Lemmings

Lemmings

17.10.2013 20:40:00
LEMMINGS

INTRODUCTION

This walkthru is based on the IBM VGA version. The other formats for
LEMMINGS should use the same puzzles for levels with the same numbers. But
in case they do not, I have also listed the titles to each of the levels to
make finding a particular level easier. Most levels are simply a question
of knowing what to do and when to do it. But there are a few levels that
cannot be explained completely in a walkthru, or where these solutions may
not save all of the needed lemmings. In these cases, I have provided one
access code to the next level. (There are many access codes for each level,
but all will work on any computer.)

"Block off the (left/right)" means make the first lemming heading towards
the (left/right) into a blocker. Exact locations are not important, since the
blockers are usually only used to keep other lemmings from walking to their
deaths.

At the end of each level, if there are any remaining lemmings (blockers,
those trapped in pits, etc.), they can simply be nuked with the "Armageddon"
command. You should also speed the release rate to 99 if there is a safe
path to the exit; this will cause lemmings not yet released to fall faster.

A "scout" is one lemming that goes ahead of the rest (use a blocker to hold
the rest back) to clear a safe path.

SOLUTIONS TO THE FUN LEVELS

Fun 1 - "Just dig!" - As the name of this level suggests, all you need to
do is turn one lemming into a digger to dig through the floor trapping the
lemmings. As long as you don't dig directly under the exits (where the
lemmings just coming out would die from the fall), you can dig anywhere.

Fun 2 - "Only floaters can survive this" - Turn all of the lemmings into
floaters.

Fun 3 - "Tailor made for blockers" - Block off the right end of the highest
platform. Then, block off the left of the next platform, and the right of
the third. You should not do anything to the fourth platform, but block off
the left of the fifth (bottom) one. Block the right side of the bottom floor
where the exit is.

Fun 4 - "Now use miners and climbers" - Mine through the floor to free the
lemmings. Then, make all the lemmings climbers.

Fun 5 - "You need bashers this time" - Bash through the two vertical
objects. Then, bash through the lattice surrounding the exit where it meets
with the floor. (This will take several different bashers.)

Fun 6 - "A task for blockers and bombers" - Turn one of the lemmings into
a blocker, and then bomb him. (You can do this anywhere along the
platform.) Then, do the same to a lemming that is next to the vertical
obstacle.

Fun 7 - "Builders will help you here" - Build stairs to give the lemmings
a way to get over the miniature cliff. Then, build over the pit. If you use
the first lemming to do this, only a few lemmings will fall into the pit,
and you should meet your quota.

Fun 8 - "Not as complicated as it looks" - Use the first lemming to block
passage to the right. The other lemmings will turn around and head to the
exit.

Fun 9 - "As long as you try your best" - Bash through the column in the
middle of the screen. If you need to, use a blocker to keep other lemmings
(that have turned back before there was a path through the column) from
reaching the grinder.

Fun 10 - "Smile if you love lemmings" - Turn all lemmings into floaters.
Block off the right end of the floor at the bottom of the screen.

Fun 11 - "Keep your hair on Mr. Lemming" - Make the first two lemmings
athletes. After the first one has gotten over the obstacle, turn him into a
blocker. The other athlete will change directions after bumping into the
blocker, and before he climbs back over the obstacle, change him into a
basher. This will free a path to the exit for the rest of the lemmings.
Bomb the blocker.

Fun 12 - "Patience" - Bash through the obstacle in the middle of the
screen. Block off the left end (with a lemming that has bounced off the
obstacle). Build out of the pit using two builders.

Fun 13 - "We all fall down" - Wait for the first lemming to get close to
the right edge of the platform, and turn him into a digger. When the next
lemming comes close to the hole that the first lemming has created, turn him
into a digger. Repeat for all of the lemmings. (Diggers do not die from
high falls.)

Fun 14 - "Origins and Lemmings" - Bash through the first column on the
right. Build stairs to reach the floor in the next section (which is
created by something that looks like a column on its side), then bash
through the column to the right of the stairs. Repeat this pattern until the
lemmings reach the exit.

Fun 15 - "Don't let your eyes deceive you" - Bash through each of the
three columns. Send a scout out after you have bashed through the third
column, and build over the large pit (using 5 builders) and over the gap in
the stairs near the exit (this will take 2 builders). Free the blocker.

Fun 16 - "Don't do anything too hasty" - Send a scout to the right and
block off the left side. Builds stairs to the exit (you will need 7) and
destroy the blocker.

Fun 17 - "Easy when you know how" - Bash through the two obstacles on the
right. Turn the lemmings into floaters before they hit the ground.

Fun 18 - "Let's block and blow" - Make a lemming a blocker as he passes
over a chamber where there is no fire, and then bomb him. Keep on opening up
passages into the "safe" chambers until the lemmings are on the bottom
platform. Make sure to stagger the holes (don't line them up vertically),
or else the fall might be too much for the lemmings.

Fun 19 - "Take good care of my Lemmings" - Send a scout to the right, and
block off the fall to the left. Build 4 times to reach the exit, and remove
the blocker on the right.

Fun 20 - "We are now at LEMCON ONE" - Build stairs over the first gap to
the right. Bash through each of the thin columns and build over the gap
next to the exit.

Fun 21 - "You Live and Lem" - Bash through the two walls blocking the
lemmings' path and build over the trap near the exit.

Fun 22 - "A Beast of a level" - Bash through the trees (this should only
take 5 bashers). Don't forget to block the left edge of the solid ground.
After one of the lemmings is past the last tree, start building in a zig-zag
pattern to the exit. (When the stairs hit the cliff or tree trunk, start
building from the top of the stairs in the other direction.) Then bash
through the tree that's surrounding the exit.

Fun 23 - "I've lost that Lemming feeling" - Block off the pit to the
right. Send a scout to the left, and bash through the wall until the
lemming approaches a bottomless pit to his left. Build over this pit just as
he is finished bashing. Then bash through the wall blocking the lower exit.

Fun 24 - "Konbanwa Lemming San" - Use blockers near both ends of the
platform. (Make sure that all lemmings are trapped in the middle.) When the
pack of lemmings is heading to the left, and the first one is just above
another smaller platform (the one to the left of the one-way rock), turn him
into a blocker, and then bomb him. All of the lemmings should proceed to the
left, jumping off the lower platform. Send a scout to the right, and use him
to dig down to the exit (preferably to the left of the exit). Free the
blocker.

