bridge, mine down to the gap in the central wall. Now for the cool bit: the second climber will go through the bridge when climbing up the right wall. Make the second climber build over the mined passage, make the first climber mine down again shortly after finishing the upper passage, and assign a third climber to build to the mined upper passage in the wall's gap. When the second climber reaches the left edge of the wall, build a bridge to the exit. Congratulations, you've completed Mayhem. It wasn't easy, the last level was impossible and relied on a glitch you never knew about. But it's not over yet... oh no. There's two more difficulties, and equally if not harder than Mayhem. It's Present and Sunsoft! ========== v. PRESENT ========== Really, this is quite a mix. Some levels are a breeze, others are pretty tough. Its essentially a bonus difficulty but it is pretty good fun, when he tides in your favour that is. Level 1: Natural Life --------------------- Number of Lemmings: 50 % to save: 98 Release Rate: 10 Time: 5 Bash through the signpost on the right, then on the grass platform below turn the second lemming into a blocker. Bash through the well with the firs, then build up to the trunk. Bash through the trunk, and nuke the blocker to finish the level. Level 2: Don't leave my lemmings -------------------------------- Number of Lemmings: 50 % to save: 80 Release Rate: 10 Time: 3 Give the first lemming a parachute, then build over the gap in the crystal heap, forcing him left. Once he hits the diagonal balls and heads right, build 1/3 of the way down on the diagonal platform. Bash through the ball helix to the exit, setting the release rate to 99. Level 3: Let me get out of here! -------------------------------- Number of Lemmings: 50 % to save: 100 Release Rate: 50 Time: 5 Turn the first lemming into a climber and paratrooper, dig down with the second. Bash through the large column left of the exit, then build over the broken chain link. On the edge of the second chain link, build up to the right platform, force the lemming to turn left, then build to the exit. Release the other lemmings by bashing out to the right. Level 4: Lemmings standing on the earth --------------------------------------- Number of Lemmings: 80 % to save: 90 Release Rate: 10 Time: 5 Place a blocker below the trapdoor, to stop lemmings from getting stuck in the bottom. Build rightwards under the trapdoor to the post next to it. Bash through it, then bash through the pillar under the two shredders with the alder lemming and turn the second lemming into a blocker. Build up to the steps, and bash a way under the shredder on top of the stairs. There's another shredder just left of the exit, build another bridge just before the lemming walks into it to reach the exit, then nuke the blocker to release the rest. Level 5: Darkness of the royal family ------------------------------------- Number of Lemmings: 50 % to save: 80 Release Rate: 50 Time: 3 Bash through with the first lemming heading left, then place a blocker left of the trapdoor. Build over the hole at the bottom with the lone lemming, then over the hidden gap is on top of the slope after the hole. Build to the slope that leads to the exit, plugging in the next two gaps. Should the lemming start heading right, force him left again. Nuke the blocker to finish. Level 6: No time for a detour ----------------------------- Number of Lemmings: 100 % to save: 98 Release Rate: 99 Time: 1 Build over the gap with the first lemming, as for any that fall, place a blocker under the left side of the bridge. Bash through the wall with the lemmings under the bridge then mine downwards. Don't worry about the flamethrower singeing any lemmings going over the bridge, it won't get them. Level 7: Everyone turn Left! ---------------------------- Number of Lemmings: 100 % to save: 99 Release Rate: 99 Time: 1 Turn the first lemming into a blocker. Level 8: Libra (Part Two) ------------------------- Number of Lemmings: 60 % to save: 100 Release Rate: 30 Time: 5 Make the first lemming from the top-left and bottom-left trapdoors bash through the central pillar. Make a lemming from the top-right trapdoor dig, then bash through the diagonal pole. Level 9: Fix the road, quick! ----------------------------- Number of Lemmings: 50 % to save: 88 Release Rate: 50 Time: 5 Build to the floating remnant of a staircase with the first lemming, and when a lemming drops down to the steel blocks below, build a bridge from the right edge. When he turns around, build from the left edge of the metal blocks. Don't