Developer:Psygnosis Genre:Puzzle Release Date: Download Games Free Now!

About The Game

The classic puzzle game that has players help guide the clueless green-haired critters on their romp through 120 levels of intellectually challenging gameplay. The Lemmings themselves come with a host of abilities that can be triggered using an on-screen menu. The hapless creatures forage their way ahead to salvation or doom, building, bashing, digging, floating, mining, climbing, and exploding their way across the screen. You take the Lemmings through their perilous journey to the exit and onto the next level. Winner of over many international awards, Lemmings brings hours of fun for people of all ages.

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Lemmings Review

By Michael Richter |

I have never played this game before on any other platform, but I expected a lot considering what I've read about it and the fact that it has appeared on multiple platforms over the span of many years. Overall, I guess it's a fun puzzle game, but certain levels are like many other puzzle games in that if you can't figure out a specific puzzle, you're stuck, and there is nothing in a manual or otherwise to help you out. Worst of all, however, is the fact that unless you use the zoom feature on the PSP 3000, you will go blind trying to see the little characters, what they are doing, and where they are going/if they are doing what you want for them to.

Lemmings Cheats

Enter the following codes to unlock the levels below.


  • Level 1 - CAJJLLLBCK
  • Level 2 - IKHNDHBCCX
  • Level 3 - NHLLHCADCK
  • Level 4 - JNLHCIOECY
  • Level 5 - LDLCAJNFCK
  • Level 6 - LHCIKNLGCY
  • Level 7 - HBANNLLHCT
  • Level 8 - CIOLLDLICY
  • Level 9 - CEJHMDLJCN
  • Level10 - IKHMDLCKCT
  • Level11 - OJOLHCELCM
  • Level12 - HMHLCMOMCR
  • Level13 - MDLCAJNNCT
  • Level14 - DLCIJNMOCM
  • Level15 - LCAOLMDPCY
  • Level16 - CIOLMDLQCR
  • Level17 - CAJJLFLBDV
  • Level18 - IJJNNHCCDU
  • Level19 - OJLNHCEDDU
  • Level20 - HLFLCMNEDW
  • Level21 - NFHCAKNFDM
  • Level22 - FLCIKLLGDV
  • Level23 - HCEONNNHDO
  • Level24 - CMNLLFLIDO
  • Level25 - CAJJMFLJDO
  • Level26 - IKHMFLCKDW
  • Level27 - NJMFLCALDU
  • Level28 - JONHCIOMDU
  • Level29 - MNHCAKLNDJ
  • Level30 - FLCIKLMODO
  • Tricky

  • Level 1 - LCANNMFPDM
  • Level 2 - BMONONLQDT
  • Level 3 - CAJJLDMBEV
  • Level 4 - MJHLDMCCEQ
  • Level 5 - OHNLICADEQ
  • Level 6 - HLDMCIOEET
  • Level 7 - LDMCAJNFEN
  • Level 8 - DMCMJLLGEY
  • Level 9 - ICEONNLHEO
  • Level10 - CMNLLDMIEO
  • Level11 - CEKJOLIJEJ
  • Level12 - IKHMDMCKEW
  • Level13 - NJOLICALEK
  • Level14 - HMDMCMNMEP
  • Level15 - MDMCAKLNEV
  • Level16 - LMBIJNOOEY
  • Level17 - ICANNMLPEQ
  • Level18 - CINLMDMQET
  • Level19 - CAKHNNIBFN
  • Level20 - IJJLFMCCFR
  • Level21 - NHLFMCEDFQ
  • Level22 - HLFMCIOEFW
  • Level23 - LFMCEJLFFS
  • Level24 - NMBMKNNGFX
  • Level25 - MCAOLLFHFV
  • Level26 - BINNNFIIFM
  • Level27 - CAJJMFMJFR
  • Level28 - IJHMFMCKFY
  • Level29 - NJMFMCALFX
  • Level30 - JMFMCINMFQ
  • Taxing

  • Level 1 - MFMCAJNNFJ
  • Level 2 - FMCIKLMOFR
  • Level 3 - ICEONONPFK
  • Level 4 - CINNMFMQFY
  • Level 5 - GEKJNLHBGV
  • Level 6 - IKHLDLGCGS
  • Level 7 - OHLDLGADGP
  • Level 8 - HLDLGMNEGL
  • Level 9 - LDLGAJNFGS
  • Level10 - DLGIJNLGGL
  • Level11 - LGANNLDHGY
  • Level12 - GINNLDLIGR
  • Level13 - GAJHMLHJGV
  • Level14 - IKHMDLGKGL
  • Level15 - NHMDLGELGL
  • Level16 - HMDLGIOMGR
  • Level17 - MDLGAJLNGJ
  • Level18 - DLGIJLMOGS
  • Level19 - HGENNOLPGL
  • Level20 - GMOLOLHQGT
  • Level21 - GAKHLFLBHM
  • Level22 - IJJLFLGCHW
  • Level23 - OJNNHGADHK
  • Level24 - HLFLGMNEHO
  • Level25 - LFLGAJNFHV
  • Level26 - FLGIJLLGHM
  • Level27 - LGANNLFHHL
  • Level28 - GINLNNHIHY
  • Level29 - GEJHOFHJHW
  • Level30 - MKJONHGKHK
  • Mayhem

  • Level 1 - NJMFLGALHM
  • Level 2 - JONHGMOMHQ
  • Level 3 - ONHGEKNNHJ
  • Level 4 - FLGIJNMOHX
  • Level 5 - LGANNMFPHU
  • Level 6 - GMNNONHQHX
  • Level 7 - GAJJLDMBIN
  • Level 8 - IKJNLIGCIN
  • Level 9 - NHLDMGEDIV
  • Level10 - HLDMGIOEIL
  • Level11 - LLIGAJNFIJ
  • Level12 - DMGIJNLGIO
  • Level13 - MGANNLDHIL
  • Level14 - GINNLDMIIU
  • Level15 - GAJJMDMJIW
  • Level16 - MKJOLIGKIK
  • Level17 - NJMDMGALIM
  • Level18 - JOLIGMOMIQ
  • Level19 - OLIGEJNNIY
  • Level20 - LIGIKNOOIO
  • Level21 - MGANNMDPIU
  • Level22 - GINNMDMQIN
  • Level23 - GEJHLFMBJS
  • Level24 - IJHLFMGCJX
  • Level25 - NJLFMGADJW
  • Level26 - HLFMGMNEJR
  • Level27 - LNIGAKLFJL
  • Level28 - FMGIJNLGJR
  • Level29 - MGANNLFHJO
  • Level30 - GINLNNIIJL

Lemmings Game Walkthrough

                               | LEMMINGS |
                           FAQ/Walkthrough v1.1
         The guide that is the solution to your Lemming problems!
                     Written by Snow Dragon (C) 2002.
                           All rights reserved.

    This FAQ is dedicated to Neal Lundberg, whose floppy drive trashed my
   original version of this FAQ more than a year ago. He will be satisfied
                      with this new conception, I think. 


