3D Lemmings is a unique puzzle game where you decide the ultimate fate of dozens of foolish, furry-footed rodents. As lemmings tend to walk in a straight line, even if it means certain death, you must assign them such positions as turners, blockers, and diggers as they traverse dangerous levels containing trampolines, springs, and rope slides.
The graphics in 3D Lemmings are colorful and eye pleasing. The lemmings are adorable, even while screaming in terror as they fall into the ocean and drown. And, as the name implies, 3D Lemmings is a truly 3-D game where you can move and view the action on any axis.
The game sound is inconsistent. Although the classical soundtrack playing on some levels is very soothing and adds to the overall atmosphere of the game, the hard-edged music in other stages can be quite nerve-wracking. Fortunately, the sound effects, particularly the voices of the lemmings, are humorous and cute, especially when all the lemmings shout "Armageddon" in their high-pitched, Chipmunkesque voices. Controls can be a bit tricky and confusing in the beginning, but 3D Lemmings provides a practice mode where you can try out all of the moves before jumping into the actual game. In no time, you'll be directing those little critters with great speed and efficiency. Another nice feature of 3D Lemmings is its "Auto Replay." This option will replay your last set of moves until you wish to take control. This is particularly handy for tricky parts of a puzzle that require quick mouse and keyboard combinations.
With addictive gameplay, numerous levels, and cute little rodents, 3D Lemmings is a must-buy for anyone looking for a unique and incredibly fun gaming experience. Many hours of sleep will be lost as you try to conquer just one more level. Now if only I can figure out how to get the lemmings to mow my yard .
3D Lemmings Cheats
CheatEffectPause game play, then type rasputin.When the game is resumed, the pointer will change into cross-hairs. Every lemming selected with the pointer will be counted as if it were saved.
Fun Difficulty PasswordsEnter these passwords to skip ahead to the desired level.PasswordEffectBLIMBINGLevel 2FANAGALOLevel 3DRICKSIELevel 4KURTOSISLevel 5GREGATIMLevel 6WALLAROOLevel 7AVENTAILLevel 8GAZOGENELevel 9JINGBANGLevel 10DIALLAGELevel 11BUNODONTLevel 12NAINSOOKLevel 13YAKIMONALevel 14FUMITORYLevel 15CINGULUMLevel 16BESLAVERLevel 17ANABLEPSLevel 18QUINCUNXLevel 19TARLATANLevel 20
Tricky Difficulty PasswordsEnter these passwords to skip ahead to the desired level.PasswordEffectKAMACITELevel 1GUMMOSISLevel 2PRODNOSELevel 3NGULTRUMLevel 4COTTABUSLevel 5BEDAGGLELevel 6EPICALYXLevel 7HOMALOIDLevel 8LALLYGAGLevel 9BILABIALLevel 10CACOFOGOLevel 11METAVURTLevel 12SLOWBURNLevel 13PELLUCIDLevel 14MAKIMONOLevel 15KHUSKHUSLevel 16DISPLODELevel 17RACAHOUTLevel 18ORGULOUSLevel 19DUNCEDOMLevel 20
Taxing Difficulty PasswordsEnter these passwords to skip ahead to the desired level.PasswordEffectCABOCEERLevel 1GEROPIGALevel 2BONTEBOKLevel 3EMPYREALLevel 4LANGLAUFLevel 5NANNYGAILevel 6SARATOGALevel 7QUINTAINLevel 8MUSQUASHLevel 9ZOMBORUKLevel 10SKILLINGLevel 11WOBEGONELevel 12BINDIEYELevel 13FRAXINUSLevel 14LINDWORMLevel 15CURLICUELevel 16HANEPOORLevel 17IDEMQUODLevel 18BLANDISHLevel 19MALAGASYLevel 20
Mayhem Difficulty PasswordsEnter these passwords to skip ahead to the desired level.PasswordEffectCHORIAMBLevel 1GARGANEYLevel 2KAOLIANGLevel 3MAROCAINLevel 4OBTEMPERLevel 5TASTEVINLevel 6VELLOZIALevel 7BORACHIOLevel 8JACKAROOLevel 9COOLAMONLevel 10BANAUSICLevel 11FABURDENLevel 12RECKLINGLevel 13MIRLITONLevel 14OPAPANAXLevel 15BINBASHILevel 16CAATINGALevel 17PENSTOCKLevel 18SPRINGALLevel 19BABIRUSALevel 20
3D Lemmings Game Walkthrough
Ý LEMMINGS 3D for DOS - FAQ / WALKTHROUGH - VERSION 1.0 - MARTIN BRENTNALL Ý
Ý LATEST REVISION: 2nd APRIL 2002 (02-04-2002) Ý
1 - About this FAQ
1.1 - Revision Information
1.2 - Author Information
1.3 - What You Can do to Help
2 - Information About the Game:
2.1 - Overview of Lemmings 3D
2.2 - The Blocky World of Lemmings 3D
3 - The World:
3.1 - Objects and Hazards
4 - What You Can Do:
4.1 - Lemming Skills
4.2 - Other Useful Features
5 - Level Walkthroughs:
5.1 - Fun Levels
5.2 - Tricky Levels
5.3 - Taxing Levels
5.4 - Mayhem Levels
1.1 - REVISION INFORMATION
1.0 - First Version (02-04-2002).
This file is best viewed with MS-DOS Editor, set to 50 lines and 80 columns,
or Windows Notepad with Terminal font.
1.2 - NOTES FROM AUTHOR AND COPYRIGHT
I am Martin Brentnall and I have written this FAQ after completing Lemmings
3D for my second time and finding that the only FAQ that seemed to be
available on the Internet only went just over half-way into the game. I hope
that you will find this file useful. :)
While this FAQ may be useful for those who own the Playstation version of
lemmings 3D, it was primarily written for use with the DOS version of the
game and there may be slight differences between the two versions.
Feel free to contact me if you have any questions about this game. Please
do not contact me from a Hotmail or MSN e-mail address as your e-mail will
bounce. Thank you.
E-mail - firstname.lastname@example.org
ICQ # - 46564928 (TurricaN)
IRC - TurricaN (Server: irc.happyapathy.com)
Please note that this file is a copyrighted work as of 2002 to Martin
Brentnall. If you wish to use all or part of this file in any other work,
you must contact me and get my permission first.
