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FAQ/Walkthrough by Snow Dragon

Version: 1.0 | Updated: 05/01/04


                              LEMMINGS REVOLUTION
                             FAQ/Walkthrough, v1.0
                         Written by Snow Dragon © 2004
                              All rights reserved

   = | =================
   = | =================

   1  Intro
   2  Basic Lemmings Concepts
     2a  How to Play
         2a-1  Controls
         2a-2  What to Watch For
             2a-2a  New Objects
             2a-2b  Traps
             2a-2c  Differences
     2b  The Various Functions
         > Climbers    > Miners
         > Floaters    > Diggers
         > Bombers     > Water Lemmings
         > Blockers    > Acid Lemmings
         > Builders    > Speed Up
         > Bashers     > Nuke
   3  Useful Strategies
   4  Walkthrough*
   5  Credits and Stuff

   * Mini-Table of Contents provided within.


   = | =====
   1 | INTRO
   = | =====

Hello there! Welcome to my 41st FAQ/walkthrough, for Lemmings Revolution, the
successor to the PC throne held by the puzzle classics Lemmings and Oh No! More
Lemmings. Being the Lemmings god that I am (and not choosing to put on any airs
of modesty, as you can see), I've decided that this game shall be the target of
my next FAQ, and it's been a blast to write for. Hopefully you'll have half as
much fun reading as I did writing it.

If you need to contact me about this FAQ for any reason - whether it's because
you want to use it on your website, you have a suggestion or an addition to
make, or you just want to shower me with praise and gifts, you can e-mail me
day or night at [eubanks1084@hotmail.com]. That's about all there is to say;
the rest is more thoroughly explained within the FAQ. Thanks for checking this
out. Now let's get on with it!


   = | =======================
   = | =======================

Everybody should by now be familiar with the basic gist of Lemmings; if you're
not, then I strongly urge you to stay away from this game since it will
overwhelm non-fans of the series greatly. Lemmings is so familiar to the gaming
world that it doesn't need a story, but Lemmings Revolution provides with one
anyway. Pop a bag of popcorn and sit back for the opening cinema.

After arriving in their promised land, the Lemmings colonize every corner of it
and start mining the stones peppered on the walls like polka dots. However,
they learn that their exploits have become famous among the weasels, a group of
sly, evil folks who like wearing mustard yellow turtlenecks. As we learn, the
weasels have been watching films of the Lemmings in action, and we even get to
see clips from two classic stages ("Just dig!" and "Steel Works") where the
Lemmings both succeed and fail during their courageous adventures. Because
they're a bunch of frumpy meanie-heads, the weasels decide to invade the
Lemming utopia and trap them in boxes.

To further complicate matters, the weasels wish to see if the Lemmings are as
brave and resourceful as the movies have shown, and so they situate the boxes
that the Lemmings are trapped in around dangerous traps and harrowing land
arrangements to make them earn their freedom. Can the Lemmings escape the traps
the weasels have laid out for them? Will they ever get home? Won't everyone
just leave them alone? Only you, as the constant savior of the Lemmings, can
provide an answer these questions.

If you're not sure how to play but are interested, well then, there's always
the section below to get you started.

   -- | -----------
   2a | How to Play
   -- | -----------

I hate to be spouting clichés this early in, but Lemmings Revolution is an easy
game to get the hang of, but a very difficult one to truly master. People who
have spent a lot of time immersed in Lemming lore will get the hang of it much
faster and probably figure out some of the more obtuse solutions without so
much as a single flex of the gray matter (experience helps immensely when
dealing with this game). On the other hand, if this is your first experience
with any part of the Lemmings saga ...... well, let me just add a disclaimer
right now, that being that I'm not liable for your Lemmings Revolution CD if
you decide to snap it violently in half.

As with all other games in the Lemmings tradition, the object is to direct all
the blue rodents (and white and green, as you'll see in this game) to a common
destination. Most previous installments had it as a door that you had to get
them to, but here you'll find that it's a hot air balloon that your Lemmings
must repair to. In every level you are given a set number of each type of task
that your Lemmings can perform (more on them below). With the materials given,
you must get the number of Lemmings commanded of you to the hot air balloon in
the amount of time provided. Sound easy? Well of course it doesn't, I already
told you it wasn't.

And of course, what with the weasels and traps and such, life only gets harder
from there. Perhaps I should reveal a purpose behind all this rigmarole.

   ---- | --------
   2a-1 | Controls
   ---- | --------

Rarely will you use the keyboard in this game. Most movement is restricted to
the mouse, but there are a couple of functions you can perform with the
keyboard as well.

> Click menu buttons.
> Choose a level to begin playing.
> Click task icons to choose a task for a Lemming to perform (climber, floater,
    and so on).
> Hold down when the cursor is over an entrance (box that the Lemmings fall out
    of) to lower the release rate.
> Hold down on the Options menu to lower the volume of the music and sound
> Click on a Lemming to make him do the task you have chosen on the toolbar to
    the left.

> Hold down when the cursor is over an entrance to increase the release rate.
> Hold down on the Options menu to increase the volume of the music and sound
> Hold down and drag the mouse to rotate a level, which you can do since the
    levels are circularly oriented.

|Esc|  Bring up a menu during a level that allows you to resume the game, try
 ¯¯¯   it again (if you screwed up or did irreparable damage), go back to the
       branching level map, or access the music/sound volume menu.

       When on the branching level map or at the title screen, Esc will quit
       the game instantly and boot you to Windows.

|P|  The P key pauses the game, but allows you to rotate the level, click task
 ¯   icons, and select Lemmings to do certain tasks - a trick that is handy in
     case you want to handle matters simultaneously. Click a Lemming or press
     Esc (or P again) to unpause.

|Spacebar|  Press the Spacebar to zoom in on the part of the stage that your
 ¯¯¯¯¯¯¯¯   cursor is focused on. While zoomed in, you can perform tasks with
            more precision and drag the level around in all directions. Press
            Spacebar again to return to normal view.