                             TABLE OF CONTENTS
                          A Back Story to the FAQ
                              Intro and Notes
                                How to Play
                        Helpful Tips and Techniques
                             Appendix of Traps
                        Credits & Legal Disclaimers


                          A BACK STORY TO THE FAQ
It may seem extremely odd for an FAQ to have a back story behind it, but this 
FAQ is something special to me, something that touches me deep down. For this 
document should have been published a very long time ago - early June 2001, 
to be exact. It was all finished up and everything and was twenty-four pages 
long. Not exactly book length, and I thought it could have been longer 
myself, but it was a submission worthy of honor in the annals of GameFAQs. 
With that in mind, I was ready to go to a friend's house. I had the whole 
thing stored on a floppy disk and the plan was to submit it almost instantly 
upon arriving at the friend's house. (I was just going to use his computer in 
the interest of convenience. Since then, everything I've submitted has been 
off a hard drive to minimize failure of such.)

I was trying to open up the floppy drive to access my walkthrough, my 
beautiful walkthrough that I was so proud of, and the disk wasn't reading. 
Leave it up to my friend to tell me at that moment, "Oh, my floppy drive 
doesn't work."

MY FLOPPY DRIVE DOESN'T WORK. What made it worse was how nonchalantly he said 

I remember it like it was yesterday. Several frightening blue error screens 
followed, and when I got the disk into a working floppy drive and opened up 
the A: window, nothing was on the disk. 24 pages of work, translating to 
nearly five hours of my life (I'm good at Lemmings, so I completed it pretty 
fast), was gone. Totally wiped off the face of the earth. Fortunately, I 
don't harbor resentment about these kinds of things, and I just learned never 
to use that friend's floppy drive again.

Since that horrifying incident, however, he's gotten a new computer with 
Windows XP and a working A: drive, and I've learned not to rely on floppy 
disks to hold FAQs unless I'm transferring it from one comp to another. 
Everything is okay now, and it is with a shattering burst of revitalized 
energy that I am re-introducing the Definitive Lemmings FAQ & Walkthrough, 
which should have been my first FAQ ever (King's Quest V now holds that 
honor), but will now become my 23rd published document on the Internet. 

You may see this entire spiel as pointless rambling and take no interest 
whatsoever in it. I don't care what others' opinions are; this section is up 
here to serve as a memorial to the original walkthrough, and I find it 
important to only myself to recognize this lost work. If you have had an FAQ 
slip through your fingers at some point and you sympathize with me, that's 
great. I just wanted to remember what should have been available to the 
Public Gaming Domain a long time ago. With this revisited walkthrough, I've 
been able to expand on the original text, add things that I didn't have the 
foresight to add the first time around, and make things easier to understand 
for everybody, myself included. That's the story behind this FAQ. I hope you 
find it useful in all its aspects, and I would like to hear from anyone with 
questions at any time. My inbox is open.



7-22-02: What an idiot I am! In the rush to get this FAQ submitted, I forgot
         that I had left the solution to 3 Mayhem ("It's hero time!") in a
         state of incompletion. Fortunately, I spotted it, replayed the 
         level, added the solution, and the mistake has been rectified. This 
         is now truly the Definitive Lemmings Guide.


                              INTRO AND NOTES
Now that you've read or skipped completely over the back story, you probably 
already know whether you read it or not that this is an FAQ/walkthrough for 
the original Lemmings, published in 1991 by Psygnosis and re-released in CD 
format by Slash in 1995. That CD also includes the pseudo-sequel "Oh No! More 
Lemmings", a game I would enjoy giving the FAQ treatment to as well since it 
is much harder than its predecessor. Within this walkthrough lies the answer 
to any question you could possibly come up with. My walkthroughs all have 
different issues to tackle, and some of these can cause confusion at some 
point, so I like to add these notes prior to the walkthrough so that nobody 
e-mails me with questions I find annoying. We'll get to those notes in a 

On an unrelated topic, those of you that are familiar with my game-related 
works on the Internet will now notice a more-than-subtle change in format 
from my other 22 FAQs. Using Word, I've tried to get the section headers as 
centered as possible without automatically formatting it that way, and two 
lines of dashes now visibly separate the different sections, so that it 
doesn't all look like one massive document with no pauses. I hope this is 
more helpful for everyone, not to mention easier on the eyes. If you like 
what you see, give me some feedback at the e-mail address in the notes below.

Speaking of those notes, here they are, in no particular order:

** Some of this walkthrough is written from memory, but what I wasn't able to
   recall from the recesses of my brain, I replayed using the CD version of
   Lemmings, released by the Slash Corporation in 1995. There are a few
   changes in it from the floppy disk DOS version that may seem minor but can
   lead to big screw-ups if those differences aren't distinguished. A prime
   example is that on the Slash CD, the splat distance has been increased
   slightly, so the Lemmings can fall a little farther without dying. If you
   are playing the floppy disk DOS version, I will indicate when these
   changes have a notable impact on a level's solution (example: 13 Fun).

** If you are playing with the floppy disk DOS version, you will occasionally
   be asked to insert the disk in order for the program to run. This is 
   merely a form of copy-protection. Just keep it in an easy-to-find place at  
   all times.

** Multitasking is essential to victory in some levels. If you're not sure of
   the techniques that will lead all the Lemmings to the exit in cases of
   extreme duress, look at the Helpful Tips and Techniques section. This has
   a veritable encyclopedia of little hints and cool tricks that will help
   you out when trying to beat those hardcore levels.

** Of course, if you've never played Lemmings or any of its variants ever in
   your life, you'll want to take a look at the How to Play section.

** Not sure what some of those contraptions that are killing your Lemmings
   are? Look in the Appendix of Traps for more details.

** I have seen some walkthroughs for Lemmings before, and the level solutions
   appear to be jumbled together in a mess of steps I find unsatisfactory and
   not conducive to helping anyone in any way. Therefore, instead of a long
   and messy paragraph for every single level, level solutions will be
   presented in an easily comprehensible step-by-step format. To make optimum
   use of the step-by-step, try printing out only the part you need help with
   and crossing out or highlighting each step as you complete it.

** All steps will be preceded by a plus sign (+) to tell them apart.

** Within this walkthrough, you will get to see a level's vital statistics
   (how many, percentage to save, release rate, time allotted, difficulty
   rating) along with the level solution. It will look like the following
   Reasonable Facsimile that I have constructed:


   I don't have to list the difficulty rating - the level will be filed under
   the appropriate subsection.

** No passwords are provided in this walkthrough. They can be easily written
   down after you complete a level.

** I haven't said this of any of my other walkthroughs, but I've heard it in
   various places and it's true: don't read through this entire thing before
   playing and then leap into Lemmings expecting to do a phenomenal job on
   every level. To read the whole document before playing the game may spoil 
   many of the game's better elements for you. Only find that which pertains
   to your current problem and nothing more.