1.3 - WHAT YOU CAN DO TO HELP
I am somewhat suspicious as to some solutions that I am using to solve some
of the levels throughout this game, as I believe that I may be achieving them
by exploiting bugs in these particular levels. If you can find different
solutions than mine for any of the following levels, please contact me and
let me know. You will be given full credit when the FAQ is updated. :)
Level 57 - "T MINUS FIVE AND COUNTING"
Level 74 - "JELLY BELLY ISLANDS"
Level 80 - "FINAL MAZE"
And also, but to a lesser extent:
Level 41 - "SPAGHETTI JUNCTION"
Level 70 - "THE HANGER"
2.1 - OVERVIEW OF LEMMINGS 3D
Lemmings 3D is a sequel to the famous Lemmings series of games which
originated on the Amiga 500. The original was a 2D game in which you had to
give lemmings skills in order to solve puzzles. In this sequel, all of the
skills from the original are back, plus one more - the turner. The lemmings
in Lemmings 3D can now turn corners and to solve this game, you will need to
think in three dimensoins. I personally consider Lemmings 3D far easier than
the original, but I believe that which you find easier depends on your way
of thinking. Completing this game on the Playstation the first time round
in 1996 took me around six weeks. Now, playing it again on the PC in 2002,
having entirely forgotten 90% of the levels, it took me just four days to
complete. If you want to see a more in-depth analysis on my opinion of this
game and the difference between this and it's prequels, please see my review
2.2 - THE BLOCKY WORLD OF LEMMINGS 3D
Firstly, it is important to understand that the world of Lemmings 3D is made
up entirely from blocks. This is important as various skills will take this
fact into account while they are being used. It is also important as I will
often refer to these blocks in the individual level solutions, by saying, for
example, "build a bridge three blocks from the entrance".
3.1 - OBJECTS AND HAZARDS
This part explains the various objects used throughout Lemmings 3D.
DEFLECTOR BLOCK - This block will be a triangular shaped block and when your
lemmings walk into the angled part of the block, they will
"bounce" through 90 degrees and begin walking in another
direction. It is important to note that deflector blocks
are often disguised as part of the scenery in a level and
can often be used to your advantage.
ONE-WAY-BLOCK - These blocks, from the original Lemmings game, can only
be bashed or mined through in one direction. The arrows
on these blocks will indicate which direction you must bash
or mine throught them. Attempting to bash or mine through
any these blocks any other way will cause the block to act
as an indestructable block.
SPLITTER BLOCK - These normally take the form of some sort of doorway. The
lemmings will walk into one side of the block and then
turn either left or right. The lemmings will take turns
in turning either left or right. The lemmings can walk into
these blocks from any of the four directions.
SLIPPERY BLOCK - While your lemmings are on slippery blocks, you won't be
able to give them any skills other than climbing, floating
and bomber. Lemmings will also move about twice as fast
as normal whilst on slippery blocks.
ROPE SLIDE - When a lemming approaches the rope slide, he will hang on
and slide down a rope to another location. No other
lemmings will be able to use the rope slide whilst another
is using it and therefore will simply walk past it and
SPRING - When a lemming walks onto a spring, he will be catapulted
into the air and he will land on a target pad at another
location in the level. Like with the rope slide, only one
lemming at a time can use the spring and others will ignore
it and walk straight past whilst a lemming is using it.
Using it includes the entire time in which the lemming is
in the air from the spring.
TRAMPOLINE - There are two types of trampoline. A lemming landing on a
red trampoline will bounce higher than his original height,
whilst a lemming landing on a blue trampoline will bounce
lower than his original height. An unlimited number of
lemmings can use a single trampoline simultaneously.
TELEPORTER - A teleporter will warp a lemming to another location in a
level and as with the springs and rope slides, only one
lemming can use the teleporter at once. Teleporters are
also two way allowing lemmings to go back through them.
TRAPS - There are various traps in Lemmings 3D including holes,
spike traps and crushers. These traps will only kill one
lemming at a time allowing others to pass through them.
Some traps such as mud and water will kill not allow any
lemmings to pass over them and will kill all lemmings
that come into contact with them.
This part will explain the skills that can be applied to the lemmings in this
game. These vary slightly from previous Lemmings games.
4.1 - LEMMING SKILLS
BLOCKER - A blocker will prevent all lemmings from walking past him. He
will always stand on the edge of a block. This means that if you
tell a lemming to become a blocker, he will have to walk to the
edge of the block that he is currently on before he will become
one. Any lemming that walks into a blocker will turn around through
180 degrees and walk in the opposite direction.
TURNER - Like blockers, these lemmings will always stand on the edge of a
block. To create a turner, you must first tell click on the lemming
and then an arrow will appear. Point the arrow in the direction
that you want the lemmings to turn, and click again to make the
lemming become a turner. He will become a turner when he reaches
the edge of the block that he is on when you make the second click.
BOMBER - Telling a lemming to become a bomber will make a timer appear above
the lemmings head. This timer will count down from five and when
it reaches zero, the lemming will explode. The explosions will take
with it, the block that the lemming is currently standing on, plus
blocks of wall from the four blocks surrounding the block that he
is standing on. If the ceiling is low enough, he may also destroy
a block above him too. Under a normal walking speed, a bomber will
walk about one and a half blocks before he explodes while the count
down is in action. Some indestructable objects cannot be destroyed
by the bomber.
BUILDER - These lemmings will place six steps, one after another that will
cover three blocks exactly. This allows the lemmings to create
bridges over gaps or reach higher locations. A lemming will only
start building either from the edge of a block, or from the exact
center of a block.
BASHER - The basher will dig a horizontal tunnel beginning at the edge of
the first block that he reaches. If there is nothing to bash at the
edge of the first block he reaches, he won't do anything and you
will have wasted a basher. The basher will continue bashing until
you either give him another skill that requires him to stop or
until he reaches an open space where there is nothing more to
bash or he reaches an idestructable object.
MINER - A miner is similar to a basher, but for each block that he mines,
he move down a single block, creating a tunnel of steps that goes
diagonally down. Lemmings will be able to walk up and down the
tunnel that has been formed. The miner will return to a normal
lemming once he either reaches an open space or an indestructable
DIGGER - A digger will dig a vertical hole through the ground, removing all
blocks below him. After telling a lemming to dig, he will begin
digging once he reaches the center of a block. He will stop digging
when he either falls (Reaches an open space) or hits an
CLIMBER - A climber is able to climb vertical surfaces. The skill of a
climber lasts as long as the lemming is alive. To climb a surface,
the surface must be entirely flat and have no holes in it. A
climber will not attempt to climb an object that has a small gap
FLOATER - A floater can fall any distance without being killed. The skill
of a floater lasts as long as the lemming is alive.
ATHLETE - An athlete is a lemming that has been given both the climbing and
4.2 - OTHER USEFUL FEATURES
HI-LIGHT LEMMING - A highlighted lemming will have an arrow above his head.
Any skills clicked on while a lemming is highlighted will
be given to this highlighted lemming. This is useful when
you have many lemmings walking in two directions and need
to give a skill to one that is walking in a specific
VIRTUAL LEMMING - This will let you see from the eyes of a lemming. The
lemming that you are looking from will also act as a
highlighted lemming, meaning that any skills you click
on will be given to the lemming that you are looking from.
