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Lemmings – Part 1

by Jim & Anita Vasey 109 sections about 68 minutes to read

Preserved exactly as it was written, spacing included: this guide contains maps or tables that reflowing the text would destroy. It scrolls sideways rather than wrapping.


LEMMINGS Solutions

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

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

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

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

TACTICS

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

INDIVIDUAL LEVEL SOLUTIONS

Each level has two numbers after its title.  The first is the number of 
Lemmings total for that level, and the second is the percent of them you must 
save to pass the level.  This information is provided here because it is the 
information which is inaccessible from the game play screen.

FUN LEVELS

LEVEL 1:  "Just dig!"  10/10%
Solution included in the manual.

LEVELS 2-7:  Instructional Levels
Very simple levels, these teach you how to play Lemmings and you should 
not need help.  If you cannot get through them, turn in your Macintosh for a 
nice brain-numbing non-interactive Television.

LEVEL 8:  "Not as hard as it looks"  80/95%
As the title implies, turn the first Lemming out into a Blocker, and your work 
is done.

LEVEL 9:  "As long as you try your best" 80/90%
Have a Basher go through the center pillar, and when some of the of the 
Lemmings are turned around (before the Basher can make it all the way 
through the pillar) turn the first of them into a Blocker as soon as it is to the 
left of the stream of incoming Lemmings.

LEVEL 10:  "Smile if you love Lemmings"  20/50%
Easiest solution is to use a Digger to dig down just to the right of where the 
Lemmings come out.  Make sure the pit is positioned such that the 
Lemmings do not come out of the trap door and then fall continuously into 
the hole you are making. When the Digger is about half way down, turn it 
into a Basher, turn the first Lemming to fall out of the new tunnel into a 
Blocker, and blow it up after all the other Lemmings have made it safely to 
the exit.   

LEVEL 11:  "Keep you hair on Mr. Lemming"  60/83%
Turn two Lemmings into Athletes (Climber + Floater), sending them over 
the "one-way column" in the center.  After they're over, turn the first into a 
Blocker, and then have the first bash through the column.  While its busy 
with that, blow up the Blocker, sit back, and watch the Lemmings escape to 
eternal happiness.

LEVEL 12:  "Patience"  80/50%
Have the first Lemming to the column bash through it, and set a Blocker(to 
the left of the trapdoor) to stop those who turn around from dying.  Once 
through the column, use the Zig-Zag Lemming tactic to get the Lemmings 
out of the pit on the other side.

LEVEL 13:  "We All Fall Down"  20/100%
Have each Lemming dig a hole through the platform they initially land on, 
each one, obviously, making its own hole to the left of the Lemming before 
it.  The Lemmings cannot survive a fall from the top of the platform, but they 
can from the bottom of the platform.  Be sure to start the first Lemming 
sufficiently to the right so that there will be room for the rest of the 
Lemmings to dig their own separate holes.  

LEVEL 14:   "Origins and Lemmings"  80/75%   
Set the first Lemming out to bash through the first  vertical column.  Then, 
once the Lemmings make it through that column, have another Lemming 
build stairs up to the second vertical column, so that the 11th or 12th step is 
in contact with the pillar.  Thus, when you set another Lemming to bash 
through the second vertical column, it will continue through the horizontal 
column and then on through the third vertical.  Repeat this for each new 
vertical column until your Lemmings reach the exit.

LEVEL 15:  "Don't let your eyes deceive you"  80/80%   
At the top of the pre made steps right before the first pillar, have a Basher 
dig through.  Repeat for the second pillar.  Have an Athlete go over the third 
pillar, and have it start building steps from the very edge of inclination that 
leads into the black pit (and certain death).  Once it has built enough steps to 
safely land on the other side, let it proceed onward.  When it reaches the top 
of stairs following the pit, have it build over the gap in those stairs, allowing 
it to land on the steps on the other side and continue up them to the exit.  
Now have a Basher go through the third column, sending all the Lemmings 
to the exit.  
NOTE:  This level has one of the niftiest Lemming killer traps in the game, 
right under the broken stairway at the end.  Be sure to let at least one 
Lemming into it, so that you can witness its brutal slaying.  