   ---- | -----------------
   2a-2 | What to Watch For
   ---- | -----------------

This ain't your grandpappy's Lemmings, no sir! Let it be known that there's a
lot of new stuff added to this game that brings the gameplay to a whole new
dimension and will change the light in which you view Lemmings. One of the
great things about Lemmings Revolution is the way it manages to add so many
weird and cool twists while retaining the series's core simplicity. That
quality is reflected here in this section as we run through a list of the new
objects, both helpful and harmful, that our blue charges will encounter in the
course of their travels. Let's start with the things that don't hurt your
Lemmings (or aren't intended to, anyway).

   ----- | -----------
   2a-2a | New Objects
   ----- | -----------

  Switches are the addition that probably have the most impact on the slightly
revised Lemmings. When a Lemming (or a weasel) turns a switch, it will offset
some effect in another part of the level, such as opening a door or draining a
pool of water. Sometimes switches will reverse the effect they had if they are
turned again, and sometimes they won't. You'll be seeing these things a lot as
you play this game.

  These have the same effect as switches, except that their effect is always
permanent. Once a Lemming or a weasel walks through it, the laser disappears
and the effect it has becomes evident.

  In the walkthrough, I'll also sometimes call these things "gravity reversal
vortex[es]", but in either case I get the gist of it. Whenever a Lemming walks
along the ground and touches one of these, his polarity will be reversed and he
will start plodding about the ceiling. Similarly, touching one situated on the
ceiling will plant him on the ground.

  These two new types of Lemmings differ from their blue counterparts in two
ways. First of all, they have different skin colors (white and green,
respectively). Secondly, they can each walk on the different types of surfaces
they are named after; that is, the white Water Lemmings can walk on water, and
the green Acid Lemmings can walk on the green acid. A couple of levels also
feature yellow lava, but there are no Lemmings that can walk on this stuff.

  Anytime you see a gray metal surface with red stripes on it, it's a good bet
that it can be opened by a switch or laser gate somewhere. One must be slightly
careful of these, since if a Lemming is walking in front of one when a switch
is turned, he will be bumped off and effectively killed by the closing door.
Although rare, this concept is nonetheless the focus of many a level.

  Some metal doors and floors have counters nearby that keep track of how many
Lemmings walk past them. Only the number of Lemmings that the counter reads may
get through it, and the door/floor will close once the counter reaches 00,
bumping off any Lemmings that are in its way at the time. Conversely, the
counter will also go back up if the Lemmings walk backwards through a door.

  You'll know this device by the yellow and red arrows pointing out of it in
either direction. When a Lemming walks through this, he will be temporarily
endowed with the gift of super-speed, allowing him to walk, climb walls, and
perform tasks like bashing and building much faster. This object is key to
being able to beat some of the later levels.

   ----- | -----
   2a-2b | Traps
   ----- | -----

  In some levels you'll find the weasels walking about sans ultra-conservative
turtleneck sweaters but plus boxing gloves. Their purpose is basically to rough
up any Lemming they come into contact. It doesn't matter if your Lemming is a
blocker, a climber, an Acid Lemming, or whatever. If the weasels meet up with
your Lemmings, the results will not be pretty. The easiest way to get rid of
them is usually to devise some of sort of trap, such as digging a hole deep
enough for them to get caught in and then building over it. They are also
suspectible to drowning in water/acid/lava or getting hacked up by other traps
just like any Lemming is.

  Some levels feature giant animals sitting around the premises, including
crabs, birds, and scorpions. These animals don't do anything except bob up and
down and look pretty in most cases, but your Lemmings will still shatter if
they touch them. They are almost always easy to maneuver around, so these
animals shouldn't ever put a damper in your plans.

  There are three types of liquid in this game: water, acid (green), and lava
(yellow). Regular Lemmings, colored blue, cannot walk on any of these surfaces
and will drown shortly after setting foot on them. There are Water and Acid
types of Lemmings who can walk on these surfaces, and they will be instrumental
in several level solutions. However, no Lemming is impervious to the yellow
lava, which doesn't appear all that often anyway. It's best to either avoid
this stuff or build over it.

  These blood-stained objects will roll about on a set directory that can
sometimes be expanded or shortened by turning a switch. They are voracious
devices that don't care what they're hacking through; they can even go through
land! So then imagine what they'll do to your Lemmings .... eek!

  These don't appear until very late in the game, but they're a hassle to deal
with. They are usually comprised of several layers and will gradually disappear
as a Lemming walks over them. You had better hope there's solid ground beneath
them to catch them, because often the disappearing floors are situated over a
trap such as water. Usually you must find a switch that will open up a floor
underneath the disappearing floors, meaning you must act quickly once you
discover that the floors are fading away rapidly.

  Not a trap, per sé, but definitely something that will kill your Lemmings.
The poor critters can only fall so far before its throws them and causes their
bodies to shatter in pieces all over the place. Making a Lemming a floater will
prevent this, or else if you don't have any, you should find ways to make the
distance of the fall shorter.

   ----- | -----------
   2a-2c | Differences
   ----- | -----------

This section is here for someone who's been raised on old-school Lemmings and
thinks they'll be able to stroll right up to this game and tell it who's boss.
Let me tell you, hoss, that ain't gonna fly. If you approach this game with the
smug attitude of a Lemmings master, it will own you plain and simple. A lot of
things changed for the Lemmings between 1991 and 2000, and here are the most
glaring differences that will both put off and please some fans of the

1. The build-one-step-and-then-mine-to-turn-around trick doesn't work anymore.

Similarly, the same goes for just mining into steel. You have to dig deep
enough to turn around now, because when a Lemming hits steel he will discard
his pick and walk forward a little bit. If the ledge he's walking to is just a
bit taller than him, he may be able to walk up it. This means that if you do
plan on mining to turn a Lemming around, the hole he digs will have to be
fairly deep. Just a single dent won't do the job anymore.