This is useful when you camera cannot reach somewhere that
the lemmings need to go.
RELEASE RATE - This will allow you to control how fast lemmings are
released into the level. The higher the number, the faster
lemmings will be released. The maximum release rate for
all levels is always 99, but the minimum varies between
levels. You can set the release rate from anywhere between
the minimum release rate up to 99. It is important to note
that many levels will require you to increase the release
rate in order to rescue enough lemmings before the time
runs out and this won't be mentioned in the level walk
throughs. Just assume that you can always increase the
release rate when you have finished solving a level unless
time dependant objects such as rope-slides or springs are
used. In this case, it's best to leave it at it's minimum.
FAST FORWARD - You can use the fast forward feature to speed up all
action within the game. This will also speed up the time
too, so don't think that you can use this to avoid running
out of time. Instead, increase the release rate if you
think that you may run out of time.
PAUSE - Pausing the game is very useful as it will allow you to
get a good look at a level before starting it. You can
also pause a level while preparing a camera position to
give a lemming a skill. You cannot actually give a lemming
a skill whilst the game is paused though and you will need
to un-pause the game in-order to give the lemming a skill.
CAMERAS - Four cameras can be placed at different locations through-
out any level, though it's rare that I use any other than
the default one. You can switch to any of the other
cameras at any time.
REPLAYS - If you fail a level, when you restart, your actions will
be fully replayed up until the point either where you
failed or quit, or when you click the mouse. This is very
useful if you make a mistake as you can replay up until
the point before you made the mistake and correct it.
5.1 - FUN LEVELS
Level 01 - "TAKE A DIVE"
The trick in this level is to have the lemmings land on the trampoline from
the correct height so that they will reach the exit. The lemmings will walk
by themselves to the top of the spiral tower using the deflector blocks to
turn the corners. Wait until the first lemming is in line with the wooden
ledge that is second to the top. Turn this lemming into a left turner so that
the lemmings will fall onto the trampoline and reach the exit.
Level 02 - "THAT'S RIGHT"
The lemmings will walk over a large 'V' shaped object. If you let them fall
from the edge, they will fall too far and die. You must have a lemming dig
through the floor when he is above the two platforms below. The sooner you
do this the better as if you allow them to walk too far up the 'V', they will
fall too far when they hit the platform. Once they are on the platform below,
dig another hole, but not directly below the first, to allow them to fall to
the platform below again. They will all then reach the exit.
Level 03 - "THE BEAN MACHINE"
Have a lemming build a bridge just before he reaches the two yellow sweets
that are sticking out of the ground. Wait until one of the lemmings has
walked up this bridge and he will turn a corner on a yellow deflector block,
then hit a wall and start walking in the opposite direction. At this point,
build two bridges, one directly after the other over the yellow deflector
block and as long as the bridges are placed correctly, the lemmings should
reach the exit.
Level 04 - "IT'S A RUN AROUND"
This level has four towers connected in a square by two bridges each (A total
of eight bridges). The lemmings will walk around the topmost square when the
level starts. The trick here is to dig through the bridge after the lemmings
have turned the first corner. The bridge below this bridge is higher than the
three below the other topmost bridges and the lemmings will not die from
the fall here. Next, have the lemmings walk around to the opposite side of
the square on the lower bridges and dig again. Finally, once the lemmings
are on the ground, wait until they are at the opposite side again, and use
a right-turner to make them walk down the center of the square between the
trees and into the exit.
Level 05 - "BOUNCE BOUNCE"
This level requires that make the lemming use the correct trampolines so that
they reach the platforms safely. In both cases, you must use the highest
ramp. Firstly, use a left-turner before the first trampoline and a right
turner just before they walk into the yellow mud. They will now walk up the
ramp and bounce to the platform. Once they reach the platform, use a left-
turner. Just before the lemmings reach the next ramp, use another left-turner
and then a right-turner just before they reach the yellow mud. They will
walk up the highest ramp of the second set. They will reach the platform
safely and you need to use a left turner as soon as they reach the platform.
A final right turner before they reach the yellow mud will direct them to
Level 06 - "IT'S A BLAST"
The trick in this level is to time the bombers correctly so they explode in
the correct places. You will need to use bombers about one and a half blocks
before the location you want them to explode in. Firstly, use a bomber to
blow up the first wooden crate. The lemmings will turn right on a deflector
block. After they walk up the stone ramp, use another bomber so that it
explodes just before reaching the steps so that the lemmings fall onto the
platform below. They will then turn left and walk up another ramp. Use
another bomber so that he explodes as he is standing on the very top flat
part of the ramp. The lemmings will fall, turn left and walk up another ramp.
For the final part, have a bomber explode on the block directly above the
wooden deflector block. This will lead the remaining lemmings to the exit.
Level 07 - "CANDYLAND CLIMBER"
Have a single lemming climb the first wall with the arrows on it. Turn him
into a bomber as he is climbing so that he explodes above the arrows.
Have a second lemming climb the same wall and he will walk through the hold
created by the explosion of the first. He will hit a chocolate wall and walk
in the opposite direction towards the wall with arrows on it. Turn him into
a basher to let the rest of the lemmings on the opposite side through. This
will lead all lemmings to the exit.
Level 08 - "LEMMINGS INSIDE"
The exit for this level is quite well hidden. The lemmings will begin walking
towards the mouse. When a lemming is in-line with the shaded part of the
computer at the front, turn him into a left-turner. The following lemming
must build a bridge as soon as he turns left. Have them walk to the opposite
end of the computer and just before they fall off, have another left-turner.
Do the same thing again as they walk to the back of the computer. They should
now be walking behind the monitor. Look behind the monitor and you should
see the exit. You need to create another left-turner to direct the lemmings
into the exit, just before they walk onto the holes in the computer.
Level 09 - "A SHORT CUT THROUGH THE FOREST"
As soon as the first lemming lands from the entrance, make him a builder. He
will build over the tree directly in front of him. From here, you will need
several turners. Use a left-turner just before the lemming reaches the tree,
then a right turner on the following block. Use another left turner just
before they walk off the edge of the path. The next part, allow them to walk
onto the grass, but as soon as one does, make him a left turner. They will
walk back onto the path and when they are in-line with the exit, make a
Level 10 - "CASTLE LEMMALOT"
Your lemmings will start in the middle of the castle walls in a small
structure with a red roof. Just before the first lemming hits the bottom of
the ramp when exiting this structure, make him build two bridges, one after
the other. As long as you build in the correct place, the steps should reach
the top of the wall of the castle. Once the lemmings walk onto the wall, make
one into a left-turner so that they walk along the wall. Once they are on the
opposite side from where they began on the wall, wait until one is in line
with the exit and make him into a right turner. The lemmings will fall from
the wall and walk to the exit.