Fun 25 - "Lemmings, Lemmings everywhere" - Wait until the lemmings turn
around, and then mine so that the lemmings fall into one of the larger holes
in the lattice. Keep mining until they are about half way down the screen.
Then bash towards the spider web on the far right. After the lemmings have
entered the first ring of the spider web, bash into the horizontal chamber
that is just above the exit, and mine to the left of the exit. You can also
mine directly out of the spider web, but there is a chance of creating a
fall that is too large for the lemmings to handle. Use blockers as needed
to keep the lemmings from killing themselves.

Fun 26 - "Nightmare on Lem Street" - Using both of the lemmings, build
stairs to the right, over the gap. Then, use both lemmings to build up
towards the exit. If the lemmings turn around before reaching the exit, have
them build into the cliff where they started out. They should turn back
towards the exit after hitting the wall.

Fun 27 - "Let's be careful out there" - Send 3 scouts to the right and
block off the left of the platform. Turn all of the scouts into floaters.
Have one scout block near the exit and another block the left edge of the
floor. The third scout should start building as soon as he turns to the
right and continue until the stairs go past the end of the platform above.
Have one lemming build over the blocker on the right of the platform. The
lemmings should land safely on the staircase the scouts built. Remove
blockers as needed.

Fun 28 - "If only they could fly" - Create 3 athletes. Block off both ends
of the floor on the bottom of the screen. The third athlete should build
stairs that reach to the highest or second-highest of the platforms without
hitting any other platform. If necessary, build a second set of stairs to
the exit. Then dig through the ladder that is holding the others.

Fun 29 - "Worra Lorra lemmings" - Bash through any obstacle that is in the
lemmings' path. Make sure to block the right end of the platform where the
lemming enter. There is a gap in a pre-built staircase about half way to the
exit. The first lemmings should bash through the bottom of the staircase
after falling through. Use builders to create a staircase that starts in the
hole the bashers created. This new staircase should clear any obstacles and
provide allow the lemmings to reach a climbable slope. Bash through this
slope and zig-zag stairs up to the exit.

Fun 30 - "Lock up your lemmings" - Bash to the left out of the first trap,
then right out of the second one, and left out of the third, to the exit. If
you accidentally bash in the wrong direction, block the edge of the platform
and bash again once you can see the lemmings' direction more clearly.

SOLUTIONS TO THE TRICKY LEVELS

Tricky 1 - "This should be a doodle" - Send a scout to build over the gap
to the right of the entrance. Then bash through the obstacle blocking the
exit and free the blocker.

Tricky 2 - "We all fall down" - This is essentially the same as Fun 13, only
with more lemmings to save. See the above solution.

Tricky 3 - "A ladder would be handy" - Send a scout to the right and block
off the left end of the hill where the lemmings enter. Build up to the exit
level. If you cannot reach the exit with one scout, send two, with one
blocking the right end of the platform. This will give you more room to
build since you can start off from the left. Remove the blocker to let the
lemmings reach the exit.

Tricky 4 - "Here's one I prepared earlier" - Block off the left end and send
2 scouts to the right. Bash through the first obstacle. Turn both scouts
into athletes, and after one has passed the second obstacle, make it a
blocker. Bash through the second obstacle when the other scout reaches it,
heading left. Bomb the scout that you turned into a blocker. Build over the
gaps, letting the builder land on each of the objects along the way.

Tricky 5 - "Careless clicking cost lives" - Send a scout to the right, but
place the blocker on the arch, and not on the thin lattice. Bash through the
chain connected to the first ball. Bash through the next three balls. Build
to the ice crystals and then to the exit.

Tricky 6 - "Lemmingology" - Make one of the lemmings an athlete, making sure
that it heads to the right. Build a bridge between the second and third
platforms, and then between the fourth platform and the exit. Turn the
remaining lemmings into athletes, again making sure they are heading to the
right.

Tricky 7 - "Be there, seen it, done it" - Block off the right edge of the
first pillar. Then, use two lemmings to build up to the next pillar. (The
second builder will only repeat the first's work, but he will not fall off
the edge of the stairs under construction.) Use a blocker to keep the other
lemmings back, but make sure not to place it too close to the stairs (or
else the blocker will take part of the stairs when it is removed). You can
put the blocker slightly to the right of where it lands. Use both lemmings
to build between each of the pillars. Make sure not to leave any gaps
between the bridges and the next pillars. You do not need to build over a
completed bridge, by the way. Also build once at the end of the last pillar
(so the lemmings will land on solid ground), and turn the builders into
floaters before they land. One lemming should block close to the exit, while
the other should build as soon as it reaches the right end of the floor. The
builder will hit the pillar and turn to the left. After it bounces off its
partner, have it build to hit the pillar again. (This time, you will have to
use several sets of stairs.) Once the builder has completed its task, it
will turn back to the left. Build so that the lemmings who will eventually
jump from overhead will land onto the new staircase. (If you have used two
builders on each pillar, you should use all of your building points.) Then
free the blocker holding the others back.

Tricky 8 - "Lemmings Sanctuary in Sight" - Send a scout to the left, but
place the blocker as close to the gap in the floor as possible. Have the
scout build over the gap. Let it turn back to the right, and build over the
gap in the other direction. (Start the building early enough that the
builder will not hit his head on the other bridge.) Now have one of the
trapped lemmings build over the blocker. The scout should then build up to
the higher platform from the far left of the first platform. On the next
platform, build to the right when the lemming is standing over the middle of
the entrance. When he hits the wall and turns to the left, immediately build
to the next platform. Repeat this for this new platform, although start
building only when the lemming approaches the gap in the floor. To reach the
highest platform, you will should build over the gap, and then build up to
the platform after the lemming has walked off the stairs.

Tricky 9 - "They just keep on coming" - Block to the right, and send a scout
to the left (as a floater). Build a bridge over the gap. Once the scout
bounces off the first obstacle, build up to the left to provide a safe
landing for the others. Then bash through the next obstacle and build over
another gap. Remove the blocker to let the others through.

Tricky 10 - "There's a lot of them about" - Send one scout from each
entrance to the exit in the center and bash through the obstacle blocking
the way. (It is easier to work one side at a time.) Then build up to the
pillar next to the exit and finally to the exit. You may need to turn the
scout into a basher after it has reached the exit, to stop it from building
past the exit. Free the blockers on both sides.

Tricky 11 - "Lemmings in the attic" - Build over the gap at the left end of
the floor. When the second lemming is standing slightly to the left of the
line between the first and second bricks to the left, turn it into a
blocker. (If the blocker is in the correct position, the lemmings will fall
on top of each other as they enter, making it easier to see their
direction.) Once the builder on the left turns back to the right and is
about one third of the way to the blocker, start him building until he
reaches the wall on the right. Bash through to the exit. Then, one of the
trapped lemmings should build over the blocker.