2. There's no longer a button for raising and lowering release rate.

Just place your cursor over the entry hatch you want the release rate raised on
and hold down the left mouse button to lower it and the right one to raise it.
In a way this is much more convenient since you can customize the release rates
on individual entrances whereas before raising the release rate would apply it
to all entrances where applicable. It's kind of nice.

3. There's a speed-up button now.

Tired of waiting for the all the Lemmings to walk to the exit? Sick of spending
five minutes per try on a hard level that you're slowly chipping away at? You
are in luck, my friend, because the speed-up button is situated right above the
nuke button and sends the most repetitive of elements into overdrive. This is
such a godsend, I can't even begin to tell you. It has a tendency to keep going
after you lay off the mouse button sometimes though, so use it at your own

4. You can assign Lemmings to tasks while the game is paused. More on that in
   the Useful Strategies section.

5. You can also zoom in on a particular part of the level now, which should be
   a boon to those of you out there with 20/1,000,000 vision. Again, see Useful
   Strategies for more info.

6. If you are digging through part ground and part steel, you will stop
   instantly regardless of how much of the mixture is steel.

This is annoying, and I had to change my level strategies the first couple of
times when hoping that this would work. In previous 2D Lemmings games, you
could get by with digging through steel if you were digging through a large
enough chunk of ground at the same time. When are you digging through ground
and steel simultaneously in this game, you will hear a "shhhh" sound to denote
that you have hit steel.

Steel is much more of a nuisance in this game than it has been in previous
installments; Lemmings levels in previous games sometimes went so far as to
rely on digging partially through the steel for their solutions. Here, it does
not bend to any glitches or exceptions. Worse yet, it figures very prominently
into this game =(

7. The timer is much less forgiving in this game.

There was many a time when I had the required amount of Lemmings in the balloon
but was told I failed because it was just taking off as I'd saved every Lemming
in the level. This is a weird thing that leads to a lot of crazy losses in
stages where the timing is extremely tight (e.g. "Race Against Time", "Nice
shootin tex!"). At least in the old Lemmings you knew when your time was up
since it just booted you instantly at 0:00.

8. The F-keys no longer work as hotkey shortcuts.

This was one of the great things about the original Lemmings and Oh No! More
Lemmings. F1 through F10 allowed you to switch tasks on the fly without having
to drag the rather slow and clunky mouse to them, and F11 paused the game while
F12 instigated the famous mass nuking. No more. You must drag your mouse over
to the functions now (even while the game is paused), although to its credit
the mouse moves a lot more smoothly in this game, probably because is clearly a
Windows-based affair instead of one that runs through DOS.

Those are all the major differences between this Lemmings game and the Lemmings
games of yore. Now, for the absolute newbies, it's time for the all-important
explanation of the various tasks in the game.

   -- | ---------------------
   2b | The Various Functions
   -- | ---------------------

For the unenlightened, a quick rundown of each task your Lemmings can perform.

  Climbers have the ability, needless to say, to climb walls. Unlike most tasks
that are temporary, climbers stay that way for the duration of the level, so
you have to keep them carefully in check to make sure they don't climb
themselves into a deadly trap.

  Floaters can fall long distances without splatting thanks to the umbrellas
that they whip out whenever they take a dive. As with climbers, being a floater
is a full-time commitment. A Lemming can be both a climber and a floater. In
previous games, this mixture of climbing and floating gave a Lemming the
moniker of "athlete," but since that is not used within the game I didn't
bother to include here in the interest of not confusing newbies.

  When you click on a Lemming to make him a bomber, a timer will appear above
his head indicating that he has five seconds to live. When it counts down, he
will cower in fear shortly before his innards pop out of him in all directions.
Usually blockers are the main candidates for bombing, although you will have to
use it in circumstances where you must bomb a currently walking Lemming or one
that is performing another task.

  Blockers stand in place and turn Lemmings in the other direction, often to
hold them back while a single Lemming forges a path through a level or to keep
his hapless counterparts from wandering into certain death. Nothing can remove
a blocker except bombing and weasels, who discriminate against no Lemming in
their killing frenzies.

  You will probably use more builders than any other task in the game. A
builder will build a bridge that goes up diagonally in the direction he is
facing when you click him. He has twelve tiles for one bridge. When he's about
to run out, you'll hear three chinking sounds on the 10th, 11th, and 12th
tiles. He will then shrug, and you can either choose to continue making him
build or allow him to walk off his finished bridge. If a Lemming builds into a
wall, he will stop instantly.

  Bashers use their mighty fists to tunnel horizontally through walls. They
will keep going until they reach open air or steel (Lemmings can't bash through

  Miners use pick-axes to tunnel diagonally through the ground. They will keep
going until they reach the bottom or side of whatever they are mining through,
and as with bashers they cannot run through steel.

  Diggers dig straight down through the ground on their hands and knees until
they reach the underside of the ledge they are digging through or until they
run into steel, which like miners and bashers they cannot burrow through.


   = | =================
   = | =================

As with all Lemmings games, there are a couple of simple tricks you can use to
get by a little more easily in this game. There aren't so many since most of
the commands that worked in previous Lemmings installments seem to be less
merciful, but there are still some things that make this game a lot easier and
even a couple of ideas that are unique to this game. Hopefully some of the
following suggestions will make the whole Lemmings experience a little less
grueling for newbies and even easier than it already will be for the masters of
the game.