Level 11 - "IT'S A CLASSIC"
This level is quite simple. Make a left-turner just before the lemmings
fall from the green and white platform. Allow them to fall onto the pink
and white platform, then make a blocker. They will them fall onto the red
and yellow platform. Once they are on this platform, create another blocker.
Do the same thing again when they fall onto the orange and blue platform.
Next, just before the lemmings fall of the corner of the orange and blue
platform, create a right-turner. When they fall onto the yellow and blue
platform, create another blocker. Another left-turner on the green and white
platform, and finally a right-turner on the red and yellow ground to direct
them towards the exit.
Level 12 - "ALPINE ASSAULT COURSE"
The trick here is to time the bombers correctly to explode on the red
crosses. Firstly, the lemmings will slide down a hill and up a ramp. They
will jump across to another icy platform. Set a bomber just as the lemming
reaches the bottom of the hill after the jump. Exploding the red cross will
reveal a grassy area underneath. Use a right-turner on this area to direct
the lemmings along the next part of this level. The lemmings will then make
two more right turns and go up a ramp. Set another bomber just before he is
half-way up this ramp. The lemmings will fall through and turn right. Set
another bomber about a block after the lemming turns right. This should make
a hole in the next ramp. After they go through this hole, they will go
up another ramp. Set another bomber as they reach about half way up this
ramp. This will take out the second right-deflector block allowing them to
hit a grey block and turn around. Do not explode this gray block, instead,
allow them to turn and return in the opposite direction back down the ramp
and through the hole in the ramp before that. They will them turn left, then
right on two deflector blocks. Make a final bomber as the lemming hits the
right deflector block. This should take out the large gray block and let the
lemmings reach the exit.
Level 13 - "TOWER OF STONE"
The lemmings will begin walking along the grass at the bottom of the tower.
Once they are in-line with the lowest ramp, create a left-turner. They will
walk up the ramp. Create another left-turner just before he falls off the
stone. Keep repeating this until you repeat this five more times. You will
then reach a missing section. Build a bridge to get across the gap and repeat
the part with the left turners mentioned earlier twice more. Bridge another
gap using a builder and repeat with left turners four more times. The final
left-turner should direct the lemmings through the top of the tower and along
a very high wooden platform. You will then need to make twenty of the
lemmings into floaters before they walk off the platform so that they won't
be killed from the fall. These twenty will land safely and reach the exit.
The remaining will be killed from falling too far, but the twenty will be
enough to complete the level.
Level 14 - "SLIPPERY MAZE"
This level is essentially flat, but you cannot use turners on the icy
surfaces. You must use turners on the grass blocks. Have the first lemming
walk onto the ice. When he reaches the first grass block after sliding on the
ice, make him into a left-turner. After the next lemming turns left and
slides along the ice and onto the next grass block, make him into a right-
turner. After turning right and sliding across more ice onto a grass block,
make another right-turner, repeat this three more times. On the next grass
block, allow them to walk straight on, but use another right turner on the
following grass block. Finally, use a left-turner on the grass block that
is in-line with the exit.
Level 15 - "THE M-A-Z-E"
The lemmings will begin inside, but close to the edge of a large stone maze.
There are four exits to the maze, which you will see are actually teleporters
if you look at them at the correct angle. Each teleporter leads to the
opposite side of the maze. Allow the lemmings to walk in-line with the first
teleporter and make a left-turner towards this teleporter. They will appear
at the opposite side of the maze. Now use a right-turner just before they hit
a wall after re-entering the maze. Now, wait until they reach the block just
BEFORE the next junction and make a left-turner so that they hit the wall
use a basher just before they hit this wall. They will now walk towards the
archway that leads to the exit. Make a left-turner to direct them through the
archway and into the exit.
Level 16 - "DOWN THE MIDDLE WE GO!"
The lemmings will start at the top of the tower that is furthest away from
the exit. Allow a lemming to walk until he reaches the edge of the ledge.
Just before he falls, build a bridge that will allow them to reach the next
tower. Make a left-turner before the lemming hits the wall at the top of this
tower. Now, increase the release rate of the lemmings to 99. Make two right
turners to allow the lemmings to reach the other side of the second tower.
Make another right-turner to direct the lemmings into this tower. On the
floor inside this tower is a red cross. Now, make a lemming dig on this red
cross. All of the lemmings should now reach the exit.
Level 17 - "HOLE IN TEN"
This level requires you to rescue all ten lemmings. The lemmings will begin
by walking on a spring. They will land on the top of a large wooden
structure. Next, they will slide along some ice. After the first lemming has
slid along the ice, make him into a blocker and a floater. The remaining
lemmings will turn around and walk back along the ice. They will then turn
left, walk down a ramp, turn left twice, walk up another ramp and they will
then be close to where the first blocker was. Bash through the wood on which
the first blocker is standing. All lemmings other than the blocker will then
reach the exit. The blocker will begin walking again once the platform he was
standing on has been bashed through. He will fall off the wooden structure
and should land safely as a floater. He will hit a block and turn around,
then turn left under the wooden structure. Turn him into a basher as just as
he reaches the ramp, so that he bashes through the ramp and takes the route
that the other lemmings took to the exit.
Level 18 - "CORKSCREW DIGGER"
As soon as the first lemming falls from the entrance, make him into a miner.
Once he as mined all the way to the edge of the block, make him into a right
turner. After the next lemming turns right, make him into a miner and repeat
this process until your lemmings fall onto the grass square at the bottom.
From here, use right-turners to direct the lemmings around the grass square
and into the exit. You can afford to lose quite a few lemmings during this
level, so don't worry if some turn around while the miner is working.
Level 19 - "ATTACK OF THE FIFTY FT LEMMINGS"
The lemmings will walk out of the green blocks in front of the first cameras
default position. Just before the first lemming falls off the green block,
make him into a left-turner. The lemmings will turn left, then turn right
from the deflector block and fall onto some blue blocks below. Allow the next
lemming to walk onto the second blue block after falling and make him into
a digger. He'll dig and fall into a passage below, which you can see if you
view from the correct angle. The lemmings will walk out of a passage below
the lemmings arm on the same side as they entered. As soon as the lemming
walks out of the passage, and falls onto the ledge, make him into a left-
turner. Use two more left-turners to direct the lemmings around the ledge and
onto the opposite side of the large lemming. There you will see a block in
the wall with four arrows on it. Once the lemmings are in line with this
block, use a left turner to direct them towards it and use a basher to bash
through it. The lemmings will re-emerge from a passage below on the same
side. Use a right-turner once the lemming exits the passage to direct them
along the ledge. There will be another block with arrows on it. Use another
right-turner once the lemmings are in-line with this block and bash through
it. The lemmings will fall out of the opposite side of the large lemming,
once they fall out, use a right-turner to direct the lemmings along the red
ground and another right-turner once they are past the foot of the lemming.