LEVEL 16:   "Don't do anything too hasty" or "Stairway to Heaven"  
80/60%
Set the second Lemming out  of the trapdoor as a Blocker, and set another, 
preferably the first one to be turned around, as a Blocker to the left of the 
trapdoor.  Meanwhile, have the first do as the title implies and build a 
"Stairway to Heaven."  Blow up the right Blocker to send the Lemmings on 
their way.

LEVEL 17:  "Easy when you know how"  50/40%
Since there are traps in the lower passage, have the first Lemming out of the 
leftmost trapdoor be a Blocker, set just to the left of that trapdoor.  Now go 
to the area under the right most trapdoor, and have a Basher go through the 
pillar to their right.  Have two Lemmings, both set as Floaters, fall from the 
edge following the pillar, and keep the rest of the Lemmings from the 
rightmost trapdoor trapped up high with a Blocker.  Set the rightmost 
Lemming Floater as a Blocker right before it reaches the exit, thus turning 
around the other Floater.  Now have it build stairs up to the metal cliff face.  
Now blow up both of the latter Blockers (not the one on the left), and have 
each of the different Lemming sets (for each trapdoor) bash through the 
pillars to their right.

LEVEL 18:  "Let's Block and Blow"  70/71%
Each of the levels between the two brick walls has one section in which there 
is no big, scalding, and generally very nasty looking flame.  Set a Lemming, 
one at a time, as a Blocker over these fire-free sections, and then blow it up, 
allowing the other Lemmings to fall safely to the level below.  Repeat until 
your Lemmings reach the exit.

LEVEL 19:  "Take good care of my Lemmings"  80/70%
Set the second Lemming out as a Blocker on the second hump, and have the 
third (the first to turn around) block to the left of the trap door.  When the 
first Lemming reaches the middle of the last hump, have it build up to the 
exit.  Then turn the rightmost Blocker into a Bomber, and watch the others 
trot off to the egress. Ê

LEVEL 20:  "We are now at LEMCON ONE"  50/50%
Have the first Lemming build stairs to the right, bridging the green ooze 
below. It can then go on and bash through each of the rods, finally building 
a stairway to the exit.  A Blocker must be set while the last set of stairs are 
being built.  Be sure to place the Blocker over the pillar which holds the 
platform up, so that there will be enough terra-firma left when you turn it 
into a Bomber in order to let the Lemmings proceed to safety.  Another 
Blocker must be set at the leftmost edge of the central platform, after the 
Lemmings have been turned around by the other Blocker.       

LEVEL 21:  "You Live and Lem"  80/60%
After crossing the first grassy hill, have the first Lemming become a Digger 
and have it excavate through the thin part of the ground.  Then set two 
Blockers to keep the Lemmings trapped just below that hole.  Leave one 
Lemming out and to the right.  It will be used as the Pathfinder (see tactics).  
Have it bash through the ground to its right, build a bridge over the water, 
and then bash again through the ground to its right.  Have it bash again 
through the big hill, and immediately after through the pesky root.  To avoid 
the trap, simply build stairs over it, sufficiently close so as not to run into the 
ceiling, but sufficiently far that the Lemming is not killed on its way up the 
stairs.  Now blow up the rightmost Blocker, allowing the Lemmings to trek 
en masse to the exit.  

LEVEL 22:  "A Beast of a Level"  80/60%
The solution for this nice looking but not very mind-stimulating level 
consists of bashing through each of the trees, and then building a Zig-Zag 
staircase (see tactics) between the last tree and the grassy slope.  Then use 
another Basher to get through the rock surrounding the Lemmings' home.

LEVEL 23:  "I've lost that Lemming feeling"  80/25%
This is also a simple level.  Turn the Lemmings around with a Blocker 
placed right before the lava pit.  Then bash your way to the exit (the lower 
one is easier to get to) all the way to the left.  The words "EXIT" with 
respective "X"s are just decoration.  You must build a bridge over the chasm 
that is midway to the exit, and set a Blocker accordingly, some distance 
before the beginning of the bridge.  WARNING:  The hidden flame-thrower 
that shoots through the top of the above mentioned chasm, is located directly 
under the leftmost "X" under the word "EXIT."  Don't lead your Basher 
through this "X," unless you would like it barbecued.     

