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- This solution was leeched off the ever-expensive CompuServe by Nightwing.
-
- LEMMINGS
-
- "TAXING" AND "MAYHEM" LEVELS
-
- INTRODUCTION
-
- This is the second half of a walkthru for LEMMINGS, and not a stand-alone
- walkthru for the latter half of the game. You will need to download a copy
- of the first half (which is currently available as LEMM1.WLK in the same
- library as this file) for both the introduction and references to earlier
- levels.
-
- 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.
-