Finally, use another right-turner once the lemmings are in-line with the
exit. A blue ramp block will be just below the exit, which is between the
feet of the lemming.
Level 20 - "ALILEMM'S"
This is the first indoor level you will encounter. The lemmings will walk
along the corridor. When they reach the junction, just before the ramp of the
wall, make a right-turner. Make a left-turner at the corner of the next
corridor and make another right-turner just before they walk into the green
mud. Make a builder just as the lemming turns right, before falling into the
green mud. The lemmings will land on a platform above the green mud. Allow
them to walk to the edge, but create a right-turner just before they fall
off. They should now walk to the exit.
And that concludes the FUN levels. You'll see a nice FMV animation, and you
should now be ready to advance to the TRICKY levels.
5.2 - TRICKY LEVELS
Level 21 - "JELLY CLIMBER"
For this level, only climbers will be able to reach the exit. As the lemmings
are released, you will need to make them into climbers until you run out of
climbers, but at the same time, you will need to be solving the rest of the
level. As the first climber walks up the wafer ramp, make him into a left-
turner. Any following lemmings will not walk into the exit, but instead climb
over the deflector block and walk into the teleporter on the other side. They
will re-appear in view on camera-two, to the left. After they walk up the
second wafer ramp, use a right-turner to direct them to climb up the black
and white block to reach the exit. You will need at least six climbers to
reach this exit.
Level 22 - "WHICH EXIT ?"
As soon as the first lemming falls from the entrance, make him into a
blocker. The following lemmings will walk in the opposite direction and hit
a deflector block and turn right. They will walk off a ledge. After the first
lemming hits the ground after falling from the ledge, make him into a blocker
and the remaining lemmings will reach the exit.
Level 23 - "THIS IS THE ARMY"
Make the first lemming into an athlete (Climber & Floater) and wait until he
hits the wall on the wooden bridge and turns in the opposite direction. Now,
have him mine through the bridge and bash through the one-way-wall to allow
the other lemmings to get through. The lemmings will hit two right deflector
blocks and begin walking towards a large grassy structure. Have the first
lemming build three bridges, one after another, about two blocks after
hitting the second deflector. If this is done correctly, the lemmings should
reach the grassy wall on the bridge. Now, have a lemming mine through the
grassy block at the top of the bridge to reach the exit.
Level 24 - "FORE"
The lemmings will begin by walking onto a spring board, and will land on a
wooden structure in the distance. As soon as a lemming lands, make him into
a left-turner. Once the next lemming is about to hit the wooden wall, make
him into a miner to mine through it. Next, make a left-turner on the block
BEFORE you are lined up with the hole on the next island. Use a builder to
make a bridge across the water and the lemmings should walk along side the
hole on the next island. When they are directly at the side of the hole, use
a right-turner to direct them into this hole and they will emerge from the
middle entrance on the other side of the island. Finally, have another
lemming build a bridge over the water to reach the exit.
Level 25 - "BREAKOUT"
The lemmings appear to be walking diagonally in this level, but in fact, the
entire level was created at a 45 degree angle. Firstly, wait until the
lemmings are about to hit the first blue deflector block and use a bomber to
make him blow a whole through it. A single bomber should be able to get all
the way through. Allow the lemmings to hit the pink deflector block and they
will walk into a splitter block. The lemmings will turn both left and right,
but eventually walk back into the splitter block. Some will go the opposite
way to which they went in and some will go back along the path towards the
entrance. For those now walking towards the exit, you should use a bomber
to blow up the red block just before they hit it. Use a left-turner when the
lemmings are in-line with the exit. You will need to make any lemmings that
walked towards the entrance turn around again. To do this, as soon as they
hit the deflector block that makes up the bat, make him a right-turner. If
you do this soon enough, they should walk towards the splitter block again,
and eventually reach the exit.
Level 26 - "LEMMHANGER"
The lemmings will start on the top of a plane. As soon as the first lemming
enters, make him into a builder. Just as he runs out of blocks, make him into
a right-turner so that he is standing at the top of the bridge that he built.
The lemmings should now be directed down the middle, towards the front of the
plane. Once a lemming is in-line, above the corridor that leads inside the
plane, make him into a left-turner. Once the next lemming falls onto the wing
of the plane, make him a blocker so that the others walk inside the plane.
Next, make a right-turner to direct the lemmings down the middle corridor of
the plane and they will slide down a rope to another plane. As soon as a
lemming reaches the bottom of this rope slide, make him into a left-turner.
Make the next lemming build a bridge as soon as he turns left so that the
lemmings land on the flat top of the red plane. As soon as a lemming falls
onto the flat red area, make him a right-turner. Make a basher just before
he reaches the white ramp. Once he has finished bashing, he will fall onto
a ledge behind the plane, make him a blocker and the rest will walk into the
exit, which is in the back of the plane.
Level 27 - "FOLLOW THE YELLOW BRICK ROAD"
This is the first level that requires you to use the "virtual lemming"
feature of the game. This level will require you to be doing many things
simultaneously. Firstly, you will need to create a blocker to prevent the
lemmings from falling into the water while a bridge is being built. Secondly
you will need to build a very large bridge that begins between the two trees
near the entrance. You will see a yellow block on top of the huge layer-
coloured block. You will also need to have a climber climb the huge block
and begin digging on this yellow block. It's important to make sure that you
are using virtual lemming with this lemming that is digging as when he
reachs the bottom, he will stop and you must begin bashing. Once you have
finished bashing, dig again on the yellow block. As soon as you have finished
digging, become a right-turner. Finish building the bridge and the remaining
lemmings can go down the hole that has been dug. Have a lemming bash through
the wall to the right of the right-turner that you created earlier. You will
need to use virtual lemming to do this. As soon as he finishes bashing the
yellow blocks, make him a right-turner. Have the next lemming bash the yellow
block to the right of this right-turner and then dig through the floor. As
soon as he finishes digging, make him into a basher, and when he's bashed the
yellow block away, make him a left-turner. Use another basher to bash through
the yellow block to the left of the left-turner and when he finishes, make
him into a left-turner. Repeat this bash and turn twice more, firstly using
a left-turner and the second time using a right-turner. All of the lemmings
will now reach the exit.
Level 28 - "ALL AROUND THE WATCHTOWER"
This level consists of a splitter block that will make your lemmings walk in
four direction. The exit to this level is opposite to the entrance. Walking
any of the other three directions other than towards the exit will result
in your lemmings either falling into the water or getting stuck. Firstly,
the first lemming that turns left will walk towards a ramp, make him into a
bomber so that he blows up part of the ramp causing the other lemmings to
turn and walk back. The first lemming that turned right at the splitter block
will also walk towards a ramp, make him into a digger as he steps onto the
ramp. This will cause the lemmings to turn around. Now, all the lemmings will
walk back into the splitter block and either walk towards the exit or back
towards the entrance. For the first lemming that walks towards the entrance,
make him into a blocker after he has walked past the entrance. For the first
lemming that walks towards the exit, make him into a basher so that he bashes
through the wall and reaches the exit.