1. Let Him Go

This one's been obvious to fans since the beginning of time, but it's a good
nugget of information for newbies to absorb. Usually in the earlier levels, it
is possible to have one Lemming go ahead while you hold the rest back with a
blocker or some such method. That Lemming can then create a path for the rest
to follow.

2. Hold 'Em Back (Blockers)

Most times you can set up one or two blockers so as to hold several back to
keep them from wandering into certain death. Although this is doable early on,
you often won't be so lucky later.

3. Hold 'Em Back (Diggers)

In cases where the release rate is very low, you can often get away with
digging a hole straight down so that it catches the other Lemmings, and then
build to stop the digger from going on and on forever.

4. Hold 'Em Back (Miners)

A tad more complicated, but often more effective than the Digger variation of
Hold 'Em Back since it allows more space for building out of the hole if/when
the time for that arises. It takes two miners to do this usually, one going to
the left and one going to the right. If there's no steel to build down to (and
if you're using this method, there usually is), use builders to keep them from
going forever.

5. Freezing Time

Unlike in previous Lemmings games, you can select Lemmings to perform tasks
while the game is paused, making it possible to do several things within the
space of a second or two. To pause the game properly, press the P key. (I say
"properly" because you can also pause with the Escape key, but that brings up a
menu that you can't scroll around). With the word "Paused" appearing at the
bottom of the screen, you are free to rotate the level, select tasks, and
assign them to individual Lemmings. This function is mostly a luxury throughout
most of the game and doesn't really become a necessity until the very end.

To unpause, press P again or click on a Lemming to assign him a task.

6. A Closer Look

Remember how in the old Lemmings games it was impossible to tell whether a
Lemming was walking left or right and so building out of a pit crammed with 80
of them was pure guesswork? That's no longer the case. Press Spacebar to zoom
in on the portion of the level you currently have the cursor over. You can
rotate while the zoom is activated, and can also drag it around up and down as
well. Combining this with the pause tool makes a potent combination that
ensures 100% accuracy in assigning tasks.

7. Stretching Bridges

A good way to get more length out of your bridges is to let the builder shrug
after he lays down his twelfth tile, then let him walk for about a second
before making him build again. This will expand the length of your bridges at
the expense of a little bit of their height. If you're trying to get across to
a ledge, it's a good idea, but it's typically not recommended if you're aiming
for something really high from a very low part of the level. In some cases it
is necessary to do this when pits are aligned just so and you only have just
enough builders to get the job done.

8. Keeping the Weasels at Bay

It is not always possible to drown the weasels or get around them, so here's a
way to dispatch of them that will almost always work. Dig a hole deep enough to
contain the weasel, then build to cut it off or go all the way through to kill
him as well. With the former way, you can at least salvage your Lemming by
making him climb out to the safe side, but if that's not possible, it's not
possible. You will have to do this on occasion.

9. Surveying the Landscape

Before a level begins, you can pause the game using the P key and rotate the
level to get a good view of it. This will also give you time before the
Lemmings come out and start wandering around to devise a plan and figure out
potential ways to beat the level.

10. Today, the Digger Will Be Playing the Part of the Basher

As in the Lemmings games of yore, sometimes it is necessary to climb up very
thin walls and dig through them when a basher is not available. This shouldn't
have to be used until near the very end of the game, but all the same it's a
good one to remember.

11. A Bomber Granted Life at the Last Second

This is more the result of a glitch than anything, but the creators of the game
are actually so mean as to make you use this apparent glitch to beat at least
one level in the game ("Two Laps Finale"). What you do is bomb a blocker, then
equip your builder function and keep the cursor on the blocker. The timer will
count down from 5 to 1 as usual. The trick is executable in the small space of
time where the Lemming cowers in fear before exploding. When you see him put
his hands on his head, you will find that he is selectable for a split-second.
Click him in this small frame of time to nullify the bombing and start him
building, thus giving him a second chance at life!

Weird, I know, but it's necessary in at least one case - the one mentioned
above. Remember these words for when you get to that point.

And you're set! Are you ready to start playing Lemmings Revolution? All right!


   = | ===========
   = | ===========

To jump immediately to a certain level solution, find the level number for it,
then enter that number into the box in your browser that allows you to search
for keywords (CTRL+F in Internet Explorer).

I have kept the names of the levels as they are spelled in the game. Don't
blame me for the atrocious grammar; it's the folks that made the game that need
to go back to grade school.