Tricky 12 - "Bitter Lemming" - Turn all lemmings into floaters. Bash
through the wall to the right and through the two pedestals on the left.
Once one of the lemmings hits the pedestal on the right (where the exit is),
make him build to the left to the pedestal in the middle. Place a blocker on
the left end of this pedestal and build to the exit. (You might want to
create the path to the exit while turning the other lemmings into floaters,
since there is less chance for mistake when there are fewer lemmings
wandering around.)

Tricky 13 - "Lemming Drops" - Send a floater to land on the staircase to
the right and block off both ends of the entrance platform. Build in a
zig-zag pattern to create a safe landing for the other lemmings and to get
out of this are. Continue building towards the top through the space in the
middle of the screen. You should eventually create a path to a wooden
platform just to the left of (and slightly above) the exit. Build to the
exit and remove the blocker on the right.

Tricky 14 - "MENACING!!" - Send a scout to the right and block off the
left edge of the floor. Build over the gap in the middle of the floor and
then build over the obstacles in the exit to reach the exit. Bomb the
blocker on the right.

Tricky 15 - "Ozone friendly Lemmings" - Pick any point and bomb four
lemmings as the cross through this point. They should create a hole through
the floor that allows the others to reach the exit.

Tricky 16 - "Luvly Jubly" - Bomb one lemming just as it has entered. Once
another lemming is in the pit created by the first and is heading to the
right, turn it into a basher. It will bash through the floor and the wall in
the middle of the screen. The pick a point and set other lemmings to explode
as they pass through. They should create a hold that reaches the exit. (You
may have to move the point slightly closer to pit the previous lemming
created.)

Tricky 17 - "Diet Lemmingoid" - Turn a lemming into a bomber just as he
enters. Then set a second lemming to bomb when it is halfway under the
fire-shooting object overhead. It should break through the thin obstacle to
the right when it explodes.

Tricky 18 - "It's Lemmingentary Watson" - When the first lemming is near
the right end of the last column on the right, mine. There should be enough
of the column left to the right to prevent any lemmings from jumping to the
exit. Set the miner to explode just after he starts mining. You will
probably also have to turn a few lemmings into builders (when they are on
the left and middle columns) to give the miner time to finish his job. You
might also need to use the floater to save one lemming.

Tricky 19 - "Postcard from Lemmingland" - Create an athlete, and once he
has climbed over his first wall, start bashing through the bricks to the
right into the pit. After the athlete has climbed out of he pit and is about
half of the way to the exit (from the pit), turn him into a digger. After
four or five digs, turn him into a builder. He will turn to the left after
building. Make him mine into the pit to meet with the other lemmings. You
will have to find the precise location where the miner will meet with the
others and give them a path to the exit, but not mine to oblivion.

Tricky 20 - "One way digging to freedom" - Bash through the first obstacle
to the right and block off the platform to the left. Create two athletes.
Once the first one has climbed over the one-way obstacle, it should block
while over a thick part in the floor. The other should bash through the
one-way object when it heads to the left. Remove the blocker nearer to the
exit.

Tricky 21 - "All the 6's........" - Send a scout to the right. Bash
through the right side of the first 6 and build to the middle 6. Bash
through the left and then right sides of the middle 6. Then build to the
third 6 and bash through to the exit. Free the blocker.

Tricky 22 - "Turn around young lemmings!" Set the first two lemmings to
explode from any point. They will create a pit from which the lemmings
cannot escape. Build to the left out of this pit.

Tricky 23 - "From the boundary line" - Turn the first lemming into an
athlete and have the second athlete bash through the obstacle in the middle.
Once the athlete has climbed out of the pit and is ear the exit, turn him
into a digger. After digging a few times, turn him into a builder, and he
will eventually turn back to the left. Get him to mine so that he hits the
empty space underneath the pit and turns around towards the exit. From the
pit, bash towards the hole the miner has created. (Even with this technique,
some people have had a lot of trouble finishing this level. If you are
also having trouble, the access code for #24 is "NMBMJNNGFW.")

Tricky 24 - "Tightrope City" - Once the lemmings are close to the exit,
make the second lemming from the right a blocker. Block the left end of the
platform, and build to the exit with the scout. Then, one of the other
lemmings should build over the blocker.

Tricky 25 - "Cascade" - Turn the first and last nine lemmings into
floaters. The first lemming should build over the gap, into the tall column
blocking the exit. Bash through this column and build to the exit.

Tricky 26 - "I have a cunning plan" - Use two bashers to get through the
column and builders to keep the other lemmings occupied. Start mining in
case any of the stairs is about to hit the middle column. (This is another
difficult level that cannot be solved simply with an explanation. The access
code for #27 is "CAJJMFMJFR.")

Tricky 27 - "The Island of the Wicker people" - Put blockers on both edges
of the platform. Use any combination of diggers, miners, and bashers to give
the lemmings a safe landing. (It is best to make little use of diggers,
since the lemmings will huddle together and it will be harder to see
individual lemmings.) Once the lemmings have fallen through, block the left
end of the floor and send two athletes over the one-way obstacle. After the
lemmings have climbed over it, the first one should block near the right end
of the screen. The other one should bash through the one-way obstacle. Build
up to the exit with any remaining lemming.

Tricky 28 - "Lost something" - Send a scout to the right, and block off the
left. Build up to the rock that seems to float in the air. The exit is on
the bottom off the rock (sitting on the steel floor), towards the middle.
Bash, mine, or dig to find it. Free the blocker on the right.

Tricky 29 - "Rainbow Island" - The first lemming should bash through the
top arch. The others should dig into the arch just below the entrance on the
right, into the chamber. Only the first lemming should be out of this
chamber. Once he is to the right of this chamber, dig down, and almost
immediately after falling, dig again, making sure not to get caught in the
the grinder. Bash through three walls to the right to reach the exit. The
other lemmings should bash to the right through the chamber wall, so they
can follow the path created by the first lemming.

Tricky 30 - "The Crankshaft" - Mine down to the right, through the column.
Send two athletes over the next column to the right. After crossing over,
the first should be turned into a blocker, so that the other turns to the
left. Mine (to the left) through the column. One of the lemmings below
should build up to the hole created by the miner. Remove the blocker and
repeat to reach the exit.