LEVEL 24:  "Konbanwa Lemming san" 30/66%
After all the Lemmings have come out in a big chain, have the last one 
become a Digger right above the middle level, but to the left of one-way 
material below.  Then have it bash through the incline and the one way 
material.  This Lemming will be lost into the green soup, but the others will 
make it to the exit without further assistance.  Since they are so tightly 
bunched together, the stamping trap near the end will not kill enough of them 
to stop you from getting 66%.  If you really want to avoid unnecessary 
carnage, what are you doing playing this game?  But if you want to avoid 
their particular senseless deaths, you can dig as the chain passes above the 
exit, allowing the Lemmings to fall to safety.  

LEVEL 25:  "Lemmings Lemmings everywhere [nor nary a one does think]"  
80/50%
This level looks much harder than it actually is.  The Lemmings will, all by 
themselves, find their way to the top leftmost edge of the web, through which 
they should bash, and continue bashing until they are above the exit.  Then 
have them start digging downward.  Continuous and careful (so as not to 
accidentally put a hole in the right edge of the web) digging will eventually 
lead to the exit.  With a Blocker(the last Lemming to get there) placed at the 
initial entrance to the web there is no way for the Lemmings to die while in 
the web, since they cannot escape to either side.   

LEVEL 26:  "Nightmare on Lem street" 2/100%
This level is easy enough to do with one Lemming:  simply have it build 
bridges over the two chasms.  The trick is to have the other Lemming either 
stall (see tactics) with building pointless stairways, or have the second 
Lemming build exactly over what the first Lemming does.  If either of the 
Lemmings accidentally turns around when building the bridge over the 
second pit, simply have it build a bridge from the edge of the central 
platform into the wall, hence turning it around again.

LEVEL 27:  "Let's be careful out there"  50/50%
Use the first Lemming as a Blocker to turn the rest around, then have the 
second build a bridge over the green lake.  Once that Lemming is to the top 
of pre-made steps, turn it into a Blocker as well.  Then, when one of the 
Lemmings is turned around by the latter Blocker, have it build steps up to 
the top overpass.  Once a Lemming crosses across the top of the screen, 
have it become a Blocker soon after it falls off the right end of the top 
structure.  Then, finally, have one Lemming, turned around by this last 
Blocker, build steps over the pit and to the exit platform.  You can use other 
Blockers to save the few Lemming lives which would otherwise be lost in the 
lake and the pit, but ask yourself, are their lives really worth that much?

LEVEL 28:  "If only they could fly"  80/60%
Turn the first Lemming into an Athlete while it is in the pen structure and 
walking left.  This is, once again, the Pathfinder strategy.  Then it will fall 
safely to the ground below.  The easiest way to get to the exit is by building 
a huge staircase, starting directly below the giant fire breathing chandelier 
and as far to the right as possible.  Invariably, once the staircase is all the 
way to the exit, the Builder will turn around and walk back under the pen 
with all the other Lemmings still in it.  Turn it into a Blocker at the right edge 
of the ground.  If the Builder does not turn around, simply use another 
Athlete created from the pen, only this time have it fall out to the right and 
make it into Blocker immediately before the hellfire to the right.  With  the 
Blocker placed and the stairs made, the Lemmings can now dig their way out 
of the holding pen.

LEVEL 29:  "Worra lorra Lemmings"  80/60%
Use a Blocker first off, just to the right of the trapdoor.  Now use the Basher 
to get through the barricade to the left, then, once the Lemmings start falling 
down, use another Basher through the wood and then through the column.  
The Lemmings can go up the first half of the triangular stairs, but on the way 
down use a Builder to cross the hole in the steps.  While still on the bottom 
half of the broken steps, use another Builder to get the Lemmings up on to 
the side of the pyramid.  Bash through the pyramid, and then use Zig-Zag 
stairs to get out of the pit and up to the exit.         

LEVEL 30:  "Lock up your Lemmings" 60/66%
Have the first Lemming out immediately bash out of the crevice to the left 
and then let it fall to the level below, where it will be similarly stuck.  Now 
have it bash to the right, then fall, and then bash to the left.  Getting the 
Lemmings to bash in specific directions can be difficult, but if you click 
wrong, you can rectify the situation by either quickly changing the Basher to 
a Builder or by, once the Basher is through the blockade, turning it into a 
Blocker.  Then have the next Lemming bash in the proper direction.  

TRICKY LEVELS

LEVEL 1:  "This should be a doodle!" 80/50%
Let the first Lemming by, and make the second one a Blocker, set anywhere 
to the right of the trapdoor.  Have the first Lemming cross over the pit, and 
then turn it into a Basher to go through the phallic mound of dirt.  Blow up 
the original Blocker, and you're done.