worry about losing lemmings, as long as the number doesn't exceed 6. You'll now have an a safe pen for the lemmings, build a bridge rightwards what'll take the lemmings out of the pen, but don't complete it yet. Set the release rate the 99 to get the rest out, and build a long bridge from the right edge of the floating stairway to the top of the curved stairway with the last lemming. Once he's walked over it, force him left. He'll hit a steel block and turn right, before he falls off the stairway left of the exit platform build another bridge, to act as a buffer. To release the rest, complete the bridge going out of the pen. Build another bridge going left under the floating stairway, which finishes under the bridge you built that connects the small floating stairway from the left. The road is now fixed. Level 10: Where are you heading? -------------------------------- Number of Lemmings: 80 % to save: 90 Release Rate: 50 Time: 5 Simply keep bashing right until there's a roue to the bottom, then left to get the lemming through the gap to the bottom platform. Bash through the block left of the exit to finish. Level 11: Field athletics ------------------------- Number of Lemmings: 80 % to save: 100 Release Rate: 1 Time: 4 Set the release rate to 99, and use the last lemming to build over the last pit. Get the rest upwards out of the pit by building a stairway, whilst the lone lemming digs through the earth obstacle left of the exit and builds a bridge over to it. Level 12: Balance beam ---------------------- Number of Lemmings: 50 % to save: 100 Release Rate: 10 Time: 3 Dig 1/3 of the way down, then cancel by building. Bash left to gain some leeway, then build out of the hole leftwards. Level 13: Watch your step (Part two) ------------------------------------ Number of Lemmings: 50 % to save: 100 Release Rate: 1 Time: 5 Build a bridge up to the column right of the trapdoor so it's level with the wall, then bash through it. On the last slope before the exit, bash through it, to provide a short enough fall to reach the exit. Level 14: Like an overflowing wave ---------------------------------- Number of Lemmings: 50 % to save: 100 Release Rate: 99 Time: 5 Build a bridge heading right from the left edge of the circle, bash out of it once lemmings hit the wooden beam. Bash through the thicker circle twice to finish. Level 15: Evil whisper ---------------------- Number of Lemmings: 50 % to save: 100 Release Rate: 1 Time: 5 Mine with the first lemming once he touches the ground, and build before the lemming hits the steel block. Start mining through the wall, and then build a bridge rightwards under the trapdoor. Before the miner hits the bottom, bash rightwards. When he's on the platform above the exit, dig directly above the exit, so the digger reaches it without hitting the ground first. Mine through the bridge under the trapdoor to release the other lemmings. Level 16: A Trap is a trap. --------------------------- Number of Lemmings: 100 % to save: 10 Release Rate: 80 Time: 3 Place a blocker on the right edge, then a blocker left of the trapdoor. Use five blockers to blow away the right side of the platform, by persistently placing them on the right edge. Close the rest of the lemmings in with your last blocker, leaving a lemming to build to the exit, then nuke him when there's a bridge. Bizarrely, you only need to save 10 lemmings so don't worry about lemmings splatting on the ground. Level 17: Electric circuit -------------------------- Number of Lemmings: 100 % to save: 100 Release Rate: 99 Time: 4 Build a bridge right of the trapdoor, then dig through it whilst the builder is still working on it. Before he hits the + obstacle, dig. Dig again just before he walks on the metal blocks above the exit, then bash once he drops down. Repair the bridge at the start to release the rest. Level 18: King of Lemmings -------------------------- Number of Lemmings: 80 % to save: 100 Release Rate: 1 Time: 6 Build over the water pool with the first lemming, bash through the stairway connecting the first and second pillar with the second. Bash through the right side column with the first lemming, then build up to the thicker column. Bash through it, then bash rightwards through the two pillars caging off the remaining lemmings. Level 19: Acrophobia -------------------- Number of Lemmings: 100 % to save: 99 Release Rate: 1 Time: 3 Dig as soon as the first lemming touches the ground. Level 20: Lemmings-preying iron plate ------------------------------------- Number of Lemmings: 100 % to save: 80 Release Rate: 