SOLUTIONS TO THE TAXING LEVELS

Taxing 1 - "If at first you don't succeed.." - Bash through the first two
columns. Send two athletes over the third column. With one of the
non-athletes, mine through the third column, taking care not to destroy the
stairs in the process. The first of the two athletes should build over the
gap in the middle of the floor, while the second should block when it is at
the bottom of the staircase leading away from the third column. The builder
should also build over the hole in the staircase leading to the exit. Bomb
the blocker.

Taxing 2 - "Watch out, there's traps about" - Send a floater from the left
entrance off the left edge of the platform, and then block off both ends of
both platforms. Bash through the obstacle that is below and to the left of
the entrance on the left. Build over the trap and up to the exit. Use a
combination of bashing, mining, and digging to free the other lemmings,
making sure they don't fall to their deaths. Depending on how the lemmings
get to the bottom, they may need to bash through other objects in the way of
the exit.

Taxing 3 - "Heaven can wait (we hope!!!!)" - The first lemming should
build to the exit. Turn the second lemming into a digger, and just as it
reaches the bottom of the platform, turn the digger into a basher. After he
comes near the right end of the platform, turn him into a builder to stop
his bashing. (If you started bashing too early, the lemming will build out
of the pit it created.) Once the builder gets near the exit, one of the
lemmings in the pit should build to the right. After a few attempts at
building from the same point, the lemmings will walk through the ceiling
overhead to the exit.

Taxing 4 - "Lend a helping hand...." - Place a blocker on the right, next
to the chain. From the right chamber, turn a lemming into a miner and then a
basher as he is heading to the left. Once the basher is under the left
chamber, turn him into a builder. Send a miner from the left chamber to the
right in order to meet with the tunnel between the two chambers. Zig-zag
with builders up through the space on the left of the screen. Build over the
small ledge to the exit. If any of the lemmings is punctured by one of the
traps, use blockers to prevent other lemmings from being killed. If any
lemmings get stuck between a blocker and the wall, turn one of them into a
digger to free them.

Taxing 5 - "The Prison!" - Send a scout to the right. Build to the right,
starting from the far right edge of the platform. Once the builder hits the
wall and turns to the left, start building again. Turn him into a blocker as
soon as he is standing next to the exit. (Interrupt his building if
necessary.) Free the blocker holding the other lemmings back. Then build to
the right from where the blocker stands on the stairs. Bash through the thin
columns, and place another blocker somewhere on the steel, sending a scout
to build to the right. The scout should bash through the thin columns near
the exit. Remove the blocker that is on the steel. (In case the scout died
before bashing through all of the columns, simply use one of the other
lemmings to bash through once the blocker has been bombed.)

Taxing 6 - "Compression Method 1" - The lemmings from the far left entrance
should eventually turn to the left, fall down a bit, and continue walking
along a ledge. Somewhere along the ledge, turn a lemming into a blocker. Use
a lemming from the far left entrance that is heading to the right to bash
through the three columns separating the lemmings from the other entrances.
Once all of the lemmings have clustered together next to the blocker, bomb
the blocker. Only a few of the lemmings will be lost to the compressors as
they near the exit.

Taxing 7 - "Every Lemming for himself!" - After the first few lemmings have
climbed over the mountain next to the exit, send a scout to the right (with
the blocker to the right of the mountain). Turn the scout into an athlete,
and he will climb over the one-way obstacle. Once he comes near the bump on
the far right side of the platform, turn him into a builder. The lemming
should stop building and turn around once he hits the bump. Then, build over
each of the gaps in the way of the exit. Free the blocker and increase the
release rate to 99 when the builder is somewhere above the second gap.

Taxing 8 - "The Art Gallery" - Bash through the column above the first
ball, and then build towards the column from the left so that only the
basher can get through the hole he created. You will probably have to use
more than one builder to seal off the exit. The scout should bash through
each of the balls and then build up to exit, stopping on the ice crystals
along the way. Bash through either the stairs that lean against the first
column or through the column itself to let the other lemmings reach the
exit.

Taxing 9 - "Perseverance" - Turn the first lemming into a digger. The
second lemming will continue walking to the right; turn it into a builder.
Before it falls, turn it into a floater. He will hit eventually hit a wall
and turn towards the exit. Then, once the digger has dug through one and a
half of the blocks, turn it into a builder to stop his digging, and then
send a miner to the left. All of the lemmings should walk safely to the
exit.

Taxing 10 - "Izzie Wizzie lemmings get busy" - From the first platform,
build left to right out of the pit. Before the builder is finished, put a
blocker somewhere on the staircase. The other three lemmings should be
trapped between the blocker and the wall on the left. The scout should then
build to the right out of the second pit, and up to the third platform.
Build out of the third pit, and then mine to the right through the right
section of the third platform, starting from the far left of the section.
Build out of the fourth pit and to the exit. One of the other lemmings
should bash or mine under the blocker, and the blocker should return to
normal. Build over the hole in the stairs. (You can turn a basher into a
builder to stop him if he starts bashing in the wrong direction by
accident.)

Taxing 11 - "The ascending pillar scenario" - As soon as the first lemming
enters, turn him into a digger. The others should be trapped in the pit that
the digger has created. Once the pit is deep enough, turn the digger into a
builder to stop him. Turn one of the lemmings heading to the left into a
climber. Once he has climbed out of the pit, build to the left over each of
the pillars. (Do not try to touch the pillars, since the builder may turn
back to the right.) When the builder reaches the last of the pillars,
alternate digging and mining to give the other lemmings a safe fall to the
exit. Mine to the left out of the pillar, and then build to the exit. Build
out of the pit to the left.

Taxing 12 - "Livin' On The Edge" - Send a scout building to the right, and
block off the left end of the platform. Bash through the wall that the
builder hits. Build out of the hole in the wall to the right, starting from
the far right edge of the hole. Build up to each of the pillars, trying to
start as close to the right edge as possible. Once there is a path to the
exit, remove the blocker on the right.

Taxing 13 - "Upsidedown World" - Block off the right edge of the platform.
Send a climber over the one-way obstacle, and once he is on the left end of
the log bridge, turn him into a builder. He should stop building almost
immediately and turn back to the right. Bash through the one-way obstacle.
Then to the left through the next obstacle. Turn the miner into a basher
where it will clear a path slightly under the trap on the ground above. The
basher should stop once it comes near the one-way obstacle next to the exit.
Let the climber go over this obstacle, and turn it into a builder so that it
hits one of the trees on the ground and turns back to the right. Mine and
then bash through the very bottom of the one-way obstacle to create a path
to the exit. If needed, mine at far right of the one-way obstacle.