LEVEL 2:  "We all fall down [Part II:  The Revenge]"  40/100%
Identical to FUN:13 except now there are more Lemmings.  Same tactic 
works here, too.  

LEVEL 3:  "A ladder would be handy"  80/50%
Turn the first Lemming into a Digger, and have it dig until the Lemmings 
cannot escape from the pit it is making.  Then change the Digger into a 
Miner, heading toward the right of course.  One Lemming will invariably 
escape the pit trap.  Turn it into a Floater.  It will fall to the bridge before the 
others, so have it start to build the second it lands.  These stairs will lead up 
to the exit.  Once the others arrive on the scene, have a Blocker prevent them 
from going into the water.  The original Builder should be fairly high by 
now, so dig a hole in its stairs (Holy Staircase tactic) somewhere near the 
bottom so that Lemmings will not fall onto the other side of the water and 
die.  When the steps are complete, the Builder will go to the exit.  Now use 
another Builder to fix the hole in the bridge, sending the others and 
eventually itself to freedom.     

LEVEL 4:  "Here's one I prepared earlier"  80/20%
The Lemmings will climb over the normal hill by themselves.  Create two 
Climbers to ascend the one way column.  After they are over, set the first one 
as a Blocker.  As the second heads back to the column, have it bash through 
it and blow up the Blocker.  Now turn one of the swarming Lemmings into 
an Athlete, enabling it to climb over the stump.  Now it can build bridges 
across the water via the sandbars.  Use a Basher to get through the 
aforementioned stump, and all the Lemmings are free.  

LEVEL 5:  "Careless clicking costs lives"  80/20%
Let the Lemmings go until the first one reaches the string holding up the 
first ball.  Have it bash through.  It will then be stuck below.  Have it then 
bash through the second ball and the third as well.  Let all the Lemmings 
stay trapped in the tunnels the Basher dug, except for the last one.  Right 
when it is about to fall in, have it build stairs to the second string, and then 
have it bash through.  Have it similarly get through the third and fourth 
strings.  Then, at the end of mesh, have it build a stairway first to the 
diamond, and then to the exit.  Now free the other Lemmings by having one 
of them bash through the fourth ball, allowing them to escape up the steps.  

LEVEL 6:  "Lemmingology"  5/80%
Turn the first Lemming into an Athlete heading to the right:  it will be our 
Pathfinder.  Once on the second platform, have it build a bridge to the third.  
Once it is on the fourth platform have it build stairs to the exit platform.  
Now turn the other four Lemmings into Athletes as well, all heading right.  

LEVEL 7:  "Been there, seen it, done it"  75/73%
Turn the first Lemming out into a Blocker at the right edge of the first 
column, the second into a Builder at the left edge, and the third a Blocker 
slightly to the right of the stairs the second is making.  The Builder is our 
Pathfinder.  Have the Builder build stairs from each column to the next, and 
then have it dig down in the final column.  Have it dig for half the column's 
height, then have it bash (moving toward the left) for 10 pixels or so and 
then have it dig again.  It is important that the height that the Lemmings will 
eventually fall from not be too great, so that they will not die.  When the 
Digger is near the bottom, turn it into a Basher again, heading left.  Once 
through have it build stairs to surmount the water, allowing it to go into the 
exit.  Turn the leftmost Blocker into a Bomber to free the other Lemmings.  

LEVEL 8:  "Lemming sanctuary in sight"  80/60%
When the first Lemming out gets to the edge of the lava turn it into a 
Builder, and have it keep building to get across the pit.  Have the second 
Lemming be a Blocker just behind the stairs.  The Builder becomes the 
Pathfinder, building stairs up to each of the levels.   Note that there are small 
holes at the edges of the levels.  Have the Pathfinder build to cover these 
holes over.  Once the Pathfinder has made it to the exit, have one of the 
trapped Lemming build stairs over the Blocker Lemming.  When all the 
Lemmings are through the exit except for the Blocker, Armageddon or 
"Nuke" the level to finish it.      