   First Group
      001. Just Climb
      002. Just Float
      003. Just Bomb
   Second Group
      004. Just Block
      005. Just Build
      006. Just Mine
      007. Just Bash
   Third Group
      008. Just Dig
      009. Introducing - Water Lemmings
      010. Block and Bomb
      011. Bash and Mine
      012. Sometimes up..sometimes down.
   Fourth Group
      013. Bash and Dig
      014. Float and Climb
      015. Build and Block
      016. Seafood Sarnie
      017. A Long and Lonely Road
      018. Lems at Loggerheads
   Fifth Group
      019. The Abyss
      020. Kriss Kross
      021. Sergeant Bash
      022. The Crowded House
      023. One Way Ticket
      024. Swings Both Ways
      025. Wandering Free
   Sixth Group
      026. The Iron Curtain
      027. Make Mine a Large One
      028. Now you're stalking
      029. Escape to victory
      030. Lets play 'catch'.
      031. 2 sides to every story
      032. Wood you believe it?
      033. Wheelbarrows of Doom
   Seventh Group
      034. Designed with love
      035. Penelope Lem Stop
      036. How do we get up there!
      037. There's only one way down!
      038. What a Fantastic Pair of Birds
      039. The Lone Ranger
      040. Swarthy Seadogs!
      041. Build 'em up ....then bring em down
      042. Love train boogie
   Eighth Group
      043. Bounce around the world!
      044. Lock In
      045. Under and Up.
      046. Nice shootin tex!
      047. Water way to go.
      048. Quick as you can!
      049. Watch Out! Evil about!
      050. Take Her to Warp Speed, Captain
      051. Bridges
      052. Walk the plank or join the crew?
   Ninth Group
      053. Bamboo Maze
      054. Can't Get There From Here
      055. Lemmings Four the Drop
      056. Booby trap.
      057. Hit 'n' Run
      058. The high dive**
      059. Battle o' Lemmuckburn
      060. Feeling Gravity's Pull
      061. It's a hard life
      062. Waste not...want not.part 1
      063. Ouch me head.
   Tenth Group
      064. Topsy Turvy
      065. The Legend of Smelly Belly
      066. Where's Carol Vorderlem?
      067. Use the Force Lem...
      068. Scale that wall....
      069. Going in all directions
      070. Rocket Science.
      071. Time is of the essence!
      072. Odd Jobs.
      073. Reduce and Simmer
      074. Waste not...want not.part 2
      075. Touch the ground turn around.
   Eleventh Group
      076. Which Switch is Which?
      077. When Two Tribes go to War
      078. Bash Street Kids
      079. Lets get those fingers moving
      080. Something Fishy!
      081. T is for Teamwork.
      082. Don't Let them out!
      083. Speedy Gonzalez
      084. Goonies
      085. Lemming be thy name...
      086. 'Tanks' a Lot
      087. Two Laps Finale
      088. The Diving Board
   Twelfth Group
      089. Green with Envy
      090. Anger, Love, Hate
      091. All in..
      092. LEMTRIS
      093. No clues ... hee hee hee hee!
      094. Last one to the top.....
      095. The Long and Winding Road
      096. Just you wait
      097. Turn on! Tune in! Switch on!
      098. My friend the end.
      099. My finest moment
      100. Mission Impossible
      101. Race Against Time
      102. It's Going to Take Time

   ** Level 058 ("The high dive") is unplayable due to a glitch in the program
      that causes Lemmings Revolution to shut down immediately when you try to
      load it. A patch on the Internet is supposed to fix this, but it doesn't
      work either. Fortunately, thanks to the way you open up two levels for
      every one level you beat, you can easily play around this one and beat
      all the others.

There's a nice little statistical box included with each level walkthrough,
just for your convenience. It's located next to the name of the stage, and in
it you'll find three important tidbits of information:

   1) how many Lemmings are in the level
   2) how many you're required to save in order to beat it, and
   3) the amount of time you have to get through the stage.

It looks a little something like this:
                      _____________ _________ ______
000. Name of Level   | X# Lemmings | Save Y# | Z:00 |
                      ¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯
where X# is the amount of Lemmings total, Y# is the amount that require saving,
and Z is the number of minutes you have to complete the level. This time limit
is usually a nice round number - you'll rarely have, say, 6 minutes and 20
seconds to beat a level, always something digestible like 8 or 10.

With that diagram explained, let's get on with the walkthrough!

                  _____________ ________ ______
001. Just Climb  | 10 Lemmings | save 1 | 5:00 |
                  ¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯
This is the very first tutorial level, located in the yellow dot at the top of
the first group of three levels. It's an easy one, and almost anyone ought to
be able to figure it out, but since Lemmings Revolution is an entirely new
beast, I think they require explaining.

As you're well aware by now, you need to get a certain amount of Lemmings to
their hot-air balloon destination. This level, being unbelievably easy, only
asks you to deliver one measly Lemming to that safe zone. To the left you'll
see your inventory and the 10 climber Lemmings available to you. Click one of
the little rodents to make him climb the wall. He'll keep climbing walls until
he makes it to the exit. With the one Lemming rescued, you can now either
decide to make them all climb the walls (you have enough climbers to do so, and
it always looks good to save them all) or blow them up with the Nuke button on
the toolbar at left (the very bottom button - explosions are cool).

As a final note, to monitor the progress of any climbers you make as they trek
through the level, hold down the right mouse button and drag the mouse to spin
the level around.

With one Lemming saved, you'll have beaten your first tutorial level. Easy,
wasn't it?

                   _____________ ________ ______
002. Just Float   | 10 Lemmings | save 1 | 5:00 |
                   ¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯
Like the last stage, you're only required to save one rodent here - it's easy
to see that they're just trying to ease you in and get used to the mechanics of
it all before they launch you into the hard stuff.

At the left you'll see your toolbar and 10 available floaters. Floaters are
used to keep Lemmings from biting the dust when they fall from too high a
distance. You can test it out if you like! Notice that when the Lemmings fall
from the very high ledges to the ground below, their bodies can't handle the
impact, and they go KERSPLAT! Equipped with the ability to float, however, a
Lemming will brandish a cute martini umbrella and land primly on safe ground.

Apply this knowledge to the aimlessly wandering rats and you know what to do!

                  _____________ _________ ______
003. Just Bomb   | 20 Lemmings | save 10 | 5:00 |
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Another relatively simple level. Your Lemmings are closed in, so they can't
walk into the line of danger or anything. The only caution to take is making
sure that you don't bomb one hole directly over another, as this will create a
large drop that will cause Lemmings to splat. If you can avoid this hazard, you
will perform admirably.

                   _____________ _________ ______
004. Just Block   | 30 Lemmings | save 15 | 5:00 |
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When the Lemmings come out of the hatch, you'll notice that they alternate
between walking right and left. To herd all the Lemmings to the hot air balloon
you will need blockers on both sides of the level.

Let's look at the level's composition to make this easier. It consists of three
long ledges in the middle flanked by six smaller platforms. To get as many as
possible to the safety of the balloon, put one blocker on each of these six
smaller platforms. That will get 24 of the 30 Lemmings to the exit, and you
only need 15, so that's more than enough.