** Finally, the biggest thing about this document: contacting me with
   relevant questions about it. If for some reason you feel an undying urge
   to get a hold of me with your questions, comments, requests, suggestions,
   errors you feel compelled to point out, and all other general forms of
   feedback, just send your message to <eubanks1084@hotmail.com>. I went to
   great pains to explain what I like to see in your e-mail in my last
   walkthrough, and I will reiterate those two points here.

      1. Whatever your e-mail is in relation to, I want that in the subject
         line. If it's not there, your e-mail will most likely get deleted
         as soon as I see it. It's nothing personal against you. I just need
         to be able to scope out the FAQ stuff in the midst of the myriad
         spam I've been getting the past few months. At the very least,  
         mentioning the name of the game you're having trouble with will help 
         me out in that area. If you don't want what you've sent me to be
         considered bulk mail, then follow this criterion and I'll read it.

      2. Reading your mail, however, does not necessarily guarantee a kindly
         worded reply. Before you click that Send button, TRIPLE-CHECK to
         make absolutely positive that what you're asking me hasn't already
         been answered in the text of the walkthrough. I hate it when I get
         stupid questions. I will more than likely answer them with extreme
         indifference or a small degree of rudeness. It has happened, and
         those at the brunt of my written attacks have been none too happy
         with my tone. They shouldn't be - I wasn't trying to be anything but
         rude. Since you now know what you'll get if you are careless in
         sending your e-mail, I expect relevant, intelligent, thought-out
         queries to come my way. You have been warned.
           If you happen to send me something that I may have carelessly
         excluded from this or any of my walkthroughs, tell me. Before
         updating, I'll confirm what you've told me to see if it works out,
         and if it does, you will be rightly credited for your input.

** That should be all for now, so enjoy busting your brain with ... er,
   I mean, _playing_ Lemmings!


                                HOW TO PLAY
Even upon first glance, Lemmings doesn't appear to be a difficult game to 
learn. The first thing we will do to get you into the Lemmings groove is 
familiarize you with all the game's screens. These include the title screen, 
the screen you see just before entering a level, and the actual field of 
play. Listed below are those screens and Reasonable Facsimiles of them, in 
the order I just ran them off in.

     1. The Title Screen

         F1-----------o  F2-----------o  F3-----------o  o-------------o
         |            |  |            |  |            |  | (up)        |
         |  1-Player  |  |    New     |  |            |  |        FUN  |
         |            |  |   Level    |  |            |  | (down)o-----|
         o------------o  o------------o  o------------o  o-------------o

                         ESC----------o  F4-----------o
                         |            |  |pictures of |
                         |    Exit    |  | methods of |
                         |    DOS     |  |  control   |
                         o------------o  o------------o

     -> 1-Player is simply the PC version's way of saying this is how to
        start the game. There is no 2-player mode in Lemmings (although that
        would be VERY interesting to see implemented). In the Macintosh
        version, this button says Let's Go! Press F1 to start on the first
        level (or the level you have entered a password for).

     -> New Level will not let you make new levels as you might think -
        though there is a utility that lets you do just that for Lemmings.
        This is where you enter passwords. Make sure you enter the ten-letter 
        code correctly or you won't be able to go to the level you were    

     -> I left the F3 box blank because that's usually how I see it. However,
        if you press F3, you will see that blank space, a musical note, and
        "FX" there. You can toggle between no music at all, music and sound
        effects, or just sound effects. There is no option for music only.

     -> Press Up and Down to choose the difficulty you want to play at. If
        you choose a difficulty rating without entering a password, you will
        start on level 1 of that set of levels.

     -> Press Esc to leave Lemmings when your brain is totally destroyed by
        the intense difficulty or when the real world beckons you.

     -> F4 will let you select and calibrate the control method of your
        choice. I recommend the mouse.

     2. The Vital Statistics Screen

           |                                                      |
           |                       (map)                          |
           |                                                      |

                           Number of Lemmings  ??

                           % To Be Saved       ??

                           Release Rate        ??

                           Time         ? Minutes

                           Rating              --

     -> The map gives you a small-scale model of the level, giving you the
        opportunity to soak it all in and see if you're ready for it.

     -> There can be anywhere from eighty whole Lemmings in a level to just
        one. This is the first number you see there.

     -> Out of however many Lemmings you are required to save, a certain
        percentage of them have to make it to a designated point intact. This
        percentage is given to you in the % To Be Saved blank. Often, it will
        be in the range of 10-100%.

     -> "Release rate" is a term for how fast the Lemmings will fall out of
        the hatch at the beginning of the level. The number will always be in
        the range of 1 to 99. 1 is the absolute slowest setting - about one
        Lemming every two-and-a-half seconds. At 99, they will flood out
        uncontrollably. This is a setting best used to empty the remaining
        Lemmings out of the hatch once a path has been forged, but several
        levels start out at this speed, and you'll have to work with it,
        because the release rate cannot be lowered past the level's initial

     -> Time amounts in this game are always listed in whole integers. The
        amount of time you have to beat a level may be anywhere from a paltry
        one minute to a whopping nine.

     -> Ratings are simply to tell you what difficulty a level has been
        deemed to be. The four difficulty settings in this game are Fun,
        Tricky, Taxing, and Mayhem.

     3. The Field of Play


                          a portion of the gaming area

       | + | - |CLI|FLO|BOM|BLK|BLD|BSH|MIN|DIG|   |   |              |
       |   |   |   |   |   |   |   |   |   |   |PSE|NUK|   mini-map   |
       |???|???|???|???|???|???|???|???|???|???|   |   |              |

     -> The plus and minus signs represent the release rate. By clicking the 
        corresponding button, you can either increase or decrease it. Recall
        that you can't put it below the initial speed for that level, nor can
        you put it above 99.

     -> CLI stands for Climber. When applied to a Lemming, that Lemming will
        take on the ability to scale walls. This ability lasts until the end
        of the level.

     -> FLO stands for Floater. When a Lemming who is a floater falls from a
        large distance, it will deploy a parachute-like umbrella that allows
        them to fall any distance without splatting. Like the ability to
        climb, this lasts until the end of a level.

     SPECIAL NOTE: When a Lemming has both the ability to climb and float, it
     will be labeled an Athlete by the game. I use this term as well, so it
     would be a good idea for you to learn it as well. An Athlete is just a
     Lemming that is both a climber and a floater.

     -> BOM stands for Bomber. Any Lemming that is made a bomber immediately
        affects a five-second fuse. Although usually applied to blockers,
        situations do arise where you will have to make walkers into bombers
        as well. At the end of the five-second fuse, the Lemming blows up.
        Generally, you should try to use as few that you are given as you 
        can. Lemmings can't bomb through steel under normal circumstances.

     -> BLK stands for Blocker. Any Lemming that is made a blocker is frozen
        in place semi-permanently (special situations sometimes make blockers
        into walkers). Any walker or other Lemming that runs into a blocker
        will turn around and go in the other direction. Blockers are not
        always available to you or cannot be used in the interest of saving
        enough Lemmings, so creative ways of encasing groups of Lemmings may
        sometimes have to be found.