LEVEL 9:  "They just keep on coming"  75/93%
Turn the first Lemming into a Blocker just to the right of the Trapdoor.  The 
second (the Pathfinder) should build at the left edge of the metal structure, 
and the third should be a Blocker behind the base of the steps.  Once the 
Builder is done bridging the gap, turn it into a Floater and have it fall off the 
left edge of the metal structure.  Have it bash through the one-way mound 
from left to right (since that is the direction the arrows are moving) and then 
build a stairs to bridge the pit.  Once this is done the Pathfinder continues on 
to the exit.  Now have the left Lemming Blocker blow up, and the first 
Lemming over the bridge should dig a hole through it. If any Lemmings still 
make it over the bridge, quickly turn them into Floaters.  Most of the 
Lemmings will fall to the bridge below, and eventually turn around and go 
through the exit.

LEVEL 10:  "There's a lot of them about"  80/92%
The strategies for both the Trapdoors are identical, but it is recommended 
that you install a Blocker to the right of the right trapdoor, and then deal with 
the left one first.  Have a Basher go through the mound of stone, 
remembering to set a Blocker far behind it so that the Lemmings do not fall 
to a pathetic death in the lava.  Once it is through the stone, have it build 
stairs up to the exit, resting on the brick plateaus. Now free the Lemmings 
and have them go to the exit.  Repeat with the other side. 

LEVEL 11:  "Lemmings in the attic"  50/84%
Once the first Lemming reaches the hole in the floor to the left, have it build 
over it and up to the wall, preventing anyone from falling into the hole.  Now 
build stairs up to land on the right wall at the same horizontal location as the 
pre-made tunnel in the wall.  Since these stairs will become quite high, after 
they are 20 or more steps up, have one of the swarming Lemmings dig a 
hole through it (Holy Staircase).  Once the Builder gets to the right wall, 
have it bash its way through the brick.  Once through the pre-made tunnel 
have it bash again into the room with the exit.  Fix the hole in stairs and see 
the Lemmings waddle to freedom.

LEVEL 12:  "Bitter Lemming"  50/80%
Turn each Lemming that comes out into a Floater.  Quickly start to build 
Zig-Zag stairs in the pit the Lemmings land in, until they don't die on impact 
any more.  Now turn one Lemming in the pit into an Athlete.  Once there, 
have it build stairs off the right most edge of the brick structure.  The 
Lemming will then fall to the exit platform.  Turn each Lemming in the pit 
into an Athlete, and they will all escape this way.

LEVEL 13:  "Lemming Drops"  80/70%
Set the first Lemming to build from the right edge of the initial platform up 
to the metal wall to the right.  The second Lemming should block 
immediately behind the base of these stairs, while the third Lemming should 
block on the left edge of the platform.  Turn the Builder, when it reaches the 
wall, into an Athlete.  After it climbs over the wall and lands below, have it 
build stairs to the right, over to the next platform. ÊAs soon as it is on that 
platform, have it build up to the wooden beam, using the Zig-Zag 
stairs/Spiral Staircase tactic.  At some point during the Zig-Zag stair 
building, it will hopefully be turned around.  When it goes back, heading to 
the left, have it cross first the water gap by building, and then have it build 
back to the original trapdoor platform.  If it never does conveniently turn 
around blow up the rightmost Blocker, and turn two Lemmings into Athletes, 
thus freeing them.  By using the first as a Blocker, the other will be turned 
around and can build the steps up to the starting platform.  Once on the 
beam, have the Pathfinder build from the right edge over to the exit platform.  
Blow up the rightmost Blocker if you have not already done so.  Now dig a 
hole through the first stairs that were built.  The Lemmings should drop to 
the stairs you made with the Pathfinder/Athletes and then proceed to the exit.

LEVEL 14:  "MENACING!!"  80/87%
Menacing looking, perhaps.  This is another well drawn but not too 
challenging level.   Use a Basher to get through the skull, arm, and various 
bones.  Block off the Lemmings at the right and left edge of the tentacles, 
allowing one Pathfinder to build stairs over the pit.  Soon after crossing the 
pit, build more stairs up to the exit platform.  Blow up the right Blocker, and 
you're done.  See?  Wasn't that bad.

LEVEL 15:  "Ozone friendly Lemmings"  10/60%
Identical to the first level, except now you must bomb your way through the 
dirt.  You also must explode each Lemming in roughly the same place.  
Easiest way to do this is to keep the cross-hairs in one place, and then click 
on Lemmings one by one, as long as they're heading in the same direction as 
the first one you clicked. 