50 Time: 5 Dig right of the trapdoor. Bash through the staircase on the left, and then set the release rate to 99. Bash right with the last lemming, and just before he falls into the water build a bridge through the trap. Bash through the beam, then before he falls off the second row of metal blocks build to avoid the trap. On the second set of stairs before the exit, build as there's a small gap. Release the rest by bashing rightwards. Level 21: Use your brain better. -------------------------------- Number of Lemmings: 50 % to save: 100 Release Rate: 1 Time: 3 Bash rightwards. Use the builders to force lemmings who end up heading left to head right again. Level 22: None title -------------------- Number of Lemmings: 50 % to save: 90 Release Rate: 1 Time: 2 Build over the right edge of the V with the first lemming, then mine right with the second lemming (two scoops is enough), then build to stop. Do the same on the left side. It is quite fiddly, and will take multiple attempts, if you have to use more than one builder to cancel the mining and cover the gap it'll create, you won't have enough to finish the level. With the lead lemming, build over the remaining gaps to the exit. Release the rest by building over the mined passage on the right. Level 23: Precarious oasis -------------------------- Number of Lemmings: 50 % to save: 100 Release Rate: 50 Time: 5 When the lead lemming goes over the U-shaped pillar, mine through the beam poking out of it. Mine through the bottom of the steps with the second lemming. With the lone lemming, build on the left edge of the bottom pillar, that's next to two steel blocks. Build three bridges to the wall then bash through it, ensuring he doesn't hit the wall and turn otherwise you're doomed. Release the rest by fixing the stairs you mined through. Level 24: Everyone's a hard nut. -------------------------------- Number of Lemmings: 3 % to save: 100 Release Rate: 1 Time: 3 The lemming from top-left trapdoor will be lemming 1, bottom-left as lemming 2, and top-right as lemming 3. Build on the right edge over the gap with lemming 1, turn lemming 2 into a climber. Make 1 and 3 dig down through the blocks under 3's trapdoor. Make lemming 2 dig through the right-side of the stick that's under the block' 1 and 3 are digging through. Bash through the stick between two spheres, then mine through the top end of the diagonal stick, then bash through the ice, the stick after that, then the final heap of ice to the exit. Level 25: Underground City -------------------------- Number of Lemmings: 60 % to save: 100 Release Rate: 1 Time: 3 Start building right from the bottom-left steps, using only two bridges to reach the right wall. Build leftwards halfway up the stairs you built, then build up to the steps on the top-right. Bash rightwards, then set the release rate to 99. Mine just before the steps leading to the exit to finish. Level 26: Pitfall ----------------- Number of Lemmings: 50 % to save: 100 Release Rate: 20 Time: 5 Dig after the enclosed gap, before the lemmings walk onto a ledge above the lava pit, then build to cancel once all the lemmings are enclosed. Have a lone lemming to build a centimetre before the edge of the ledge, so he falls next to the wall and make him bash right through it. Build over the gap, then build a bridge to the exit. Bash right to release the rest. Level 27: Try anything once. ---------------------------- Number of Lemmings: 50 % to save: 98 Release Rate: 60 Time: 7 Place a blocker left of the trapdoor, and then assign a climber. Make him dig directly above the exit, then build up to that platform with the rest. Level 28: Which one are you trying to get? ------------------------------------------ Number of Lemmings: 30 % to save: 100 Release Rate: 99 Time: 4 First off, digging straight down from each trapdoor will not work. Start off by giving everyone from the right trapdoor a parachute, then dig slightly right on the platform they're on. Dig as far into the centre as you can with the centre trapdoor, if any lemmings head right or left of the exit, bash through the cone then build to cancel. Assign a lemming from the left trapdoor to climb out right, and dig between the ball and the chain. Build over to the next platform, then mine to the middle exit (DON'T bash), then release the lemmings from the left trapdoor by bashing to the right. Level 29: Private room available -------------------------------- Number of Lemmings: 20 % to save: 100 Release Rate: 1 Time: 5 A very fiddly level. Start by digging above where the second cell is, then