                   _____________ _________ ______
005. Just Build   | 20 Lemmings | save 10 | 5:00 |
                   ¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯
Along the way there are two pits that the Lemmings cannot escape upon falling
into them. Simply build your way out of these holes with the builders provided
in the toolkit on the left side of the screen. Lemmings aficionados will be
insulted by this level's ease, and newbies can chalk up another easily learned

(In case you are a newbie who is unaware of the builder function, here's a
little reminder: The builder constructs a diagonal bridge consisting of 12
steps. When you hear clicking noises, the builder is nearing the end of his
12-tile set, thus alerting you to make him continue building if need be.)

                  _____________ _________ ______
006. Just Mine   | 20 Lemmings | save 10 | 5:00 |
                  ¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯
Few levels in this (or any) game are so unabashedly easy. Simply use miners to
go down through the floor, which conveniently has arrows pointing downward.

(Memo to novices: This is relatively insignificant now because it makes no
difference here, but it's important to note for later levels that arrows in a
wall or floor indicate that a Lemming can only dig through it in that specific
direction. For example, if you encounter a wall with arrows that point left,
you cannot bash through it to the right. Got it?)

                  _____________ _________ ______
007. Just Bash   | 10 Lemmings | save 10 | 5:00 |
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Another simple level that doesn't require a full brain cell to complete. The
Lemmings will walk to the left, and all you have to do is make them bash
through the walls to safety. Some will turn around and walk the other way while
the bashers are doing their job, but no immediate threat is posed to them, and
they'll eventually turn around and head to the exit. Keep in mind that you do
need to save all 10 Lemmings in this level to complete it, so no premature
nuking allowed.

                 _____________ _________ ______
008. Just Dig   | 20 Lemmings | save 10 | 5:00 |
                 ¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯
This is the last of the incredibly simple levels (soon to be followed by the
slightly less simple levels), so enjoy it while you can. As with "Just Bomb,"
you need to be careful that you don't dig one hole directly below another, as
this creates a long drop that the Lemmings' bodies can't sustain (i.e. they
splatter on impact). Also, it is important to point out that as in previous
series installments, Lemmings can't dig through steel. Knowing all this, even
the greenest Lemmings apprentice should be able to tackle the level.

                                     _____________ _________ ______
009. Introducing - Water Lemmings   | 20 Lemmings | save 10 | 5:00 |
                                     ¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯
Don't panic at the fact that the Lemmings' entry hatch is positioned right over
a body of water. These are Water Lemmings we're dealing with! Needless to say,
this particular brand of Lemming, distinguished by a white body as opposed to
the normal blue one, can walk on water (as you'll see within the first second
of the stage).

The other thing of note in this stage are the switches you see positioned
strategically throughout it. When the Lemmings walk into them, certain empty
tanks will fill with water. These are necessary to getting to the balloon at
the end and are activated simply by having a Lemming walk into them.

As for the level solution, you'll have to scramble between scrolling left and
right since the Lemmings walk in both directions. However, the same strategy
applies to both sides: let them walk off the ledges that branch out from the
pool, then create a blocker on the next one down so that they walk either left
or right (depending). The Lemmings will turn around and drop to the next ledge
(on both sides, this will be the one with the switch). Place a blocker here
also so that a Lemming can turn the lever that makes the water level rise. This
sets up the rest of the level, and you can just speed it up and watch them do
their thing. Done this way, you should save 16 Lemmings - more than the minimum
by far.

After all the walking Lemmings have escaped, click the Nuke button on the tool
bar (below the Speed Up arrows) to eradicate the remaining blockers.

                       _____________ _________ _______
010. Block and Bomb   | 20 Lemmings | save 10 | 10:00 |
                       ¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯
This is a slightly more complicated level than the ones you've had to traverse
thus far, and can be annoying if you aren't keeping track of both sides.
However, the idea of symmetrical solutions on both sides of the level again
works out here.

On the right side and the left side of the level, plant a blocker, but NOT at
the far right/far left edges of this first ledge. Somewhere to the right and
left of the starting point, but not that far.

Blow up said blockers and let a Lemming on each side drop into the resultant
holes. The one on the right will continue walking right as he drops into the
hole, and the left one to the left, etc. Make these two blockers as well. When
the next two Lemmings to come around hit these blockers and turn around, turn
them into walking bombers. One will blow up and make a hole, and the other will
drop into this hole and make another that makes the falling distance to the
hot-air balloon non-splattable. If you must use blockers for this exercise, do
so, but things will get done faster using walking bombers. This one may take a
few tries to get right if you're not acclimated to the Revolution control

                      _____________ _________ _______
011. Bash and Mine   | 20 Lemmings | save 10 | 10:00 |
                      ¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯
This is a substantially easier level than the last one, mostly because all the
pressure of Lemmings dying out of your control is completely removed. Any
number of routes through this level will work, even ones that go across the
water, since you are given Water Lemmings here. The fastest and most obvious
route entails bashing to the right twice, then mining down to the hot-air

                                      ______________ _________ ______
012. Sometimes up..sometimes down.   | 100 Lemmings | save 50 | 3:00 |
                                      ¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯
Here's a concept that might even confuse long-time Lemmings fanatics: the
reversal of gravity, as executed by a small section of white rings. When they
move up, Lemmings will begin walking on the ceiling when they step into this
vortex, and will continue doing so until they find a set moving down that will
return them to the ground.

With that in mind, you'll easily figure out how this level works. There are two
batches of Lemmings to deal with - one group of normal ones and a set of Water
Lemmings. Concentrate on the Water Lemmings first since they come out first,
then alternate between normal and water types. You'll need four blockers among
the Water Lemmings (one for each of the first four ledges they fall down to)
and three among the normal ones (one for each of the first three ledges they
fall up to). With the blockers positioned so, you set yourself up for another
easy win.