Taxing 14 - "Hunt the Nessy...." - Send a scout to the right to build over
each of the gaps, landing on the various objects along the way. Block to the
left of the entrance. Once the scout reaches the neck of the monster, bash
through, then dig for a while, mine out to the right, and continue building
to the exit. Build over the well near the exit, and then bomb the blocker on
the right.

Taxing 15 - "What an AWESOME level" - Send a scout to the right and block
to the left of the entrance. Bash through the head, and build as soon as
there is an opening, before the scout stops bashing. He should turn to the
left, but once he turns back to the right, continue building out of the
head. After falling off the first platform, build next to a bump that
prevents the scout from continuing to the right. Mine through the second
ledge. From the far right of the pit, start building to the left end of the
pit, and then build to the right. Bash through the hump, starting where the
stairs hit it, and then build to the exit. Free the other lemmings when
there is just more than a minute left to finish the level.

Taxing 16 - "Mary Poppins' Land" - Send two scouts to the right, making
both of them floaters. Once the second scout is near the top of the slanted
side of the first obstacle, turn him into a builder. He will turn around
immediately, and once he is halfway down the obstacle, build to the left.
The other scout should be turned into a blocker when it is on the large
steel block to the right of the fire pit. Once the first scout has finished
building, hitting a wall on its left, it will turn to the right, hit the
blocker, and turn back to the left. Start building as soon as he turns to
the left, and do not stop until he hits the wall on the obstacle. Free both
blockers just before the builder has finished his stairs.

Taxing 17 - "X marks the spot" - Set the second and third lemmings to
explode when they enter. The first lemming should build over the pit of
first from both the left and the right and then build to the left over the
pit made by the bombers. Bash several times through the left until there is
no floor below. Build to the wall to the left and bash through. Build back
to the right so the scout can follow his path back to the entrance. Mine to
the right just as he approaches the pit created by the bombers. Finally,
bash to the left through the last wall blocking the exit.

Taxing 18 - "Tribute to M.C.Escher" - Zig-zag with stairs up to the one-way
obstacle, starting from the left. When the first few lemmings are on the
third step of the obstacle (the last stair heading up), turn them into
bombers. They will explode along the far right edge of the obstacle, making
the fall safe for others.

Taxing 19 - "Bamboozal" - Set the first and third lemmings to explode when
they are halfway over the fire pit in the chamber on the far left of the
second level. When another lemming is heading to the right on the third
level, and just to the right of a vertical line separating two chambers
below, turn him and the next lemming into bombers. Bomb another lemming on
the next-to-last level when it is heading to the right over another vertical
line below.

Taxing 20 - "Walk the web rope" - Block off the left end of the strand
where the lemmings fall. Build next to the first two vertical strands on the
right (to get higher up), and then bash through the strands on the first web
as needed. Build to the first strand of the second web, and then bash as
needed. In all cases, build as carefully as possible, so that you do not
bash through the bottom of a strand and send all of the lemmings to their
deaths.

Taxing 21 - "Feel the heat!" - Send a climber over the wall to the right.
Once he reaches the far right edge of the wall, turn him into a builder. As
soon as the stairs are halfway above the exit, turn the builder into a
basher to stop his building. Send an athlete over the same wall, and turn
him into a digger. After he digs for a short while, turn him into a builder,
and he should turn to the left. Mine, and then bash, to give the other
lemmings a path to the exit.

Taxing 22 - "Come on over to my place" - Turn the first two lemmings into
floaters. The first one should block just as it is near the exit. The other
should start building to the left when it is on the line between the second
and third blocks in the floor (counting from the left). Continue building
until the other lemmings can fall safely to the bottom of the screen. One
lemming should build over the blocker, while the lemming that originally
floated to the bottom should build over the left edge of the floor, into the
pillar. More than one lemming can build to the pillar in order to prevent
deaths.

Taxing 23 - "King of the castle" - This follows the same plan as Tricky 8,
although with no blocker to hold other lemmings back. Have several lemmings
build at the same time to prevent them from dying. Exact placement of the
builders will change depending on where they are needed most. Be prepared to
give up 4 lemmings, keeping track of how many have died, since there are not
many extra spare builders. (The exact solution is impossible to explain, so
you may not be able to get through this level. The access code for #24 is
"ILGLGKNEHO.")

Taxing 24 - "Take a running jump...." - Use four or five builders to get
over the first gap and to keep the lemmings from falling to their deaths.
After ten or so lemmings have been released, raise the release rate to 99.
Once the first lemming comes to a thin hole in the right wall, turn him into
a builder. Only the first lemming should be trapped in the space; all others
should turn to the exit on the left. Build from the chain up to the exit.

Taxing 25 - "Follow the leader..." - Set the second lemming in the park to
explode just before the third lemming is between the second and third
arches. When the third and fourth lemmings are between those two arches, set
them to explode. There will be two pits, and the one on the left will hold
the lemmings back. With the free lemming, build up to the exit so he stops
and turns around after hitting the floor near the exit. Then, when he
reaches the bottom of the pit on the right, bash to the left. The other
lemmings should be able to climb out of their pit to the exit.

Taxing 26 - "Triple Trouble" - Dig just to the right of where the lemmings
fall from the top entrance. Turn a lemming from the right entrance into a
climber, and start building to the left as soon as the climber has taken a
step on the steel block above the entrance. Create a climber from the left
entrance, and build to the right as soon as he climbs onto the steel block.
Continue building on both sides until there are no gaps between the rock in
the center and the stairs. (You will probably have to send the climbers back
several times in case they hit their heads on the rock.) One of the
lemmings inside the rock should mine to meet the staircase on the right once
it is complete. Build out of the pit on the right. Then, one of the lemmings
from the right should build to the left over the exit and mine to meet the
stairs on the left. Build to the right out of the pit on the left.

Taxing 27 - "Call in the bomb squad" - Put blockers on each end of the
platform. From the far left of the raised area, build up to the right. When
the builder has finished, put a blocker on the right end of the stairs and
explode it. Continue building to the right and bombing through the platform
above until there is a path to the exit.

Taxing 28 - "POOR WEE CREATURES!" - After making the first lemming a
floater, zig-zag up to the entrance with stairs (starting from the left)
until the other lemmings have a safe landing. Bash through the column to the
right, and put a blocker towards the right of the column, with only one
lemming on the right side of the column. Build over the water and free the
blocker. Put another blocker near the right edge of the water to prevent
others from falling in. Bash through the ground to the right. Put a blocker
and bomb him to the left of the transporter trap, and then put another
blocker underneath the trap and bomb him.