     -> BLD stands for Builder. One builder can construct a 45-degree bridge
        comprised of twelve tiles. If you have sound effects on, you will
        hear a clicking when a builder is about to run out of tiles, in which
        case you need to listen should you have to keep building a bridge.
        I would consider builders the most common task assigned to Lemmings,
        so they play a very important role in getting Lemmings to the exit.

     -> BSH stands for Basher. Bashers punch through walls in a horizontal
        line until they get to the end of the wall. The other Lemmings can
        then walk through the narrow tunnel that the basher makes. Lemmings
        can't bash through steel under normal circumstances.

     -> MIN stands for Miner (not the under-18 kind - like a coal miner).
        With pick-ax in hand, a Lemming will mine a diagonal tunnel downward 
        in the direction it was facing when you clicked on it. Lemmings can't
        mine through steel under normal circumstances.

     -> DIG stands for ... well, Digger. Any Lemming turned into a digger
        immediately takes to digging a tunnel straight down through the
        terrain below it. Lemmings can't dig through steel under normal

     -> PSE stands for Pause, which in this game has an icon that looks like
        a tiny set of paws. (Get the joke? Yeah, I know, it's bad.)

     -> NUK stands for Nuke. This is to be used in situations when no more
        Lemmings can possibly be saved or when you feel like looking at a
        thoroughly amusing pyrotechnic displays on days other than the Fourth
        of July. When you double-click this button or press F12, all the
        Lemmings onscreen become bombers with five-second fuses above their
        heads. Lemmings will also cease coming out of the hatch if they are
        still in the process of doing so. After five seconds, every single
        Lemming will blow up in an impressive fireworks display, and you will
        be sent to the accountability screen, which tells you how many were
        saved and accounted for.

     SPECIAL NOTE: The question marks in the field-of-play model represent 
     the number values that are in those boxes while you are playing.

Now that you know what everything on all those initially befuddling screens 
is all about, it's safe to introduce you to the basic concept of Lemmings. 
You are given a set amount of Lemmings per level. Out of those many or few 
Lemmings, you must save a certain percentage of them. If you're not sure how 
many Lemmings encompass the percentage provided, convert the percentage to be 
saved to a decimal number (.xx) and multiply the total number of Lemmings by 
the decimal number you got.

As you've seen, you have several tools that will help you get the Lemmings to 
the exit, because they can't do it on their own. Were they left up to natural 
selection, every one of those Lemmings would mindlessly walk off ledges and 
into bottomless pits, water, acid, lava, and all the other environmental 
hazards interspersed throughout the game's 120 levels. You are their savior, 
their divine intervention. By giving them things to do that are productive 
and will lead them to the paradise behind the exit, you are like a god to 
them. You won't really get a reward or anything for beating the game, aside 
from the inner satisfaction of having beaten all 120 levels.

That is basically all you have to do. Of course, the game isn't always 
straight-up building, bashing, and bombing. If that were the case, it'd be 
way too easy. You will have to find creative ways to use what is given to 
you. Most tools have more uses than what is already obvious. I am the only 
person I know who has beaten this game. Hopefully, my friends and relatives 
who before were totally stumped should now gain all the knowledge they need 
to take on this game - and you should too, I hope.


                        HELPFUL TIPS AND TECHNIQUES
In Lemmings, there is no affair that can be taken (1) lightly or (2) slowly. 
Most levels will require you to be focusing on multiple facets of gameplay at 
once. No amount of mousework can prepare you for some of what is ahead. If 
you're confused and can't figure out for the life of you why the solution to 
a level just flat-out is not working, this section contains some pointers and 
ways to get yourself out of the rut of slowness and do things fast. Nimble 
fingers are always a plus when doing some of these. Also, this section 
doesn't include stuff like using two blockers to hold in a bunch of Lemmings. 
Any fool could figure that out.

1. Hot Keys
"Hot keys" is computer slang for keyboard shortcuts that are more efficient 
than doing things with the mouse. In Lemmings, hot keys are not just more 
efficient: they're practically a hallelujah chorus in their own right. With 
hot keys, you can assign jobs faster and select tasks or raise and lower 
release rate while the game is paused - something you can't do with the 
mouse. Here is a listing of what each hot key instantly jumps to:

  F1 - lower release rate (hold down to do it faster)
  F2 - raise release rate
  F3 - climbers
  F4 - floaters
  F5 - bombers
  F6 - blockers
  F7 - builders
  F8 - bashers
  F9 - miners
  F10 - diggers
  F11 - pause the game
  F12 - Armageddon (nuke)

2. Surveying the Landscape
Before each level starts, pause the game and get a good long look at the 
terrain. During this time, you can see how much of each tool you've been 
given, find traps you might need to be on the lookout for, formulate 
strategies, etc. This is always a great thing to do before levels that seem 
reasonably difficult.

3. Milking Bridges For All They're Worth
Wait for a builder to run out of tiles, then let him walk a little bit before 
continuing the bridge (but not enough to fall off the bridge). You will get 
quite a bit more length out of your bridges this way, though they won't be as 
tall as perfectly shaped bridges.

4. The Ground Under Me Is Gone! I'm A Free Man!
Mine or bash the ground under a blocker to make it a walker again. This keeps 
you from having to use bombers in situations where you have to save more than 
that will allow.

5. Zigzagging Staircase
Building zigzagging staircases is the most efficient way to get out of deep 
holes when you don't have a decent amount of climbers or other tasks 
pertaining to your situation.

6. Breaking the Fall
When you don't have floaters available to you, you can dig at the edge of 
certain ledges to take a good chunk out of the falling distance, which might 
otherwise cause a lot of Lemmings to go KER-SPLAT!

7. Holding Cells
This is one of the special techniques that you will use most often throughout 
the course of the game. To create a holding cell, have one Lemming start 
digging a hole. When that hole is deep enough that the digger won't build out 
of it, have him build to cut the hole off at a certain point. This will hold 
as many Lemmings as are in the level until a zigzagging staircase is built to 
help them all escape. The only problem with this is that you have to build 
the zigzagging staircase in the right direction or they might all go off on 
the wrong path and die!
  Another way to make a holding cell is to have two miners mine in opposite 
directions and have each one build when the tunnels are deep enough.

8. Turning Around On Steel
If you need someone to turn the other way while walking on steel, have him 
build one or two tiles, then mine to cut off the bridge. The builder/miner 
will make a dent in the steel and start walking off in the other direction.

9. Steel Digging 101
In the How to Play section, I noted for each type of digging Lemming that 
they cannot dig through steel under normal circumstances. This refers to 
trying to dig/bash/mine through a solid chunk of steel. If you dig/bash/mine 
through steel and another destructible surface at the same time, you will go 
through the steel portion of the tunnel without problems. There are some 
levels where it is necessary to employ the "cheating" tactic of partially 
going through steel.