make the lemming heading left dig into the first cell on the left. Give each lemming that appears a cell, filling up from the right, taking care that each actually lands in the cell and that there's only one in each. Whilst doing that, make the lemming in the left cell dig out (make sure he digs through the pointed bit at the bottom), then dig through the platform at the bottom and bash left, build over the gap then bash through the crystal before the exit. As there's only 18 cells, and 20 lemmings, you'll need to make the last two dig through the overhanging icicles left of the trap you see. Once that's done, make each lemming dig out of their cell, taking care that they dig through the point at the bottom of it. Level 30: Final impediment -------------------------- Number of Lemmings: 100 % to save: 100 Release Rate: 1 Time: 4 Once again, very fiddly with precision to the pixel. Turn the first lemming into paratrooper, then dig straight down with the second. Build over the gap with the paratrooper, and dig just right of the steel block on the bottom platform with another faller. I'm going to refer to the floating steel blocks as follows: the far top-left one as block 1, the second-most left one as 2, the bottom one as 3 and the rightmost one a 4. Builders are at a premium, so don't exceed the number of builders I say. Use two bridges to build up to block 3, bashing through the bottom, and make sure the builder doesn't catch the edge. Use two bridges to build from the left edge of block 3 to block 2, making sure he does catch the side. Use two bridges to build to block 4. Once he's done that, build four bridges leftwards to block 1, then two more to the exit platform. Using the remaining three builders, you'll need to build up to the right edge of block 4. This'll be a stretch, but it can be done. If you notice the steel block steps on the bottom, start as far out from the second step as possible. The lemmings will be able to walk over the block 4 if you succeed. ============ vii. SUNSOFT ============ You've beaten Present, and well done. Some levels were a piece of urine, the others were pretty darn tough. But enter Sunsoft, the hardest of them all. You may be holding my hand all the way through, and I couldn't blame you. At least I didn't need to use a walkthrough. Level 1: Rules to fall ---------------------- Number of Lemmings: 20 % to save: 50 Release Rate: 30 Time: 1 Dig as soon as the first lemming lands. OK, it's not all that hard... Level 2: Inside the bone ------------------------ Number of Lemmings: 50 % to save: 100 Release Rate: 1 Time: 5 Build over the bone loops, then bash through the mound of earth between two slopes poles. Should any lemming head left and approach the bone loops from the right, build over from the other side to close theme off. If you look left of the signpost, there's a slight flat part on the slope. Build rightwards on the left-edge of the flat part up the sign, so the lemmings can walk over it. Bash right under the overhanging part just before the lemming hits it and heads left. Build up to the exit platform, first over the passage you bashed through to get to the well, then to the exit. Level 3: Anxiety ---------------- Number of Lemmings: 60 % to save: 100 Release Rate: 30 Time: 5 Mine left between the two short stairs with the first lemming, make the second lemming build right over the passage to keep his distance. Set the release rate to 99 to get all the other lemmings into the pen, then mine rightwards under the metal column with the last lemming. Once the lone lemming walks over a stairway build over the wall, mine through it as soon as he's on it. Once he's through build to the exit platform. Release the rest by mining through the right stairway in their pen. Level 4: Train your body ------------------------ Number of Lemmings: 10 % to save: 100 Release Rate: 1 Time: 5 Dig right of the V that's under the trapdoor with the first lemming, dig into the V with the second. Bash right with the first, then build just before he falls into the gap and bash right. Use two bridges to build up to the stairs. When he hits the top of the stairs and heads back down, use two bridges to build up to the pole on his right. Use another two bridges to build to the metal blocks, then another two to the top of the pole. Build up the left of the two metal block columns now, and then build over the gap to reach the exit. Bash right through the V to release the rest. Level 5: Watch your step ------------------------ Number of Lemmings: 50 % to save: 98 Release Rate: 50 Time: 