Taxing 29 - "How do I dig up the way?" - Send one scout to the right and
block off the left. Make the scout a floater. Build over the gap in the
floor over the water, starting as close as possible to the right edge. Then
form an inverted "V" by building to the left to meet the previous bridge.
Build up twice to the left to give the other lemmings a safe landing. Then
send the scout up as a climber as he is heading to the exit. Once he is near
the exit, make him dig, and after a few digs, turn him into a builder. Make
him mine to the left, and if necessary, bash, to meet the other lemmings and
give them a path to the exit.

Taxing 30 - "We all fall down" - Raise the release rate to 30. This level
is basically the same as Fun 13 and Tricky 2. The diggers will have to be
closer together than in previous levels.

SOLUTIONS TO THE MAYHEM LEVELS

Mayhem 1 - "Steel Works" - Turn the first five lemmings into floaters as
they fall. The first lemming should walk to the right and fall into the pit
below. Turn the second lemming into a blocker just to the right of the
entrance. The third lemming should hit the blocker and build to the left to
provide a safe landing for the others. Then block off the platform to the
left. The scout in the pit below should start building to the left from
about halfway across the pit until he hits the wall. He should then build
back to the right to the top of the steel mountain. Build over the deep pit
in the mountain and then build to the ledge above the water to the right.
(If necessary, turn the builder into a digger to stop his building when he
is over the ledge.) Build across the rest of the water to the ground below
and zig-zag up to the exit, being careful not to have the builder hit his
head on anything. Bomb the blocker on the right when there is a path to the
exit.

Mayhem 2 - "The Boiler Room" - Send a scout to the left and build over the
gap, starting at the far left edge. The scout should land on another
platform to the left of the starting platform that is at the same height.
Build from the left edge of this second platform, and then build back to the
right once the scout hits the wall on the left. Eventually, the builder will
hit his head on the ceiling above, but wait until he turns back to the left
and continue building until he jumps onto the floor above. Build over the
right edge of this floor to the wall to prevent other lemmings from falling
into the fire if the scout turns to the right. Free the blocker. The other
lemmings may not be able to follow the scout's path through the ceiling, so
place a blocker when it is near the ceiling, and then bomb it. Build through
the hole in the stairs and repeat until the lemmings can reach the exit.

Mayhem 3 - "It's hero time!" - Send the first lemming to dig down to the
platform on the left of the one-way obstacle. The next lemming will continue
to the right; make him an athlete, and then start mining when he lands near
the compressor. Bash through the one-way obstacle so that only one of the
lemmings escapes to the right before the basher breaks through the obstacle.
Build over the hole that leads to the pit filled with water, and the
lemmings will all find their ways to the exit.

Mayhem 4 - "The Crossroads" - Bash through the lattice frequently. Create
a path so the lemmings walk through the large diamonds and other patterns in
the lattice. Bash into the spider web and then bash to the right from the
lower-right corner of the chamber in the web to create a path to the exit.

Mayhem 5 - "Down, along, up. In that order" - Send one athlete over each
side of the ladder. The athlete on the right should block near the right
edge of the floor, while the one on the left should build to the platform
nearest the ground. One of the lemmings inside the ladder should dig on the
right side, and then on the left side, of the ladder. Use a blocker to
prevent all but ten of the lemmings from getting to the third platform down
on the ladder. The builder on the floor below will turn to the right after
building and then turn back to the left. Once he reaches the edge of the
platform, turn him into a builder so that his feet are both solidly on the
platform (and not hanging off the edge). Dig on the right of the third
platform and then on the left of the fourth platform. When the lemmings step
onto the platform, have them build to the left. The builder should bounce
off the blocker and continue building to the second platform. Repeat this
process to reach the exit, and then free the blocker on the ladder.

Mayhem 6 - "One way or another" - Build from the far left of the pit where
the lemmings fall to the ledge on the right. Once the bridge is completed,
have one of the lemmings mine away part of it. Raise the release rate to 99.
A lemming still on the ledge above should build to the left, making sure to
close off any gaps. (By the time the gaps are closed, all of the lemmings
except the builder should be trapped below by the mined-out bridge.) The
builder should then build up to the highest ledge on the right. When the
lemming is in the valley of the rock formation to the far right, turn him
into a miner. Wait for him to dig about halfway down, and then turn him
into a builder so that he stops digging. Once he turns to the left, mine out
of formation and then build so he is above solid ground. Build over a hole
in the ground to the exit and fill in the gap in the staircase where the
other lemmings are with a builder.

Mayhem 7 - "Poles Apart" - Build to the right, starting from the far right
of the entrance platform. (Only three lemmings should fall off the screen.)
With the first available lemming, bash through the first, third, fifth, and
sixth columns (counting from the left). Then, when a lemming is directly
over the second, fourth, and seventh columns, turn him into a digger. He
should completely destroy the column so other lemmings can pass through.
Turn him into a builder to stop his digging. After bashing through the sixth
column, make one of the lemmings build into the seventh column. A few of the
lemmings will fall off the stairs before they are built; use one to dig
through the seventh column as described before. The other lemmings should be
prevented from exiting to the left by one of the stairs created by the
builders. Build to the exit after digging though the seven column, and then
dig through the staircase that is holding the other lemmings away from the
exit.

Mayhem 8 - "Last one is a rotten egg!" - Once the first lemming has taken a
few steps, turn it into a digger, stopping it by making it a builder after
it has dug far enough to trap the other lemmings. The second lemming should
escape from the pit, and build to the one-way obstacle to the right from
the far right end of the platform. Once the builder has finished, turn one
of the entering lemmings into a climber. He will climb the one-way obstacle;
build to the right from the far right edge of the obstacle. Once he reaches
the top of the screen, he will turn to the left. Start digging through the
far right edge of the obstacle so that none of the obstacle remains on the
diggers' right side. Then mine to meet the stairs to the left. Make another
entering lemming a climber. Once it reaches the bottom of the hole the
digger created, build twice to the left so he turns back to the left. Dig as
the previous climber did, and after a while, turn the digger into a bomber.
Build out of the pit to the right to free the other lemmings, and they
should fall safely to the exit.

Mayhem 9 - "Curse of the Pharaohs" - See the instructions for Fun 29.
Except for a higher percentage of lemmings to save and fewer resources, this
level can be played exactly the same.

Mayhem 10 - "Pillar of Hercules" - Turn the first lemming into a floater.
Zig-zag up the tube with builders, starting to the left from the far right
of the tube. Continue until there is a safe fall for the other lemmings.
Send an athlete over the right side of the tube, and build to the right over
the water. When the lemming is over the solid ledge, turn him into a basher
to stop his building, and start building as soon as he lands on the ledge.
Use a basher to stop him once he is over solid ground, and then build to the
exit. (If the builder stops and turns to the left, make him build so he
hits his he hits his head on another set of stairs and turns back to the
right.) Bash through the right side of the tube with one of the other
lemmings to clear a path to the exit.