10. Bridge Wall
You shouldn't have to do this very often, but if you are at a loss for 
blockers and there is absolutely no way to hold in a restless bunch of 
Lemmings - you can't make a holding cell due to thin ground and nothing else 
will work - you can form a bridge wall. A barrier consisting of 10-13 bridges 
has a thick enough base that Lemmings are not able to pass through the foot 
of the stairs as they can with a single bridge. This is a rarely used tactic, 
but one that is necessary to the completion of at least one level in the 

11. Over The Blocker
In cases where bombing a blocker would cause a gap in the floor that would 
kill Lemmings, you might have to build a zigzagging bridge over some 
blockers. Make sure they come out in the direction you intend for them to or 
many could die needlessly. Builders will automatically turn around if they 
run into a blocker while doing their job.

12. Walking Time Bomb
Sometimes you will have to make Lemmings bombers as they are walking or doing 
something else when you don't possess any blockers. Some levels require this 
just to give you a hard time. In levels where you have to do this, I will 
clearly indicate the exact point(s) where you should start the timer on a 

13. Today, The Digger Will Be Playing The Part Of The Basher
If no bashers are in your inventory, simply make a Lemming into a climber, 
and when they get to the top of a surface, have them dig to create an 
opening. This only works on thin surfaces that are not cut off by a ceiling.

14. Pass-Through Blocker
If you turn a Lemming into a blocker as soon as he hits the ground below the 
level's starting point, the other Lemmings will at first pass through him and 
continue on to the right, but if for some reason they happen to cross back to 
that blocker, they will turn around when they hit him. You'll use this one A 

15. Gimme A Few Seconds, Please
If you pause before the hatch opens up, you can squeeze a few more seconds 
out of a level. Opening the hatch takes nearly four seconds, so this pause is 
especially important in those 1-minute levels where every second counts.

These techniques and more will be a great deal of help to you in your journey 
as the Lemmings Savior. If you have intuition and a bit of hindsight, that 
will help you all the more in your quest. When combined with the multitasking 
wonders and general tips seen here, there's no reason you won't be able to 
tackle most levels in Lemmings.


                             APPENDIX OF TRAPS
Have your Lemmings been consistently snared in the same trap over and over 
again, but you can't figure out what on God's green earth the thing that 
they're getting crushed, folded, squished, throttled, or otherwise just 
mutilated by in general might be? That's what this section is here for. 
You'll see all the traps in the game in this section, along with some that 
aren't in any level in the game but are actual parts in the tile sets. Traps 
will be categorized by the tile set they match up with. There is also a 
section for general traps that can be found anywhere.

General Environmental Hazards

These are in every level in the game, though you won't be able to get to most 
of them in some levels. Any time you see black along the bottom of the 
screen, that is where the abyss lies. Lemmings that wander into these endless 
holes are gone forever.

Lemmings can't swim (in this game, anyway), so if they fall in any sort of 
liquid, they'll flail their limbs helplessly for a second and then will find 
themselves mired in whatever they've fallen into. Liquids can most often be 
passed by building bridges over them, though in some cases there are other 
ways around. The liquids differ according to their location, and are 
classified in the following chart.

       underground | fresh water
      gold pillars | fresh water
           pastels | acid
              hell | lava
     crystal caves | crystal water

None of the extended tile sets (as seen in 22 Fun, 14 Tricky, 15 Taxing, and 
22 Mayhem) have water or any other sort of liquid in them.

This is not a trap, per se, but merits a listing in this section because it 
can hamper your progress if you are ill-prepared for it. Arrows indicate that 
you can only dig through a wall in the direction shown. Most often, they will 
be pointing against you, which requires you to go over them (they are hardly 
ever attached to ceilings) and bash or mine through from the other side. 
Again, they're not a trap - just a major inconvenience.

Underground Traps

Used here not for killing bears, foxes, or other wildlife, but Lemmings. Go 
under them by mining or over them with one builder.

If a Lemming steps on the button below one of these things, it's splat time 
for him. You can build over the button if you want.

This is a sly trap. There's no button that activates it, so if you're under 
it, it will crush you, even if you try to build over it. In that case, the 
only way to elude this trap is to mine under it, but not so far that escape 
is really hard or impossible, and then bash a straight tunnel out. It's only 
in one level in Lemmings, but you have to watch out for it because it blends 
in so well with the landscape that you may lose ten or more Lemmings before 
you realize what's happened. Being under it also results in one of the 
goriest deaths in the game.

Gold Pillar Traps

Just don't get a Lemming's foot caught in this. The trip around it can be 
rough if they meet with it. They are often out of the way beyond an exit or 
in an otherwise inaccessible area, so you won't have to deal with them most 
of the time - they seem to have been put in most levels as mere scenery.

Although the needles are only in one level (like most traps), there are two 
sets of them in that level, and a deadly trap this is. You usually won't get 
hurt if you run into them near the very bottom or top, so just basically 
avoid the very middle. They will shoot out real fast and send a Lemming to 
who-knows-where. Also, they work swiftly and with alarming accuracy, so don't 
let too many Lemmings meet the needles.

Pastel Traps

Equivalent to the underground area's retractable boulder, but these have a 
button to activate them, so they can be built over easily. If a line of, say, 
twenty Lemmings passes over a masher button, seven or eight will die. That's 
roughly 40% of the line, so stay away from mashers if you can.

Shredders spin so freely with the wind, but they're not to be toyed with. 
Every inch of muscle fiber, bone, and tissue in a Lemming's body will be 
strewn about if they get too close to one of these. Often, a blocker will be 
able to ward off one of these, but not always. One of the game's hardest 
levels involves these shredders, and you'll know which one it is when I get 
to it.

Hell Traps

There is no way to bypass one of these - it's all or nothing. In other words, 
find a way around one. The fire will kill every Lemming in a line that passes 
through it, even at the highest release rate. Lemmings will also suffer if 
they touch a fire blower directly at the source. Keep all this in mind as you 
come around them.

Coals inside the boxes keep the flames ablaze. Lemmings can step right in 
them without the aid of a bridge, so use blockers or another form of defense 
against them. Fortunately, they're usually out of the way, so you won't have 
to deal directly with them very often.

Crystal Cave Traps

Meeting one of these things means a Lemmings will get cut up into four neat 
portions. I don't recall this one being in any level in the game.

It looks like two balls on steel rods - one under the Lemming, the other 
above it. If you step between them, your molecules will torn apart in a 
terrible mess. There's only one level where you'll see this thing, and it is 
very easy to go around in that level.

That's the best I can describe this thing as. When a Lemming steps on the 
Lemming Ghostbuster Trap, they'll get sucked down into it, molecule for 
molecule. Although, like the demolecuarizer, it's only located in one level, 
its placement will mean the difference between whether or not you are able to 
finish the level - MWAHAHAHAHAHA! Oh my, it's hot in here.

There are no traps to be found in the extended tile sets (the four levels 
with different backgrounds than the others).