                     _____________ _________ ______
013. Bash and Dig   | 20 Lemmings | save 10 | 5:00 |
                     ¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯
Sort of like "Bash and Mine," but with more digging and more steel present.
Though this is another level that requires work with both sides simultaneously,
the solution is spelled out by the walls with arrows on them. Follow each set
of arrows, digging or bashing as dictated, until both groups of Lemmings reach
the hot-air balloon.

                        _____________ ________ _______
014. Float and Climb   | 10 Lemmings | save 6 | 10:00 |
                        ¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯
You'll have to deal with both halves of the level at once here. Make turning
the Lemmings into floaters your highest priority, since they'll go ker-splat if
you don't attend to them in time. You only have to save six Lemmings, so if the
process of multitasking is too frustrating for you at this point, save one
Lemming from one side and then concentrate exclusively on all of the others on
the other side. Once all the Lemmings are turned to floaters and are safely at
the bottom of the level, have them climb the wall to the balloon.

                        _____________ _________ ______
015. Build and Block   | 20 Lemmings | save 10 | 5:00 |
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Here's the last sort of "tutorial" level before the game moves on to standard
Lemmings-style puzzles. Position two blockers at the ends of the first ledge
just in front of the lakes so that no one falls in the water. From here, build
up to either ledge above, starting your bridge on the wide space of wood (as
opposed to the narrow ones - the difference is notable) so that you get up to
the ledge using only one bridge. Alternate between using blockers and building
up to each successive ledge until your little rodents reach their balloon.

                       _____________ _________ _______
016. Seafood Sarnie   | 25 Lemmings | save 20 | 10:00 |
                       ¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯
The best strategy here - one that was employed a lot in previous Lemmings
installments - is to enclose most of the Lemmings between two blockers while
one goes ahead and maps out a path for the rest to follow. Employ that here,
letting the first one do all the hard work while the others wait to be saved.
There are a few important details to attend to, however, so pay attention.

The first of these important details involves the laser gateway to the left of
the entry hatch. Contrary to what you may think, this is not a trap that will
turn your subjects into Kentucky Fried Lemmings, but rather a device that
lowers the water level when a Lemming passes through it. It is imperative to
your success that the water level stays low, so to keep it there, put a blocker
in the gateway. This will prove invaluable in the long run.

Now on to the Lemming that you've forced to forage the level all alone. He's
got a few things to do. First, build to the steel ledge above the dormant crab,
who IS a trap (your Lemming will shatter upon impact with his super-pointy
claw). When the Lemming drops into the tank where the water once was, build out
of it and continue right. Bash through the wall in your way after building out
of the drained pool. After bashing, build bridges in a pattern that will lead
you to the exit.

When the original Lemming has proven that the journey is safe, blow up the
blocker holding the other wanderers in, but leave the one who is standing in
the gateway making sure the pool stays drained. The other 22 Lemmings will walk
to the hot-air balloon and to safety. Blow up the gateway-holding Lemming to
end it all and put another notch on your belt.

                               _____________ _________ _______
017. A Long and Lonely Road   | 30 Lemmings | save 20 | 10:00 |
                               ¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯
As in the previous level, have the first Lemming create a path that all the
others will travel upon completion and hold the rest back with a blocker. While
the other Lemmings are thusly indisposed, concentrate on the loner. Build and
bash as necessary until reaching the hole at the end of the road, which you
must build a bridge over to seal. Close the gap, and when the builder hits the
wall and turns around, build up to the high road.

At the first ledge you come to, there is a small hole that, while almost
microscopic in size, is deep enough that a Lemming can't walk up out of it once
he falls in it. To be safe, build to the wall that requires bashing through to
the left to avoid the mess with the tiny gap, and have your basher assignment
ready while the builder is doing his stuff so that you can start bashing
through the wall as soon as you get to it.

From here, there are no more tricks up the level's sleeve, and the path to the
exit balloon is simple and straightforward. Once the trail is laid out, blow up
the blocker and hold down the Speed Up button to speed up the tedium of walking

                            _____________ ________ _______
018. Lems At Loggerheads   | 10 Lemmings | save 5 | 10:00 |
                            ¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯
This is a very simple level if you don't panic at the fact that you don't have
enough floaters to match your climber supply. Again, the key is letting one go
ahead to lay out a comfy spread for the rest. Make the first Lemming both a
climber and a floater (the latter so that he does not die after making the big
drop from the high ledge).

When the climber/floater is at the bottom, wait until he turns around and
starts to walk to the left toward the hot-air balloon. Build a bridge using
your two builders that extends far enough up to allow the rest to fall from the
high log platform without splatting. When this bridge is erected and the first
Lemming makes it to the end, have the rest climb the wall and make the journey.


                  _____________ _________ _______
019. The Abyss   | 15 Lemmings | save 10 | 10:00 |
                  ¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯
Disgustingly simple level right here; you have enough climbers and floaters in
your utility kit that no Lemming except one should go unsaved. Make each one a
floater as it pops out of the box at the beginning, waiting for one to fall to
the bottom. Wait for it to turn around and start walking left (you're still
making floaters as this is happening), and when it reaches the left edge of the
ledge, make him a blocker. Now exhaust your floater supply until everyone is
safely on the bottom ledge.

Have one of the Lemmings build a bridge up to the thin steel overhang jutting
out from the wall. Once the two are connected, make every Lemming except the
blocker a climber. They will climb walls and float their way through the rest
of the level without incident. Nuke the blocker using the button on the toolbar
once everyone is home free.

                    _____________ _________ ______
020. Kriss Kross   | 30 Lemmings | save 20 | 5:00 |
                    ¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯
Once again, you have a set of regular Lemmings and a set of Water Lemmings to
deal with. The regular Lemmings aren't suited well to life on the water though,
so let's use the white ones to get the job done. Close in the blue Lemmings
using two blockers, then concentrate on the Water Lemmings.