6 As soon as the second lemming touches the chain turn him into a blocker. Make the first lemming build before he falls through the gap on the left build. Set the release rate to 99 to get the rest out, then bash through the remained of the chain with the last lemming. Build up the cone left of the exit, then build to the exit platform from the other side of the cone. Get the rest out by building rightwards to the main platform. Level 6: Libra -------------- Number of Lemmings: 60 % to save: 80 Release Rate: 50 Time: 5 Very easy. Use blockers and bombers to create a passage downwards with the top- left and top-right trapdoors. Block and bomb right with the bottom-left trapdoor then blow a hole through the diagonal pole on the bottom-right, to the exit. Take care not to blow a hole directly under any trapdoors, and don't sue anymore than 12 bombers. Level 7: Everyone turn left (Part two) -------------------------------------- Number of Lemmings: 10 % to save: 100 Release Rate: 50 Time: 3 Start mining halfway across (heading left of course), and mining right to turn lemmings around. Basically you want every lemming mining left at the same time, when a lemming is heading left down the mined passage the first lemming created, make that one mine as well. Level 8: Is this a circus? -------------------------- Number of Lemmings: 10 % to save: 100 Release Rate: 1 Time: 3 On the platform under the trapdoor there are lines dividing it, build a bridge rightwards from the right divider up to the block. Bash through. Build to the miniscule platform on top of a narrow pole, bashing through the bridge to keep the other lemmings at bay. Build to the next two platforms also; taking care not to build on the edge otherwise the bridge will overlap the next platform. Build over the two shredders, then fix the bridge you bashed through previously to release the rest. Level 9: Evacuating coal mine ----------------------------- Number of Lemmings: 100 % to save: 100 Release Rate: 99 Time: 5 Build a bridge up to the series of spheres and assign a climber. Once the climber has gone over the pointed bar, bash before he hits the blocks. Mine before he reaches the end briefly, then mine leftwards just before the left block. Through the two blocks you bashed and mined through, there'll still be a top edge with gaps in. build up leftwards starting under a gap, to get onto the path that leads to the exit. Bash through the cells right of the exit to finish. Level 10: Spiral staircase -------------------------- Number of Lemmings: 100 % to save: 98 Release Rate: 20 Time: 6 Build a stairway to the top, remembering to bridge the gap at the bottom. On the topmost platform, dig through, and just before the final drop, place a blocker on the very edge. Nuke him to create a safe landing for the rest. Level 11: Turn around and look ------------------------------ Number of Lemmings: 50 % to save: 90 Release Rate: 1 Time: 3 Make the first lemming mine as soon as he touches the ground. Before he mines all the way through, build to make him stop. Level 12: Water processing plant -------------------------------- Number of Lemmings: 50 % to save: 98 Release Rate: 1 Time: 3 A slight peeve, with a sneaky time limit and a sneaky amount of builders. Anyway. Build over the gap on the ft with the first lemming, and build a bridge to the right wall with the second. One lemming will fall off the edge, that's fine, and now build two bridges left up to the plant, so to speak. Over the second pillar from the right will be a large block, start mining left with the leader after he's walked over two steps on that block. Give the lemming that sneaks over the mined passage a parachute. When he walks off the large bloc he lands on, build to the exit. The miner should've mined into the bottom left compartment of the plant, make him bash leftwards and all the lemmings shall be free. Level 13: Doomsday ------------------ Number of Lemmings: 50 % to save: 90 Release Rate: 1 Time: 5 Bash through the "H", build up to the steel locks and build a stairway over the arrowed pillar. Bash through the top end f the stairway to keep the rest in, leaving one lemming to build a bridge over to the exit. Fix the stairway to finish. Level 14: No world without you ------------------------------ Number of Lemmings: 2 % to save: 100 Release Rate: 90 Time: 5 The lemming from the left trapdoor will be known as lemming 1, the one from the right as lemming 2. Bash through the first pillar 1 sees, then dig down the left side of the arrowed wall so the left-side is open. Build to the