                        T H E   F U N   L E V E L S

Level 1   Just dig!
10 Lemmings (10% saved)
RR 50   5 minutes
+ Mostly, these first seven or eight levels are meant as tutorial exercises,
  so in all honesty, you shouldn't really need help with them. But, if you're
  just that desperate and you still can't figure out what's going on, AFTER
  ALL THE EXPLAINING I DID ... well, okay.
+ Have one Lemming dig a hole - anywhere you want. He will eventually make
  his way to the bottom and all the other Lemmings will follow the trail and
  go to the exit. You only need to use one digger (you're given ten) to
  complete the level. After one has reached the exit (10% of ten Lemmings is
  one), you can let the rest follow suit or nuke them all.

Level 2   Only floaters can survive this
10 Lemmings (10% saved)
RR 50   5 minutes
+ As you can see, the distance they will fall from that last column is too
  much for the Lemmings to bear. Make at least one a floater, because that's
  all you need to save. Once one has made it to the exit, you can do what you
  please with the others.

Level 3   Tailor-made for blockers
50 Lemmings (10% saved)
RR 50   5 minutes
+ There are several points in this level where the Lemmings could easily fall
  to their deaths. You need to place blockers at the points where Lemmings
  could potentially meet their graves. A novice will probably use the maximum
  five blockers needed for the job; experts will probably only need three.

Level 4   Now use miners and climbers
10 Lemmings (100% saved)
RR 1    5 minutes
+ With the one miner you are given, make him tunnel out of his prison, so to
+ Assign a climber to every Lemming and watch as they scale the wall to the
  exit. Remember to save every Lemming - no nukes this time or you'll have to
  do it again.

Level 5   You need bashers this time
50 Lemmings (10% saved)
RR 50   5 minutes
+ Bash through the pole in front of you and the large cavern wall behind
+ If you bash at the base of the pyramid fence each time, you'll only have to
  use one basher. (Bashing in the middle of fences is generally not a good
  idea unless I say it is.)

Level 6   A task for blockers and bombers
50 Lemmings (20% saved)
RR 50   5 minutes
+ Since they all walk around the same general area in the beginning without
  heading off anywhere else, you can just bomb the first one that comes out
  without making him a blocker.
+ If you're not accustomed to the Walking Time Bomb trick, put a blocker as
  close to the thin pole guarding the exit as you can and then blow him to
  bits. If you can pull it off correctly, it just makes for good practice for
  one of the Tricky levels...

Level 7   Builders will help you here
50 Lemmings (50% saved)
RR 50   5 minutes
+ Build up to the raised platform ahead of you.
+ Build over the pit located in front of the exit. It doesn't matter if a few
  Lemmings get caught in there.

Level 8   Not as complicated as it looks
80 Lemmings (95% saved)
RR 88   5 minutes
+ Put a blocker near the opening hatch to guide the Lemmings to the exit
  behind it.

Level 9   As long as you try your best
80 Lemmings (90% saved)
RR 99   5 minutes
+ As soon as the first Lemming hits the ground, turn him into a blocker. The
  others will initially pass through him and go to the right, but once they
  come back around, the blocker will start to do his job. This is a useful
  technique that you need to remember.
+ Bash through the pillar once you're safe from the shredders.

Level 10   Smile if you love Lemmings
20 Lemmings (50% saved)
RR 50   5 minutes
+ Make the first one a blocker so that all other Lemmings are diverted to the
+ Make the rest floaters. You can nuke after you've saved the minimum amount
  if you want.

Level 11   Keep your hair on Mr. Lemming
50 Lemmings (83% saved)
RR 50   5 minutes
+ Assign both a climber and a floater to the first two Lemmings out of the
  hatch. From here on out, this combination of climber and floater will be
  referred to as Athlete (the game's terminology, not mine).
+ When the first one is on the ground after surmounting the towering wall and 
  is approaching the exit, make him a blocker.
+ Notice the arrows pointing left on the towering wall. This means you can
  only bash through them in that direction. Knowing that, you know that it's
  the other athlete's job to bash through that wall. Make him do just that.
+ Blow up the blocker so the other Lemmings can make it to the exit once the
  athlete bashes through.

Level 12   Patience
80 Lemmings (50% saved)
RR 99   5 minutes
+ Use the pass-through blocker technique at the beginning so that your flood
  of Lemmings doesn't come back and spill off the edge into oblivion.
+ Bash through the wall.
+ When they fall into the alcove, use some builders to get yourself out of

Level 13   We all fall down
20 Lemmings (100% saved)
RR 01   3 minutes
+ This is the first level where the slight increase in splat distance between 
  the floppy disk version and the CD version will apply. If you are playing
  the CD version, the Lemmings will not splat if they walk off the edge of
  the platform. If you are playing the floppy disk version, they will. The CD
  version makes the other variations of this level extremely easy as well,
  but if you have the dumb old floppy disk, use the step below to beat this
+ Have every Lemming dig through the ledge. Speed the release rate up to
  about 30 for now (raising it is absolutely necessary in later variations)
  so the action doesn't move so excruciatingly slow. When every Lemming is at
  the bottom and has made it to the exit, you've won. Not one Lemming can
  slip through the cracks, or you'll have to start all over. This can be a
  real pain in the butt with this version of the game, especially later on in
  the harder difficulties.

Level 14   Origins and Lemmings
80 Lemmings (75% saved)
RR 20   6 minutes
+ Either bash or mine through the first column in your way.
+ When you fall into the next area, you'll see a horizontal pillar stretching
  out to the right between the two columns. You must build a bridge to that
  general area so that when you bash through, your Lemmings don't end up
  falling in the water.
+ When the bridge secures safe passage to the other side, bash through the
  horizontal pillar.
+ Repeat the previous two steps once more to make it to the exit.

Level 15   Don't let your eyes deceive you
80 Lemmings (50% saved)
RR 40   8 minutes
+ Don't use any blockers until you have bashed through the three large
  columns in this level.
+ When you have completed the bashing, make the second Lemming in line a
  blocker. This will let one of them pass to forge a path for the others once
  the blocker is eliminated.
+ Build over the large pit. It should take roughly four to six bridges to do 
  this, depending on where you start building from.
+ Build over the broken stairwell so that the Lemmings don't fall in and
  catch themselves in the rope snare.
+ When that first Lemming has reached the exit, blow up the blocker and allow
  the others to follow the trail.

Level 16   Don't do anything too hasty
80 Lemmings (62% saved)
RR 1    8 minutes
+ Let one Lemming pass and make two others blockers in order to enclose the
  others in a small space.
+ It will take the builder seven or eight bridges to make it to the top.
+ Once he's made sure it's safe, the others can go to "heaven," as it were.