LEVEL 16:  "Luvly Jubly"  50/80%
This completely obnoxious level rests entirely on split second timing.  
Carefully use Bombers to go through the initial column, by timing so that 
they explode when practically in the material itself.  Be careful not to blow 
through to the bottom:  don't want the Lemmings to drown, now do we?  Use 
the Basher to go through the stone, and then the Miner to go through the 
wire mesh.

LEVEL 17:  "Diet Lemmingaid"  50/96%
This level relies on timing as its only puzzle feature.  Blow up the first 
Lemming out to get through the floor.  Then set the other Bomber just about 
one third of the way under the big bricks.  

LEVEL 18:  "It's Lemmingentry Watson"  10/90%
Have the first Lemming out start digging near the edge of the third pillar:  we 
want there to be a thin wall between the area the exit is in and the pit.  Make 
the second Lemming the Floater, he'll escape the pit.  Stop the pit when it is 
at the same height as the ground outside by turning the Digger into a 
Builder.  Then blow up one Lemming on the right side of the pit so that all 
the other Lemmings can make it to the exit.    

LEVEL 19:  "Postcard from Lemmingland" 50/100%
Send one Athlete over the short wall, and then, immediately after the pit, use 
the Mine the Other Way tactic to have it mine a diagonal tunnel to the base 
of the pit.  Now have one of other Lemmings bash its way to the pit, and 
then climb to safety.

LEVEL 20:  "One way of digging to freedom"  80/95%
Use the first Lemming out to bash through the pillar, setting a Blocker to the 
left of the trapdoor when needed.  Now turn two Lemmings into Athletes, 
sending them over the top of the one-way column.  Turn the first into a 
Blocker, but be sure to place it above one of the platform's support pillars, 
such that when it is blown up there will not be a gap in the floor.  Now use 
the second Athlete as a Basher to go through the one way pillar.  Blow up 
the second Blocker, and you're done.

LEVEL 21:  "Going their Separate Ways"  20/100%
As the title implies, half the Lemmings need to become Climbers and make 
their way over the obstacles to their right, while the other half must become 
Floaters and make their way to the exit by getting past the obstacles down 
and to their left.  The key is to make the first Lemming into a Floater, and 
have it go down and start building bridges over the pits.  Turn as many of 
the second through eleventh Lemmings into Climbers, just as they come out 
the trapdoor, so that they can go to the exit on the right, not bothering the 
Builder Lemming.  This requires very quick clicking, but it is vital that no 
Lemmings fall into the brick cages to the left.  Now turn the rest of the 
Lemmings into Floaters, and they can now make it safely to the exit.  

LEVEL 22:  "Turn around young Lemmings!"  80/90%
It is entirely possible to blow a hole with two Bombers, such that the 
Lemmings cannot climb out to the right, but they can climb out to the left.  If 
you cannot manage this, however, try blowing two Lemmings (a two 
explosion deep hole) and then using the Basher to dig to the right.  After the 
tunnel is sufficient to not allow the Lemmings to climb out to the right, turn 
it into a Builders to stop it.  Then build your way our of the pit and send the 
Lemmings to the left and eventually to the exit.
 
LEVEL 23:  "From the boundary line"  80/60%
Many Lemming lives are lost in this level, but there is no way to avoid it.  
Send a Basher through the central pillar, dumping the remaining Lemmings, 
greater than 60% of them, into the pit.  Now have one of them climb out to 
the right and use the "Mine the Other Way" tactic to dig a diagonal tunnel to 
the pit and free the other Lemmings.

LEVEL 24:  "Tightrope City"  80/93%
At some spot on the rope, turn the first Lemming in the line into a Builder.  
Let exactly five Lemmings cross over its staircase before you turn it into a 
Blocker.  When Lemmings reach the far left edge of the rope, set a Blocker 
there.  Let four of the non-trapped Lemmings fall off the right edge, and use 
the fifth to build stairs up to the exit.  Use Miners and Bashers to free (not 
kill) the Blocker on the stairs, and then go to the exit.

LEVEL 25:  "Cascade"  80/12%
Lemming carnage as never before.  Set the first Lemming out as a Floater.  
Set the last nine Lemmings out as Floaters as well.  All other Lemmings will 
be sadly, depressingly, slaughtered.  While the other nine are falling or about 
to fall, have the first Lemming build from one pillar to the next.  Have it bash 
through the second pillar, and then build stairs overhanging the exit.  