Level 29 - "LAND AHOY"
The lemmings will begin on a small island and will walk onto a spring that
will cause them to land on a large ship. Allow them to fall inside the ship
into the room full of crates. Use a left-turner just before the first lemming
hits the crate and then a right-turner to direct the lemmings between the
two crates. Use another left-turner before the next lemming hits the wall and
do the same again with a right-turner and then again with another right-
turner. The lemmings will appear out from a passage on the other side of the
ship. Bash through the first crate and they will walk up a slanted second
crate. Use a left-turner on the fourth crate and once a lemming is about to
hit the higher crates, have him bash through them. Once he is finished
bashing, he will land on a white ledge, have him build a bridge from the
edge of this ledge to reach the exit.
Level 30 - "TOOTEN LEMMING"
Once the lemming as walked off the first block, have him dig through the
second. The lemmings will turn inside the pyramid and walk out the front.
Use a right-turner to direct the lemmings along the path, then use a left-
turner on the block after walking between the two columns. Use a right-turner
on the block before the trap to direct the lemmings inside the second
pyramid. Use the virtual lemming feature on the first lemming that enters
this pyramid, as your camera won't be able to enter. You will turn a right
corner and once you are about to hit a wall, bash through it. You will then
be outside again. Turn this lemming into a left-turner just before he falls
into the water. Have the next lemming build a bridge over the water. When
a lemming is in-line with the exit, make him a right-turner. Use two-bridges,
one after the other as soon as the lemming turns towards the exit to reach
the exit at the top of the third pyramid.
Level 31 - "A HEAD ABOVE THE REST!"
The lemmings will begin walking around the bottom of the large head. Have
three left-turners direct them around this ledge until they reach a passage
with a ramp going up inside it. Use another left-turner to direct the
lemmings up this passage. They will re-emerge on the opposite side of the
head, about five blocks higher from when they entered. Use a right-turner as
they walk out the passage and another right-turner to direct them into
another passage. They will turn left in the passage and re-emerge on the
brown blocks. Use a right-turner just before a lemming falls from the brown
blocks and have the next lemming bash through the brown block he is about to
hit. Now, have another right-turner to direct the lemmings into a passage
with a blue ramp going up. They will turn-left in this passage and re-emerge
on around the corner from where they entered, a little higher up. Have the
first one that walks down the green ramp become a right-turner, and have the
following lemming build a bridge as soon as he turns right. As soon as this
builder runs out of blocks, make him into a right-turner. If this is done
okay, the following lemmings should hit a green deflector block. Create
another right-turner on the block after this deflector block and they will
walk down a ramp and hit a metal deflector block. Another right-turner after
this block will cause them to hit a green block. Bash through this green
block. After the lemming has bashed through this block, make him a right-
turner to direct the others towards another metal deflector block. The
following lemmings will walk up a ramp. Have the next lemming become a
right-turner on the block at the top of the ramp and have another right-
turner following the green-deflector block. They will now walk along a green
ledge and up another ramp, have another right-turner on the block at the top
of this ramp, followed by a left-turner on the block after this. They will
walk along another ledge and up another ramp to reach the top of the level.
On this block, have a left-turner and once they are in-line with the exit,
use a left-turner to direct the remaining lemmings into the exit.
Level 32 - "DOT TO DOT"
Probably the most tedious level in this game. Allow the first lemming to walk
off the edge of the first platform and fall to a platform below. Make him
into a right-turner on this platform. Have the next lemming build a two
bridges from here to the platform marked with a number one. Turn left on this
platform and build two bridges to platform two. Left-turn here and allow them
to fall to a platform below. Build two bridges from the edge of this platform
to reach platform three. Right turn on platform three and allow them to fall
to the platform below. Build two bridges from here to reach platform four.
Allow the lemmings to walk straight off platform four and fall to the
platform below. Make a right-turner here and build towards platform five.
Left-turn on platform five and allow them to fall again to another platform,
then build two bridges to platform six. Left-turn on platform six, let them
fall, left-turn again, allow them to fall again, right-turn, let them fall,
right-turn again, let them fall and then left-turn. They should have fallen
down several platforms. Build two bridges from the lowest platform that they
fall to towards platform seven. Build two more bridges straight ahead from
the edge of platform seven to reach platform eight. Left-turn on platform
eight and allow them to fall. Left-turn again on the platform they fall to
and they will fall a shorter distance to another platform. Right-turn here
and have the next lemming build to platform nine. Allow them to walk straight
off platform nine and fall to another platform. Build two bridges from this
platform to reach platform ten. Right-turn here, allow them to fall, right-
turn again, they will fall again, right-turn again, they fall again, let them
walk straight on, they will fall again, right-turn here, let them fall and
finally, right-turn once more to direct them towards platform eleven. Build
two bridges to platform eleven and left-turn here. Build two more bridges
from here to reach platform twelve. Left-turn again here. Build two more
bridges to reach an un-marked platform. Allow them to fall to a lower
and build two more bridges to reach the exit.
Level 33 - "SHADOW MAZE"
When the first lemming reaches the first ledge junction, have him become a
left-turner. Have the next lemming become a right-turner just before he falls
from the ledge. Do this again with the next left-turner. Now, allow the
lemmings to fall from the ledge to the ledge below, but make him a right-
turner on the block that he lands on. Make another right-turner on this same
block so that the lemmings turn a full 180 degrees. Make another right-turner
on the next block they walk on to and then allow them to fall to the bottom
ledge. Make a left-turner on the block that they land on, and another left-
turner on the same block causing them to turn 180 degrees again. Make a left-
turner as they reach the next ledge junction and they will walk in-line with
the exit. Use a final left-turner to direct the lemmings into the exit.
Level 34 - "OH NO! MORE PYRAMIDS!"
The lemmings will walk into the first pyramid and through a passage in the
center. Once they emerge on the opposite side of the pyramid, make one into
a right-turner and the following lemmings will hit a block. Have the first of
these bash through this block. Use another right-turner to direct the lemmings
around the ledge of the pyramid. They will hit a right-deflector block and
walk in line with a ramp leading up the pyramid. Use another right-turner to
direct the lemmings up this ramp and then a left-turner to direct them up
another ramp to a higher ledge. Allow them to fall from the other side of
this ledge and use a right-turner to direct the lemmings across a bridge to
the next pyramid. There are three golden deflector blocks on this pyramid.
Do not allow the lemmings to hit any of these, instead, build a bridge over
the first one so that the lemmings fall onto the ledge below. Use a left-
turner here to direct the lemmings across another bridge. They will hit
a left-deflector block and be approaching a wall. Mine through this wall to
allow the lemmings to reach the exit.