right pillar with 2, bashing through it, then build a bridge leftwards to that pillar to block the passage off. With 1, bash right just before the bottom of the arrowed part, until he's forced to stop, then make 2 climb leftwards. Bash through the arrowed wall pointing left with 2 to reach the exit. Level 15: Exodus! ----------------- Number of Lemmings: 50 % to save: 100 Release Rate: 1 Time: 3 Assign a climber to climb out of the left side, and give him a parachute. Force him to turn right before he climbs into the trap on the far left, then build a 2/3 of the way up the wall under the metal columns. Bash through, you'll release all the other lemmings, set the release rate to 99 and watch the level unfold. Level 16: Here is Mr. Lemming's house ------------------------------------- Number of Lemmings: 50 % to save: 80 Release Rate: 1 Time: 5 Dig down the left edge of the arrowed pillar, then stop halfway down. You'll see on the left a very long stairway, where at the start there's a little gap in a "<" shape. Build up to that level, and bash into it and then out of that enclosed area. Build anther bridge to the exit platform, blocking off the acid pit should anyone head to it. Level 17: Cave quest -------------------- Number of Lemmings: 10 % to save: 100 Release Rate: 10 Time: 5 There's a diggable patch of earth between the row of metal block, dig on the very left side then assign another lemming into a blocker just before they fall down that hole. In the next compartment is a well-hidden trap, on the third metal block from the left there's a slightly barren patch between two strips of grass, where an overhead boulder lies. Build over it, bashing to cancel the build so he doesn't bump his head. Dig down until the lemming reaches the metal block then bash left. At the end, build a bridge to the exit, stretching it as far as possible to keep the height down. Once he reaches that side (and hopefully not splatted on the ground if you did what I said!), release the rest by mining under the blocker. Level 18: SUNSOFT Special ------------------------- Number of Lemmings: 60 % to save: 80 Release Rate: 20 Time: 3 (Credit to schoolfilmer for level info.) Probably the coolest level ever, but like other special level's it's pretty easy. Retro enthusiasts will recognise the characters and music from Ufouria: The Last Saga, a Sunsoft production on the NES, and the characters are known as from left to right: Shades, Bop Louie, Freeon Leeon and Gil. Anyway, the solution; build a connecting Shades to the penguin and place a blocker on the left of Shades. Bash through the penguin, then through the cat, placing a blocker on his foot on the left (not his actual left foot, you dummy. Bash into the frogs mouth to reach the exit. Note that the characters have a subtle black border around them. Level 19: Let's go camping. --------------------------- Number of Lemmings: 3 % to save: 100 Release Rate: 50 Time: 4 Dig under the right edge of the trapdoor with the first lemming. Turn the second into a blocker to turn the third around, then make the digger build when he's dug 2/3 of the way down, then build to the left. Bash under the blocker to release him, then build to stop the basher. Everybody's happy. Level 20: Haunted botanical garden ---------------------------------- Number of Lemmings: 60 % to save: 98 Release Rate: 20 Time: 3 There are two trapdoors in this level, fortunately the one on the right needs little attention. Build over to the circle with the left trapdoor, then dig right before walking under the circle above the exit, there's a trap there. As for the right trapdoor, mine to the exit under the right side of the circle. Done and done. Level 21: Be sure to be a builder --------------------------------- Number of Lemmings: 25 % to save: 100 Release Rate: 50 Time: 5 Bash right under the arrowed column, placing a blocker in the passageway before the basher. Just after he's bashed through, and before he's dropped to the platform below, build up to the block where a short pillar stands. Now build left over the passage to the arrowed column, then right again to the unbroken stairway. Bash through the pillar, and before he drops down, gradually build to the steps that lead to the next pillar. The lemming will bump his head a few times, but chip away to create a bridge. After he walks over tat pillar onto another set of short steps, build to the top of the metal blocks. Mine through the blocker, cancelling the miner with a builder, to release the rest. Level 22: Watch right or left (Part