LEVEL 26:  "I have a cunning plan"  80/100%
Use the stalling method in tactics to keep the Lemmings busy while the first 
Lemming bashes through the pillar.  While stalling, be sure not to turn any 
Lemmings around.

LEVEL 27:  "The Island of the Wicker people"  80/90%
Have the first Lemming out become a Digger, somewhere on the original 
mound but to the right of the trap door.  When it is about half way down, 
turn it into a Miner.  One Lemming may get by the pit, turn it into a Digger 
as well.  Set a Blocker to the left of the initial mound as well.  Send two 
Lemming Climbers over the one-way hill and set the first as a Blocker to the 
right of the metal platform with the exit on it.  Have the other, now turned 
around bash through the hill at its base.  Now, once the Lemmings go 
through the hill and are turned around by the right Blocker, have them build 
stairs to the exit. 

LEVEL 28:  "Lost something?"  80/90%
The exit is hidden in the first (leftmost) mound of floating dirt.  Use a 
Basher to go through the root, a Blocker on the left of the trapdoor to keep 
the Lemmings safe, build up to the leftmost mound, and bash through it to 
find the exit.

LEVEL 29:  "Rainbow Island"    80/98%
Let your Lemmings go until the top hump, before the spinning flame-
thrower.  Then use a Digger to go to the chamber below.  Now use a Basher 
to go to the chamber to the right (under the flame-thrower).  Use a Miner to 
go from that chamber to the one directly below it (the one that has no flame-
thrower).  Now bash to the right into the adjacent chamber, and then to the 
right again, leading to the exit. 

LEVEL 30:  "The Crankshaft"  80/90%
Have the first Lemming out mine through the first pillar.  Then set two 
Athletes to go over the second vertical pillar, and subsequently the third and 
fourth.  Set the first as a Blocker on the horizontal pillar between the fourth 
and the fifth vertical pillars.  The other one should then turn around and 
mine a path through to the horizontal pillar between the third and fourth 
vertical pillars.  Its minding should end level with the top of that horizontal 
pillar.  Have it repeat the step for mining through the second pillar.  Now the 
Lemmings can go through the second pillar.  Have them mine through the 
third pillar, and later the fifth, after you have blown up the Blocker.  

TAXING LEVELS

LEVEL 1:  "If at first you don't succeed..."  80/98%
Use a Basher to get through the first column.  Then on the second, use a 
Miner, carefully timed, to mine through the pillar and out to the other side, 
under the steps.  Now plant a Blocker right at the foot of those stairs and 
blow it up, allowing the Lemmings to swarm up the next set of steps.  Send 
one Athlete over the third pillar, and use it as a Pathfinder to bridge first the 
pit and then the hole in the stairs.  Be sure to start building over the pit at the 
last possible second, so as not to waste Builders.  Once that's done, have one 
of the trapped Lemmings bash through the third pillar, sending the horde to 
freedom.  

LEVEL 2:  "Watch out, there's traps about"  80/80%  
For the first trapdoor (to the left):  have the first Lemming out immediately 
mine as soon as it lands on the ground.  When it hits the steel, have it dig 
down, and then when it's nearly through, have it mine again.  The Lemmings 
can walk/fall down this path without dying.  For the second trapdoor:  have 
the first Lemming mine a hole all the way down to the level below.  For both 
trapdoors, set Blockers to keep the Lemmings from going into the water or 
off the edge.  Now all the Lemmings should be trapped in between the bones 
and the big stone.  Have one Lemming bash through the big stone, and then 
have another climb over the mound of dirt. This Pathfinder should build a 
staircase over the trap, and then up to the exit.  Now free the other Lemmings 
by bashing through the mound of dirt.

LEVEL 3:  "Heaven can wait (we hope!!!!)"  80/100%
The same as Fun: 16 except now, instead of the Blockers, use The Pit and 
the Lemming trapping tactic.

LEVEL 4:  "Lend a helping hand..."  40/75%
First plant a Blocker in the right chamber to prevent the Lemmings from 
going into the trap.  Use a Miner and a Basher to get the Lemmings in the 
right chamber into the left.  Now build a staircase up the narrow passage 
way, noticing that the metal bumps on the walls are actually spikes that are 
activated if a Lemming gets to close to them.  Use the Spiral Staircase 
method to avoid actually running your stairs into the wall.