Level 35 - "CHOCOLATE DROP"
Allow the lemmings to walk along the white platform. As soon as the first
reaches the second brown piece of chocolate, make him a right-turner. Allow
the following lemmings to fall onto the wafer below. Make the first of these
into a blocker so that the others turn around and fall onto the chocolate.
Make a left-turner just before falling from this chocolate. Build a bridge
from the edge of this chocolate to reach another piece of chocolate and have
a lemming dig through the last block that he reaches before falling. They
will then fall to a small piece of chocolate and finally, the lowest piece of
chocolate. Make a left-turner as a lemming falls to the lowest piece.
Finally, use another left-turner to direct the lemmings towards the exit.
Level 36 - "LEMLAB"
The lemmings will begin walking through a room. Make the first into a left-
turner to direct the others down a corridor and so that they don't hit the
two crates on either side. Have the next lemming begin building a bridge
just before he walks off the shadow on the floor to build on the white
platform. They will fall off the other end. As soon as one falls, make him a
left-turner. Make the next lemming bash through a crate and they will hit
two deflector blocks and begin walking back down the other side of the
corridor. Bash through another crate and use a left-turner towards the end of
the corridor to make the lemmings walk through a narrow passage and reach the
Level 37 - "GARDEN MAZE"
As the first lemming enters, make him a left-turner. Make a right-turner as
the next lemming walks in line with the higher corner of the inner wall that
is surrounding the house so that the lemmings walk towards this wall. Make
the next lemming into a climber so that he climbs onto the high piece of the
wall. Make him dig on this piece and make him a bomber just as he starts
digging the second piece of the wall. When he explodes, a step should be
formed to allow the others to walk onto the wall. Make a right-turner just
before they reach the next higher corner so that they fall inside the inner
wall. Finally, make a right-turner to direct the lemmings into the house.
Level 38 - "PLAY TIME"
Have the first lemming bash through the grey blocks and just as he hits the
second yellow deflector block, increase the release rate to 99. Make the
first two lemmings into climbers and have the third bash through the first
blue platform that he hits. Allow the first climber to climb over this and
then over a second blue block, but have the second climber bash through the
second blue block after climbing over the first. The first climber will now
climb up a tree shaped structure. When he reach the top, make him into a
digger to allow the rest of the lemmings through to the exit.
Level 39 - "STILT WALKER"
The lemmings will walk to the top of a set of wooden steps. Make the first of
these become a left-turner on the top step. Make the following lemmings will
fall onto a green and white platform, then walk up a ramp. Make the lemming
build a bridge across the gap at the top of the ramp. The lemmings will fall
onto the opposite side of the gap onto another green and white platform. Now,
make a right-turner just before they fall off this platform (Not in-line with
the red and white deflector block). Next, build a bridge from the edge of
this platform to reach another platform of the same colour. Use another
right-turner here before they fall off the edge and finally, a left-turner to
direct the lemmings into the exit on the wooden platform.
Level 40 - "KING CODER'S TOMB"
This level is a huge pyramid and you must make the lemmings reach the top.
Firstly, they will walk onto the pyramid up a ramp, turn left and begin
walking around the lowest ledge of the pyramid. After they hit the first
right-deflector block, have a right-turner direct the lemmings through a
long passage inside the pyramid. Once they are out the other side, have
another right-turner direct them along the ledge of the pyramid again. They
will now walk up a ramp to the next ledge of the pyramid. Allow them to walk
hit two deflector blocks and you will need to build a bridge over the
entrance of the passage that they walked through earlier.They will now move
up two more ledges of the pyramid and hit another deflector block. After they
hit this deflector block, have the lemmings dig through the ground to fall
onto a ledge below. They will now walk to the opposite side of the pyramid
and move up another ramp to the ledge above. They will then walk directly
inside the pyramid, turn right and re-emerge on the right side from where
they entered. Have a right-turner direct them along the ledge as they exit
the passage-way and they will walk up another ramp and hit a deflector block.
Have another right turner direct them along this ledge towards the ramp
leading to the exit. Finally, have a left-turner direct the lemmings into the
Well, that's it. You've completed the TRICKY levels! You'll see a pyramid FMV
animation and then you should be ready to move onto the TAXING levels!
5.3 - TAXING LEVELS
Level 41 - "SPAGHETTI JUNCTION"
Have the first lemming that enters become a right-turner on the first block
that he lands on. Have the next lemming become a right-turner on the same
block so that the lemmings are walking in the opposite direction to what they
normally would be. They will fall onto a slanted platform. Have the first
lemming that falls onto the slanted platform become a left-turner to direct
the others up the ramp. Just before the next lemming hits a tree at the top
of this ramp, make him into a left-turner. The lemmings will now walk down
two slopes, the second one being steeper. Make a left-turner at the bottom
of the second slope to direct the lemmings into the teleporter. They will
appear on the platform directly above this teleporter. Use a left-turner on
this platform to direct the lemmings into another teleporter, which will then
lead them to the exit.
Level 42 - "PICKY PLATFORM"
There are two entrances to this level; the one that your first camera is
facing and one on the opposite side of the level. For both, you will need to
create blockers to prevent the lemmings from falling into the water. Once
this has been done, go to the second entrance (The one that camera one was
not facing by default) and make a climber. Just as this climber is reaching
the top of the second blue and yellow block, make him into a bomber. If the
timing is done correctly, he should blow away the green and white platform
above him. Now, have another climber climb the same wall and make this one
into an athlete. Make him dig through the top of the blue and yellow bridge
so that he floats onto the red and yellow ground below. Now, have him bash
through the one way wall to let the lemmings from the first entrance through.
Have one of these bash through the one-way-wall to allow the remaining
lemmings from the second entrance through. Finally, use a left-turner when
the lemmings are in-line with the exit and walking towards the first entrance
to direct them into the exit.
Level 43 - "LET THE RACE BEGIN"
This level has four entrances, but none of the lemmings from any of them need
to co-operate with any from the others and you must to exactly the same thing
with all four sets of lemmings. Firstly, bomb through the first wooden block
with all four sets. Build a bridge with all four sets over the two wooden
blocks that are close together and finally, bash through the final four
wooden blocks allowing the four sets of lemmings to reach the four exits.
Level 44 - "POLES APART"
This level has a center platform with four platforms around it. The gray
platform has the exit on it and the remaining platforms have entrances on
them making a total of three entrances. Firstly, make one lemming from one of
the entrances (It doesn't matter which) into an athlete. Make sure he is
walking towards the red block when you do this. When he reaches the edge of
the white platform, make him into a builder. He should now fall onto the
center island and walk into a splitter block. You will need to build four
bridges in each direction towards the four platforms including the exit. Once
these bridges have been built, it will be safe to allow the remaining
lemmings from the three platforms bash through the red blocks and walk into
the splitter block. Finally, bash through the red block on the exit platform
to allow them to reach the exit.