two) ---------------------------------------- Number of Lemmings: 50 % to save: 92 Release Rate: 20 Time: 2 I'm going to be honest, my way involves a bit of unconventional tactics, using a legitimate glitch. Dig as soon as the first lemming lands, when two lemmings drop down to the platform beneath, bash through with the second lemming heading left. Build a bridge, then bash again. Down below, bash through JUST before the lemming hits and turns around, you'll need to bash through both poles at once. Now, set a charge on a lemming halfway between the two poles you bashed through and the bridge, then another one at once a lemming drops down after walking under the two poles you bashed through, to create a passage to the exit. A little fiddly TBH. Level 23: Move on in two separate groups. ----------------------------------------- Number of Lemmings: 50 % to save: 100 Release Rate: 50 Time: 3 The left trapdoor is trapdoor 1, the right one is 2. You will have to do both these things simultaneously, so be prepared to pause a lot! 1: Bash under the trap, placing a blocker at the end of the bashed passage left of the basher, then build up to the top of the metal block right of the water pool. Bash right, then stopping before he bashes through the steps. 2: In the narrow pit right of the trapdoor, bash right with one lemming then close it off with a bridge with the next lemming. Once the basher has gone through, build over the gap to form a path to the exit. As the lemmings fall off the left, build a stairway back to the curved platform where the entrance is. Level 24: Out, away from the tune --------------------------------- Number of Lemmings: 50 % to save: 98 Release Rate: 1 Time: 6 (Credit to LemmingsMaster for the solution, and Wikipedia for knowing that the circular bit on a note is called a note head. Grade 6 Piano and I can't even remember my musical terminology properly!) Ho-ho. I'm getting lazy, but come on, I've only got 6 more levels to write solutions to, give me a break. So here is another solution from LemmingsMaster that I borrowed off youtube. Build up to the first note, then bash through the note heads of the second and third notes on the second platform. Walk under the fourth note, then build up the top of the head of the fifth note. On the third platform, bash through the tem of the fifth note, then through the head of the sixth note then build immediately after to the seventh. Build on the top of the stem of the last note when on the fourth platform, and then place a blocker on the very right edge. Nuke him, and then finish by building up from the edge of that bridge to the exit platform. Level 25: Stray sheep --------------------- Number of Lemmings: 100 % to save: 80 Release Rate: 1 Time: 7 SPOILER ALERT! You'll find three sets of twin metal blocks in the level, the exit being hidden just above the top-leftmost set. Cage the other lemmings in with blockers, ad have a lemming build to the mo9und of earth above the right set of twin metal blocks to turn around, then build and bash above the twinned metal blocks on the left. Release the rest of the lemmings. Level 26: Just a minute (Part three) ------------------------------------ Number of Lemmings: 100 % to save: 100 Release Rate: 90 Time: 1 Dig 2/3 way between the right side of the trapdoor and the wall with the first lemming, turn the second into a climber. Once the digger has dug 2/3 of the way down that particular block, bash right under the metal blocks. When the climber reaches the other side, mine to force him leftwards then mine through leftwards through the wall. He'll meet the basher, bash to stop him mining. Set the release rate to 99, remembering to forcer the climber rightwards when he walks to the left side otherwise you'll have to start al over! Level 27: Two heads are better... --------------------------------- Number of Lemmings: 4 % to save: 25 Release Rate: 1 Time: 1 Set a detonator charge on the first three lemmings on the metal blocks t these exact times: 1/3 of the way across for the first lemming, before the right edge for the second and on the very right edge for the third, remembering to give them all climbing abilities. Turn the fourth into a climber and a paratrooper to reach the exit. Level 28: The gate trap Lemmings. --------------------------------- Number of Lemmings: 100 % to save: 100 Release Rate: 70 Time: 5 The left trapdoor is known as 1, the right one as 2. 