Level 17   Easy when you know how
50 Lemmings (40% saved)
RR 99   5 minutes
+ There is one sneaky little detail that this level doesn't bother to reveal:
  along the bottom row are four mashers that remain hidden from sight. That's
  what the big chunk of terrain is there for - to hide those stupid things!
  Therefore, you must find a way around them. Not to worry, here it is.
+ Put a blocker near the far left hatch so that no one goes out into masher
+ Bash through all the column bases (except for the one on the far right) to
  get the Lemmings in one big group.
+ Exhaust your supply of floaters (yes, all 20).
+ Bash through the column base on the far right to release everybody. The
  floaters should survive and the walkers should go ker-splat. With twenty
  floaters about, you should save the minimum requirement of 40% and no more.
  There is, however, a special case (see below).

SPECIAL CASE! If you are blessed with possession of the CD version, there is
an interesting quirk in the programming that I don't understand but I love it 
anyway. If you bash through the last column with a walker, everything will 
occur as normal and your walkers will die and your floaters will live. If, 
however, you bash through the last column using a floater, the floaters AND 
walkers will survive! Ha ha! Tell me, how crazy is that? Oh! Oh! I need to 
stop and breathe.

Level 18   Let's block and blow
70 Lemmings (71% saved)
RR 80   5 minutes
+ Obviously, you don't want to use a bomber at a point where Lemmings will
  fall into the fire boxes, so use blockers and bomb them in safe places. Do
  this until you reach the bottom of the level and they can walk to safety.

Level 19   Take good care of my Lemmings
80 Lemmings (70% saved)
RR 20   8 minutes
+ Let one go ahead while encasing the others within the confines of two able-
  bodied blockers.
+ Start building to the exit at the middle of the last hill.
+ Once the exit is accessible, release the others.

Level 20   We are now at LEMCON ONE
50 Lemmings (60% saved)
RR 10   5 minutes
+ Build over the first pit. Losing a few doesn't matter right now.
+ When the bridge is complete, put a pass-through blocker in place. Be
  careful where you put him though. If he's on the edge of a step, Lemmings
  can pass through him on the way back as well. Plant him firmly on a step.
+ Bash through the series of seven pillars.
+ Build to the exit and increase the release rate to finish the level faster.

Level 21   You Live and Lem
80 Lemmings (60% saved)
RR 50   8 minutes
+ Bash through the rock until you get to the steel trap.
+ Build a bridge over it.
+ Let them pass to the exit.

Level 22   A Beast of a level
80 Lemmings (80% saved)
RR 50   5 minutes
+ A Beast of a level? It must be a pretty tame beast. In any case, put a
  pass-through blocker at the beginning of the level.
+ Bash through the trees until you come to the end of the line.
+ Build a zigzagging staircase to the top.
+ Bash through the "home" tree to make the Lemmings home free. (That rhymes!)

Level 23   I've lost that Lemming feeling
80 Lemmings (25% saved)
RR 50   8 minutes
+ First things first: place a blocker so that no one wanders into the lava.
+ Make someone bash through the wall to the left.
+ Put a blocker behind him so that the basher can bash in peace. (Also,
  ignore the blood writings that say EXIT X - there are no exits there.)
+ Once through the large wall, which constitutes the bulk of the work, build
  over the pit. You'll have to do this quickly, so have the builder task
  ready to click on the basher as soon as he finishes.
+ Release the others when either exit (preferably the bottom one) becomes 

Level 24   Konbanwa Lemming san
30 Lemmings (66% saved)
RR 99   5 minutes
+ Where there's a ledge below the one your Lemmings start on, use a miner.
+ Use on the ledge you fall onto as well.
+ Use enough diggers above the platform that the exit is on so that less than
  ten Lemmings get by (20 = 66%). One digger probably won't help a whole lot.

Level 25   Lemmings Lemmings everywhere
80 Lemmings (50% saved)
RR 99   5 minutes
+ Let them walk up to the very top of the fence, then bash through the thin
  wall at the end of the fence.
+ Dig however you have to get to the bottom of the web where the exit is. Use
  blockers if necessary.

Level 26   Nightmare on Lem Street
2 Lemmings (100% saved)
RR 30   5 minutes
+ Make both Lemmings build to the platform across from where they start.
+ Do the same thing again, this time building to the wall in front of the
+ When it is certain that neither of them will fall, bash through to the

Level 27   Let's be careful out there
50 Lemmings (50% saved)
RR 1    5 minutes
+ Since it's too far of a fall to go straight down to the exit, put a blocker
  in place so no one goes down there. You'll have to go all the way around.
+ Build over the tiny pit there to the left.
+ Put a blocker at the top of the steps to the far left.
+ When Lemmings begin turning around, start building to the ledge to the
+ Make someone a blocker once they get to the other side to keep Lemmings
  from taking an acid bath.
+ Build over the narrow pit to the exit.

Level 28   If only they could fly
80 Lemmings (60% saved)
RR 80   5 minutes
+ Dig through the four platforms stacked on top of each other to start.
+ Once at the bottom, make a blocker guard the lava.
+ Watch as the Lemmings proceed left. You want one to start building up to
  the zigzagging set of bricks that leads to the exit.
+ Put a blocker in front of the other lava pit so everybody is closed in.
+ Place a blocker at the top of the brick that the builder ascended to.
+ Continue this alternation between builders and blockers until you come to
  the exit.

Level 29   worra lorra Lemmings
80 Lemmings (60% saved)
RR 90   8 minutes
+ First off, put a blocker in the appropriate place.
+ Bash through to the left until the Lemmings fall into the space created by
  the broken staircase.
+ When one Lemming turns around after hitting the brick to the right, build
  your way out.
+ Build from the bottom half of the stairs to the pyramid above.
+ Bash through that pyramid.
+ Make a winding staircase up to the exit.

Level 30   Lock up your Lemmings
60 Lemmings (66% saved)
RR 10   5 minutes
+ All you have to do here is bash through the wall when a Lemmings falls in
  one of the narrow pits. If you happen to bash the wrong way, secure the
  mistake with a blocker.
+ That's all for the Fun levels!

                       T H E   T R I C K Y   L E V E L S

Level 1   This should be a doddle!
80 Lemmings (50% saved)
RR 50   4 minutes
+ Man, there were Fun levels that were harder than this. But anyway ... start
  off by letting one go ahead and using ONE blocker to leave the rest at bay.
  (The left wall will hold them in sufficiently, so a second blocker is
+ Build over the small pit in the center.
+ Bash through the rock in your way.
+ Let the others go when the way is clear.

Level 2   We all fall down
40 Lemmings (100% saved)
RR 1    3 minutes
+ It's this level again, except now you have twice as many Lemmings to mess
  with. If you're on CD mode, max out the release rate and sit back while the
  game does the rest. If you play on the floppy disk, raise it to 50 and work
  twice as hard as last time to tuck those Lemmings safely away.

Level 3   A ladder would be handy
80 Lemmings (50% saved)
RR 50   6 minutes
+ While one goes ahead to forge the trail, enclose the others within two
+ When he gets somewhat near the edge of the cliff, have him dig and then
  mine so the others don't fall too far and splat.
+ Start building a long bridge up in the middle of the first half of the 
  bridge that the Lemming lands on. You should make it to the top after a few
  minutes of building.
+ When the Lemmings become upwardly mobile, let them all go to the exit.