Mayhem 11 - "We all fall down" - This is the same as the other levels with
the same name; simply dig through the floor with each lemming. Increase the
release rate to about 70 so two lemmings can dig in the same place. (It will
be important to keep the diggers as close as possible or else the available
floor space will run out.)

Mayhem 12 - "The Far Side" - Send a climber over the left side of the pit
below the entrance. Build the first part of a set of stairs towards the left
side of the pit with another lemming, but do not complete the path out of
the pit. Have the scout dig through the first dirt patch he reaches, and
then bash once his head is below the steel. Then dig through the next patch
of dirt. Once he is near the bottom of the screen, turn the digger into a
builder, and then bash to the right. Let him land on the bump on the bottom
of the screen, and then build over the gap to the right. Once he is near the
steel wall in the middle of the ground, dig, and then bash through the earth
between the steel blocks. Zig-zag with builders to the exit, starting from
the right. Make sure there are no gaps. (If the builder hits his head and
turns around, turn him into a builder once he enters the tunnel he created
as a basher.) Once the gaps are closed, complete the staircase out of the
pit near the entrance, and then finish building to the exit.

Mayhem 13 - "The Great Lemming Caper" - Both lemmings should dig down from
the platform where they land, creating two separate holes. Turn the lemming
on the left into a blockers after it has dug slightly more than one and a
half blocks down. The other lemming should create the hole on the right,
bashing to the right after digging through almost two blocks, and then build
to the right after breaking through the wall. (The stairs should touch
either the top or left edge of the new platform so that is safe to turn back
to the left.) Then build from the far right edge of this platform up to the
highest platform on the right. The builder should touch the left edge of the
platform, but not climb to the exit. Let him turn to the left, and then bash
or mine underneath the blocker to wake him up by removing the ground below.
(It may take several tries to wake up the blocker.) After waking up the
blocker, the other lemming will fall to the left. Turn him into an athlete
so he can head back to the right. The former blocker should bash to the
right from the top of the stairs closer to the exit. Both lemmings should be
able to get to the exit after the basher is finished.

Mayhem 14 - "Pea Soup" - Turn the second lemming into a blockers just after
it lands. Wait for the first lemming to turn back to the left. Turn him into
a builder just before he reaches the blocker, so that he bounces off and
continues building to the right until he hits the soup bowl. From the right
edge of the steel on the left side of the bowl, build so the lemming is
above the first rock on the left. Turn him into a digger so that he stops
building and lands safely on this rock. (It is possible for the builder to
land on the rock, but for the others to land in the water if you dig too far
to the left.) Build from the first to the second rock, and then to the
fourth, using diggers to stop building as needed. Build from the fourth rock
to the fifth, and then to the right edge of the soup bowl. Make sure that
the builder lands on the edge of the bowl before heading to the exit. With
about one minute left, bomb the blocker and builder over the hole in the
stairs he created.

Mayhem 15 - "The Fast Food Kitchen" - Use the same strategy as on Taxing
10, although you may have to build to the exit from both sides at the same
time.

Mayhem 16 - "Just a Minute" - Dig on the right, next to the wall and into a
small chamber. Bash through to the right. When there is about twenty-five
seconds left, pause the game to increase the release rate to 99, and then
turn any lemming that is about to hit the end of the tunnel into a basher.
You may have to adjust this time slightly; starting too late will not give
the lemmings who are just coming in enough time to reach the exit. If you
start too early, you will run out of bashers too soon, and the last few
lemmings to reach the end of the tunnel will turn around too late to reach
the exit.

Mayhem 17 - "Stepping Stones" - Send a scout to the right. Start building
to the right from near the right edge of the floor. After three sets of
stairs, the builder should land safely on the first stepping stone. Build to
the second stepping stone in the same fashion, and then build to the exit.
Turn the builder into a basher to stop him in case he builds past one of the
stepping stones. Build over the blocker with one of the lemmings trapped on
the left near the entrance.

Mayhem 18 - "And then there were four...." - Block off the left on the top
left entrance and the right on the top right entrance. Trap one lemming in
between two blockers on the top right, with the other lemmings to the left
of both blockers. Then, send a climber over the right of the steel block
near the bottom right entrance, and build over the water on the right until
the lemming hits his head. Then, let him turn around and build back over the
water to the left, so that there is no chance of falling in. Zig-zag up to
the platform near the exit. Free the blocker on the right by the top right
exit. With the lone lemming, dig down through the ground just to the right
of the steel. Then build over the bump near the exit, and free the other
blocker by the top right entrance. Build to the right out of the pit near
the bottom right entrance. Then, send a climber out of the pit near the
bottom left entrance, zig-zag with builders up to the exit, and then build
over the bump near the exit. Build out of the bottom left pit, and bomb the
blocker near the top left entrance.

Mayhem 19 - "Time to get up!" - Build off the far left of the ground floor
to close the gap, using several lemmings so that none fall in. Then, build
from the right towards the wall with two builders. One should start from the
line between the first and second blocks (counting from the left), and the
other from in between the third and fourth blocks. Continue building until
both hit the wall. Then, set off two bombers to break through the wall next
to the upper staircase. Fill in the gaps using builders. Then use two
bombers to break through the wall near the exit. (Since there is almost no
room for error in placing the bombers, there is no way to describe this
level. If you cannot finish it, the access code for #20 is "MKGKJNOOIS.")

Mayhem 20 - "No added colours or Lemmings" - Turn the second lemming into a
blocker so that all of the lemmings are trapped to the left, except for one
scout on the right. With the scout, bash through the wall on the right and
then build up to the exit. Let the lemming turn around, and then mine
underneath the blocker so that he wakes up and all of the lemmings can
continue to the right. The last lemming in the pack should mine through the
stairs just as he reaches the exit platform, so that he, and no other
lemming, falls to the bottom. Turn the two lemmings on the bottom of the
screen (the miner and the scout) into climbers, and they should pass through
the hole in the stairs to the exit.

Mayhem 21 - "With a twist of lemming please" - Turn all of the lemmings
into floaters as they fall. Turn the first lemming into a climber to the
right. Turn him into a digger when he is just to the left of a vertical
space in the rock. He should not leave any rock to his right, but only
enlarge the space. Turn the digger into a builder so that he touches the
platform on the right. Then build to the right to the second platform. The
lemming will hit his head and turn around; when he is on the first staircase
he built, build to the left so that he hits the wall. Let him turn to the
right, and then build from the second platform to the exit. One of the
lemmings in the pit should bash to the right so the others can follow the
path to the exit.