1: Dig with the first lemming, positioning him so he'll eventually dig through the left edge of the pillar with arrows pointing to the right. Build over the hole. Once the digger had dug 1/4 way through the rightwards pointing pillar, bash right, then build over the large gap. When he hits the edge, bash under the rightwards pointing pillar, building to stop him after he's finished. Build again if necessary so he makes the exit platform. Where the other lemmings are congregated, bash left. 2: Place a blocker on the left edge at the start. Once the lone lemming from trapdoor one has done his deeds, bash left through the beam under the blocker. Level 29: I am A.T. ------------------- Number of Lemmings: 100 % to save: 80 Release Rate: 1 Time: 2 VERY fiddly. As the name subtly implies, set the release rate to 80 AS SOON AS the level starts. Now, dig down with the first lemming from the right trapdoor, so he digs through the left edge of the wall but also so lemmings from that trapdoor don't drop down to the bottom platform. Make every lemming from the right trapdoor dig directly right of the previous lemmings hole, you're going to progressively form a stairway for all the lemmings to walk over. But that's not just it. Oh no. Once the first digger is nearly level with the bottom platform, place a bridge over it, to prevent lemmings from the right trapdoor splatting on the ground. Now it gets a tad harder, as the congregated lemmings walk over the steps en masses, nonetheless you'll still have to keep digging and keep the stairway running. Just pause a lot. Once they've walked over, set the release rate to 99, keep digging until you've dig through the right edge, then watch the rest unfold. Level 30: Fall and no life (Part Two) ------------------------------------- Number of Lemmings: 50 % to save: 100 Release Rate: 50 Time: 3 (Credit to LemmingsMaster) This is it. The last level. And I really have lost my charm on this game, borrowing a solution for the last level, although I'm convinced this way how I completed it all those years ago. Mine through the steps with the second lemming, then close off the drop off the left edge with a builder. With the lone lemming, build over the narrow gap after the metal blocks, then immediately bash t stop after. Build over to the hanging water basket, then give him a parachute. When he drops down, bash through the left-arrowed wall, then mine before the right arrowed wall and bash under it. After he walks up two flights of steps and turns around, build to the beam pointing out of the curved column, then bash through the arrowed column to release the rest. There you go. You've completed the Mega Drive (or Genesis, if you're a Yank) version of Lemmings. It wasn't easy, but watch the ending credits and grab a cup of tea in the satisfaction you've completed a classic retro game and one of my all-time personal favourites. You're friends may say you're bizarre, but no-one can take away from you the fact you beat it. Except for me, you DID have to resort to doing a walkthrough. Now I'm done with this part, I really should grab some breakfast, before I tidy it up and put in the additional sections and legal mumbo-jumbo before waving it to CjayC for approval. =========== IV. Q & A's =========== Why have the levels been changed a lot? Probably because the port only allows levels of a certain size, which many of the PC versions levels exceeded. It doesn't matter though; some of the PC levels were far too long. Which is the best version? The PC version allows you to use a mouse, but the controls work fine with a Mega Drive D-pad and this has more levels. There's now a PSP remake, which has been ported to PS2 and is on the PS3 network, and it looks very nice. Any Passwords? This is a walkthrough, not a cheats book, sonny boy! Go elsewhere for those, what's the point in writing all these solutions if you're going to cheat!? ========== V. CREDITS ========== Snow Dragon Some of the tips on traps, the level design types and the solution to the "Just a minute" levels on Mayhem were based on that from his walkthrough. His walkthrough is well worth checking out if you're paying the PC version, although it doesn't cover the Mega Drive. Richard A Diaz "LemmingsMaster" For the solutions to Mayhem level 30, and SUNSOFT 24 and 30. His solutions are actually video walkthroughs on Youtube and cover many levels. Schoolfilmer Info on the "SUNSOFT Special" level. CjayC For creating the most influential, and biggest, game resource website in the world. For realising the dream of having free access walkthroughs created by enthusiasts, for enthusiasts in the unbloated ASCII form. Psygnosis/ SUNSOFT Because Lemmings simply owns. Copyright 2009 Cormac Murray