Level 45 - "3D - A LEMMING ODDESSY"
The lemmings will begin by walking into a splitter block. For the first that
turns left, use a right-turner to direct the others up a long ramp. You can
leave these for now. For the first lemming that turns right at the splitter
block, make him into a left-turner to direct the others into another splitter
block. You will need to make the first lemming that turns right here into
a left-turner to direct the others up the ramp. You can also leave these for
now. The first lemming that turns left at the second splitter block will need
to be made into a right-turner to direct the following lemmings towards the
green mud. Just before reaching the green mud, have the lemmings build two
bridges to reach the exit on the ledge above. The lemmings that you left
first will now need to be directed to land on the bridge. Use a right-turner
at the top of the long ramp and they will walk towards the edge of a ledge in
the exit room. Before they fall, use a right-turner to direct them along this
ledge. Use a left-turner so that they turn the corner on the ledge and
finally, another left-turner when they are directly above the bridge that was
built earlier. They will fall onto the bridge and reach the exit. For the
second set of lemmings that you left earlier, use a left-turner at the top
of the ramp to direct them into the exit room and use another left-turner to
prevent them from falling off the ledge. Use a right-turner to direct them
around the corner of the ledge and they should now reach the exit.
Level 46 - "RICOCHET"
This level is quite difficult as no lemmings must be lost un-necessarily. The
lemmings will begin by walking along the grass. Have the first lemming become
a left-turner so that the lemmings hit the second possible red deflector
block. The lemmings will hit a few deflector blocks and cross a bridge. They
will walk onto a spring that will catapult them onto the grass that is held
up by the yellow structure. Make the first lemming that lands here into a
left-turner and make the second and third lemmings into athletes. These two
will climb the metal block and float to the grass below. Make the first of
these into a blocker just before he reaches the exit hole (Don't make him a
blocker on the bridge). The second one will turn around when he hits this
blocker and walk back along the bridge. Make him into a builder when he is
just over three blocks away from the yellow structure. When he has finished
building, allow him to climb the yellow structure, fall back down and walk
towards the blocker. Make the blocker into a bomber to remove him. For the
lemmings that are on the high grass platform, make one into a digger directly
above the bridge to allow the lemmings to fall safely onto the bridge.
Finally, some lemmings won't have been catapulted by the spring and will be
walking back towards the entrance. Make the first of these into a blocker so
that the others will return to the spring.
Level 47 - "IF THE TIMING IS RIGHT!"
There are for entrances to this level but only one of them is really
important. Watch as the lemmings walk out of the first tower and build a
bridge to reach the second tower. Use a left-turner, followed by two right-
turners to direct them around the top of this tower. Use another right-turner
to direct the lemmings inside this tower. Now increase the release rate to
99. Once the lemmings are all walking in and out the top of the second tower,
make one of them a digger inside the tower. You will now need to time bashers
from the other three entrances to bash through the walls of the tower to meet
the diggers hole in the middle, but also not too late so as they fall too
far. You can do this by watching through the towers windows to see how far
down the digger has got. If your bashers are too early, the digger will stop,
but if they are too late, the lemmings will fall to far and be killed.
Finally, once this has been done, sone of the lemmings will be walking at the
wrong angle at the bottom of the toward. Use a turner to direct these towards
Level 48 - "RESCUE TEAM"
Wait until the lemmings reach the first junction and direct them right
towards cell one. Bash through cell one, and allow at least two to return
towards the first junction. Make the first of these into into a left-turner
once he reaches the corner to direct the other towards cell four. Have the
second lemming bash through cell four. Have the first of the lemmings
released from cell four become a right-turner to direct the others towards
cell one again. Use a left-turner to direct the lemmings towards cell three
as they walk away from cell one. Bash through cell three and make another
right-turner away from cell tow. Don't worry about cell two as there are no
lemmings to release from this cell. Have the lemmings turn the right corner
and walk towards the entrance. Use a bomber to remove the first right-turner
that you created. Now, when they reach the first junction after entering zone
B, create a left-turner to direct them towards a corner. Turn them right
around this corner and they will be walking towards a trap. Build a bridge
over this trap and use a left-turner to direct the lemmings towards the exit.
Finally, bash through the door to the exit.
The following shows a map of the passages within this level:
Exit <--+--+--+ O = Trap
O O Ý E = First Entrance (Begin walking north)
Ý O O
+--+--+--> Cell 1
Ý E Ý
' +--+--> Cell 2 (No lemmings)
Cell 4 Ý
Level 49 - "WHICH TRAMPOLINE ?"
As soon as the first lemming enters this level, make him a right-turner. The
following lemmings will bounce on four trampolines, after which you should
make a left-turner. Allow the follow to bounce on two more trampolines before
making another left-turner, followed by one more trampoline and a right-
turner. The lemmings should now land on a platform that is slightly higher
that the others. Make a right-turner here and the lemmings will bounce three
times and hit three deflector blocks in mid-air, eventually landing on a blue
and orange platform. Allow the lemmings to hit the blue and orange wall on
this platform and turn round before making a right-turner to direct the
lemmings into the exit.
The following shows a map of the direction to take.
+ + X-+ E = Entrance (Begin walking north)
Ý X = Exit.
+ + + +----+ + = Platforms
Ý / Lines = Direction to take
+ + + +--+ = Deflector blocks.
+ + + + +
Level 50 - "IT'S THE NAME OF THE GAME"
The level has the word "LEMMINGS" created out of huge blocks and you will
need to view the level from the opposite side of the word (So that it looks
lime it is written backwards) as the actual path that they walk is slightly
different from how it looks at the front. Make the first lemming a builder
as soon as he enters the level to build his way onto the 'E'. The lemmings
will actually fall through the 'E' and land on the middle ledge of the 'E'.
This ledge is slightly short than the bottom ledge so you will need to build
another bridge to reach the first 'M'. Once the lemmings walk to the bottom
of the 'M', they won't walk back up the other side, but instead walk along a
flat surface. Have the first lemming bash through the second 'M' and they
will walk up this 'M'. Use a miner to mine through the 'I' and the lemmings
will walk down the 'N'. When the reach the bottom of the 'N', bash through
the remaining part of the 'N' and they will land on the 'G'. use a bomber to
make a hole in the 'G' to allow the lemmings to fall between the 'G' and the
'S'. They will then turn to walk along the red path on the ground. Make
a right-turner to get them round the path's corner and use a left-turner,
followed by two right-turners to reach the other side of the 'D'. Finally,
use a left-turner to direct the lemmings into the exit, which is in the back
of the middle part of the '3'.
Level 51 - "CHAOS MAZE"