Mayhem 22 - "A Beast II of a level" - Send a scout to the right and block
off the left. The scout should build to the right to the first chandelier.
Turn him into a basher to stop his building, and then bash through the right
half of the chandelier, and then build to the second chandelier. Bash as
with the first chandelier, and then build to the obstacle on the right. The
builder will hit his head on the obstacle and stop building, but he will
return to the right. Bash through the obstacle when he steps on it. Dig into
a chamber below the basher on the lower right of the obstacle. Then bash
through the right wall of the chamber, and build up to the right to solid
ground. Bash through the two obstacles and the tree roots blocking the exit.
If the scout turns to the left, turn him into a builder when he is
underneath one of the tunnels in the obstacles. He will turn around to the
right, and he can complete his task. Bomb the blocker holding the other
lemmings back.

Mayhem 23 - "Going up......." - Send a scout to the left to bash through
the wall, and then build to the larger wall on the left. When the builder
turns around to the right, build over the hole he created as a basher. Wait
for him to turn to the left (after reaching the top of the screen) and build
up to almost the top of the wall, starting about three-fourths of the way
down the slope on the right.) Bash at the very top of the wall and turn him
into a floater. The scout should fall on a pentagon. Wait for him to turn to
the right, and then build to the right when he is about halfway down the
slope. He will hit his head, but have him build to the left until there are
stairs below through the wall above. Then, let him fall off the stairs and
bash through the ball at the top of the pentagon. Free the other lemmings by
either building over the blocker near the entrance, or bomb him and then
build out of the pit below.

Mayhem 24 - "All or Nothing" - This is the same as Fun 30, although with no
room for error.

Mayhem 25 - "Have a nice day!" - Use the basic same strategy as on Tricky
13, although instead of placing a blocker on the right end of the entrance
platform to hold the other lemmings back, send a builder from the right end
of the platform into the wall on the right. Dig through the stairs to free
the lemming once the scout has cleared a path to the exit.

Mayhem 26 - "The Steel Mines of Kessel" - Turn the seventh lemming into a
blocker just before he is over the thinnest part of the floor on the right.
Six lemmings should be trapped on the right; turn one of them into a blocker
when he is above the thin part of the floor. Bomb the blocker. Use another
of the lemmings to block off the pit of water to the left of this hole.
Block and blow with two lemmings through the wall on the right of the
chamber below, and then build over the pit of water to the right of this
wall, using two lemmings. Block off the second pit of water, and then block
and blow through the next wall on the right. Free the blocker holding the
pack of lemmings back. Build to the left from the far right of the next
chamber (to the right of the two water pits), up to the chamber above. Build
to the right over the gap in the floor of the upper chamber to reach the
right side. Block and blow through the right wall of the chamber (using
several lemmings). Only one or two lemmings should die in the trap, since
they are all grouped tightly.

Mayhem 27 - "Just a Minute (Part Two)" - This is played basically the same
as Mayhem 16. However, you will need to first bash and then dig down before
bashing to the right to the exit. Although you still will want to increase
the release rate with twenty-five seconds left, you may have to wait an
additional second or two before using more bashers.

Mayhem 28 - "Mind the step..." - Let the lemming walk to the top then turn
back to the left. Dig down so that he lands on the top left platform. Turn
the lemming into a builder, and then a digger, so that he lands on the third
platform (counting from the left) on the bottom. Build twice. The lemming
should land on the left platform; build up to the first column and then bash
through. Dig once the lemming is near the left of the column until his head
is in line with a mark on the column to the left. Then bash and build up to
the next column. Bash through this column, build to a vertical wall on the
diagonal floor, and then bash through the floor. When the lemming is on the
sixth step from the left on this floor, build to the left and continue
building until there is no gap between the ceiling and the stairs. (Let the
lemming turn around; if time is a problem, make the lemming build so that he
hits the stairs on the floor and turns around). Bash through the second
diagonal floor/ceiling, through a thin column, and then build to the left
over a sensor plate. Bash through the blue stone that is in the way of the
exit.

Mayhem 29 - "Save Me" - Block off both ends of the platform and build from the
left end to the right. Once the builder has started a second set of stairs,
dig through the stairs so there is a hole to the right of the entrance and
to the left of the builder. Once the builder has finished five sets, turn
him into a blocker. Fill in the gap in the stairs with a builder. Build from
near the blocker to the left so that the lemmings reach the platform above
the entrance. (You might want to wait until the pack of lemmings is out of
the way and there are only individual lemmings in the area.) Use a blocker
to trap as few lemming as possible to his left. Send one of these lemmings
to build off the left end of the platform, bash, dig as far as possible, and
bash again for a safe fall to the floor below. Then, wait for the pack of
lemmings to turn to the left and use the next individual lemming to build to
the left over the blocker. Wait for the scout to reach a platform just above
the exit, and turn him into a builder. (You will have to react very quickly
or the lemming will fall to his death.) After a few steps have been built,
turn the builder into a blocker. Use another lemming to do the same on the
platform where the exit is, although he will have to build to the right,
instead of to the left.

Mayhem 30 - "Rendezvous at the Mountain" - Begin by blocking off the right
edge of the screen next to the right entrance. Send a scout to the left of
the right entrance, placing the blocker as close as possible to the
entrance. On the left side, send a scout to the right. (While the scout from
the left is doing his job, the scout on the right should build from as far
right as possible to the left. Turn this scout into a floater at some
point.) Mine just before reaching the trap, and then once the scout is
underneath the trap, start bashing. Bash through the obstacle on the right,
and then build up to the log platform. Bash through the sign, and then build
twice from the right end of the platform. Bomb the blocker, and the other
lemmings on the left side should reach the exit. The scout on the right side
should finish building to the obstacle on the left if he has not finished.
Bash through the two columns that hold up this obstacle. When the scout has
finished bashing, he will start walking on the staircase. Turn him into a
miner so that he destroys the stairs. Then, bash through the sign to the
left of the large obstacle, and bash underneath the ten-ton weight, Build up
to the rock on the left, and then bash through. (What appears to be solid
steel is not.) Once he has finished bashing, build up to higher ground on
the left, and then build to the exit. Bomb the blocker holding the others
back.

LEMMINGS is published and distributed by Psygnosis.

This walkthru is copyright (c) 1991 by Jason Strautman. All rights
reserved.

 
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