Level 4   Here's one I prepared earlier
80 Lemmings (20% saved)
RR 55   8 minutes
+ Let all the Lemmings walk over the rock, and make three of them climbers.
+ When the three of them are over the rock with the left-pointing arrows, let
  the first one go on and build his way to the exit. (He can walk over that
  little gray lump at the end of the steel ledge.)
+ Make the second one a blocker so the third climber goes back and can bash
  through the rock. He will climb over the large mountain to the left and
  will presumably die, but there's more than enough room for casualties in
  this level.
+ When the builder has successfully made it to the exit, blow up the blocker
  so that the rest follow suit.

Level 5   Careless clicking costs lives
80 Lemmings (20% saved)
RR 20   5 minutes
+ Have one guy block while another one goes on ahead to make a way for the
  others as usual.
+ Bash through the "strings" or the spheres that "hang" from them to get to
  the other side.
+ Build at the end of the fence to the crystal clump, then from the crystal
  clump to the exit.
+ Release the others.

Level 6   Lemmingology
5 Lemmings (80% saved)
RR 50   5 minutes
NOTE: If you are playing the floppy disk version, make sure to make your
      Lemmings floaters. If you have the CD, this is not necessary.

+ Make one Lemming into a climber. Make sure he's walking to the right or
  it'll take a little bit of building to turn him around.
+ Have him build his way to the exit. You'll have to make him a floater if
  you're playing off the floppy disk because of that long fall.
+ After a path is forged, make the other four climbers.

Level 7   Been there, seen it, done it
75 Lemmings (73% saved)
RR 20   5 minutes
+ Assign the role of blocker to the first Lemming to fall out of the hatch.
+ Make the next one build to the left. Continue to make him build up to each
  pillar all the way up to the last one.
+ Make sure two blockers keep the others in while he does this.
+ At the highest pillar, dig down a fair distance.
+ Bash or mine to the left to get out of the pillar.
+ Let the others come around.

Level 8   Lemming sanctuary in sight
80 Lemmings (60% saved)
RR 40   8 minutes
+ Build a bridge to the left over the small pit. It doesn't matter if a few
  Lemmings get by.
+ Put a blocker at the bottom of that bridge.
+ Build up to each successive floor. It is important to note that there are
  tiny gaps at the end of each ledge - gaps that those Lemmings can fit
  through. If a gap was one pixel wide, a Lemming could fit through. Remember
  to build over these tiny holes as you make your way up. Other than that,
  you should blow through this one easily.

Level 9   They just keep on coming
75 Lemmings (93% saved)
RR 50   5 minutes
NOTE: Since the level splits in two directions from the get-go, there are two
      solutions listed here. The first solution is written for the left path,
      and the second is for the right path.

+ Put a blocker to the right of the hatch. Let one proceed left while another
  blocker keeps the rest in.
+ Build to the next steel ledge.
+ Build to the wall to the far left. If you run into it, mine through the
  bridge somewhere near that wall. You shouldn't splat if you mine there.
+ Bash through the right-pointing mound of dirt.
+ Build a bridge to the exit and let the others go.

+ Put a pass-through blocker at the beginning. When one passes, make another
  blocker to hold the others in.
+ Let that one Lemming who got by go ahead and build to the right until he
  falls to the hill of dirt to the far right.
+ Dig through the middle of that dirt, then build to stop.
+ Mine to the left and build to get to the ledge.
+ Build to the cliff holding the exit.
+ Let the other Lemmings take the path the loner made.

Level 10   There's a lot of them about
80 Lemmings (92% saved)
RR 60   8 minutes
NOTE: There is a way to handle both sides of this level at the same time, and
      in fact later you will have to. If you need help for this level though,
      you're probably not ready for that kind of big business. This level
      solution is written with the novice in mind - ergo, we will tackle both
      sides separately.

+ You do, however, need to put sets of blockers on each side of the level.
  Pausing between side switches makes this easier.
+ On the left side, with one Lemming allowed to pass, you need to bash 
  through the wall in front of you.
+ Build to the exit.
+ Repeat for the right side.
+ Blow up the blockers that will allow the others to make the pilgrimage to
  the central exit.

Level 11   Lemmings in the attic
50 Lemmings (84% saved)
RR 20   8 minutes
+ Let one pass by as per the usual, then use a blocker to hold the rest in.
+ Build over the pit to the left.
+ Five bricks make up the ground the Lemmings start on. Build at the dividing
  line between the first and second ones from the left. You should make it to
  the thin wall that you can bash through.
+ Bash through the thin walls to the exit.
+ This last step is the most important about this level: DON'T BLOW UP THE
  BLOCKER! You will blow a hole in the floor that will make a pit if you do.
  This will mean the certain death of many a Lemming. Instead, build until
  you have made a bridge over him.

Level 12   Bitter Lemming
50 Lemmings (80% saved)
RR 1    8 minutes
+ Since the fall is too far for the Lemmings at the beginning, make the first
  one out a floater. Keep the release rate at 1 for now.
+ Build zigzagging staircases until the Lemmings no longer splat.
+ Have the floater climb out of the narrow pit to the right.
+ Let him walk all the way to the edge of the plateau. Dig at that edge.
+ Build to the exit when you are quite a way down.
+ When the athlete reaches the exit, have the others build out of the narrow

Level 13   Lemming Drops
80 Lemmings (70% saved)
RR 1   8 minutes
+ Assign a floater to the first Lemming. As soon as he hits the bottom
  stairs, make him build. You have to do it when he hits the ground or you'll
  most likely lose him. Also, as with the previous level, keep the release
  rate at 1.
+ While the floater builds, put blockers on the steel block below the
  entrance hatch.
+ Build a zigzag staircase up to the steel column.
+ Build to the next area.
+ There is a staircase leading up to two planks of wood, upon which the exit
  is located. Build part of the way to it, then let the floater walk up the
+ On the way back down, make a bridge that connects to the other one.
+ Build bridges until you have one that leads to the exit.
+ When there is a bridge available, release the others.

Level 14   MENACING !!
80 Lemmings (87% saved)
RR 50   6 minutes
+ Make a pass-through blocker at the beginning. Let one Lemming pass (this is
  getting terribly routine, I know) and put a blocker behind him to keep the
  others at bay.
+ Bash through the grotesque hand, the skull, and the snake going through his
+ Bash through the pile of bones.
+ Build a bridge over the large chasm and one up to the exit.
+ Release the others.

Level 15   Ozone friendly Lemmings
10 Lemmings (60% saved)
RR 50   5 minutes
+ Bomb each Lemming as it comes out of the entry hatch and you should have a
  hole to the bottom of the level and the exit. The only hitch here is that
  you are provided with five bombers, but you must save 60% of the ten
  Lemmings in this level - six of them. If you use all five bombers, you will
  not save the minimum requir 

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