Wait for the Water Lemmings to get down to the very bottom of the level near
their balloon of matching color (they won't go in the blue one, only the white
one, and vice versa for our normal blue friends). When the leader of the Water
pack gets to the steel portion of floor just before the white balloon, make him
a blocker.

The others will turn around and start heading for the wall with the arrows
pointing right, which one of them needs to bash through. Once the basher
tunnels through the wall, the others will start walking to the right. Place
another blocker on the steel square past the tunnel you just made, then blow up
the Water blocker next to the white balloon.

Now that the Water Lemmings are trudging to safety, you can release the blue
ones at the top. Explode the one on the right and keep an eye on them as they
walk with ceasing toward the large water tank in the middle of the level. Put a
blocker right in front of that tank, and then put one on each of the two ledges
below that. The rest of the Lemmings will escape to their blue balloon, and you
can now either individually bomb each remaining blocker or nuke them all
simultaneously. Your choice.

                      _____________ _________ _______
021. Sergeant Bash   | 20 Lemmings | save 10 | 10:00 |
                      ¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯
Is this a joke? This isn't even hard! Bash through the first two walls, then
bash at a low point in the staircase blocking the exit - not the top, or else
your Lemmings will not live to hop in the balloon and utter that joyous
"Yippee!" that brings you such joy. You might think it's too good to be true,
but it's not. Another notch on the belt for you.

                          _____________ ________ _______
022. The Crowded House   | 10 Lemmings | save 5 | 10:00 |
                          ¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯
Make the second Lemming out of the hatch a blocker, leaving one of them to go
ahead and blaze the trail for the others to follow (as usual). The rest will
stay closed in by the one blocker, leaving you to dig, bash, and build your way
through. Dig through this large chunk of land your Lemmings start on, but about
halfway through, start bashing. If you do a straight dig, the hole will be too
long and the Lemmings will dismember themselves trying to take the plunge you
made. So bash for a little bit to create a safety zone, then start digging
again when there's a decent-sized horizontal tunnel (it doesn't have to be THAT
long, just long enough to keep the rest from biting the dust).

The level now branches off in two directions, but since both halves are 100%
symmetrical, the solution remains the same for both. Whichever way you choose
to go, bash through the wall. While the Lemming is bashing, have your builders
ready, because you'll have to start building as soon as the tunnel is finished,
or he'll fall in the water and you'll have to start over. Build three bridges
up to the skinny steel ledge at the top. Dig through when you reach the
diggable land.

Drop to the plateau below and dig again, but not directly under the small hole
you just made - as we know, that just increases the chances of mass Lemming
genocide by the splatting method. As the Lemming walks to the right, begin
digging, then bash through the wall about 3/8 of the way down. The digbasher
won't splat as he would had he walked plumb off the plateau to begin with. Let
him walk to the end of the level, where he needs to build a single bridge up to
the balloon. Once the path is proven safe, release the others.

                       _____________ _________ ______
023. One Way Ticket   | 50 Lemmings | save 40 | 8:00 |
                       ¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯
Dig through the square of land at the beginning that isn't steel, then assign
two climbers once the hole is complete. As they climb the wall, turn them into
floaters as well so that they don't meet an untimely demise on the other side.
As they walk along the top, they'll turn a lever that drains a pool of bright
green acid up ahead. Somehow, they can magically walk over once it's empty, so
you don't need to build a bridge over it. Have the first one dig to the bottom,
but as soon as he's about to hit steel, have him bash to the right.

While the first Lemming is digging and bashing and generally just tearing up
the ground in an orderly fashion, the other one will climb the wall, drop, and
turn around, heading for the wall with the left-pointing arrows in it. When he
gets to it, have him bash through it.

Return your attention to the Lemming on the right side of the level, who by now
should be almost through bashing. When he actually _is_ done, have him mine
through the thin ledge to the bottom. He will walk to the long staircase up
ahead. Instead of building when he turns around and walks left, have him bash
through an area near the middle of the staircase. When he hits steel, he will
turn around. Build from the opening in the staircase, but not at the edge of a
step - if you build at the edge of a step, the others will not be able to walk
up to it. Bashing through the middle of the staircase gives you a fair bit of
leeway to build from a point before that, thus ensuring that the rest can make

(Around this time, the others will start coming in like a tidal wave. Make the
leader a blocker before he reaches the foot of the staircase.)

With the others safely barricaded, build three bridges up to the high road.
Bash through the wall and build up to the thin ledge. With no more diggers or
miners at your disposal, it is time to bid adieu to this poor Lemming. Make him
a blocker and bomb him so that the others can pass through the thin hole he
creates, then blow up the blocker keeping the others at bay.

                         _____________ _________ _______
024. Swings Both Ways   | 20 Lemmings | save 16 | 10:00 |
                         ¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯
Oooh, what a racy bunch those Lemmings can be sometimes!

Seriously, let each separate group fall to the next ledge below. To their
respective lefts and rights will be two walls to bash through. Put a blocker on
each ledge, then have the Water Lemmings bash through their wall. Make them all
floaters and watch as they walk across the pond and float to the ledge below.

Place a blocker next to the acid pond, because while Water Lemmings are capable
of Christ-like water walking, their skills don't apply so well to acid. Have
one build his way back to the top and another bash through the wall to get the
others to safety. By the time the builder is at the top, he should be the only
Water Lemming left who hasn't been turned into a blocker.

When he reaches the plateau with the water pool once again, have him build a
bridge up to the thin steel ledge over the pond. While it's easy for him to
take a stroll across the pond, you must consider his blue cousins who are
incapable of such feats. Thinking about them, you know that you have to build
the bridge, and another one that covers the small part of the water that the
steel ledge doesn't cover. When building that second bridge, bash a little bit
after starting the bridge so the Water builder doesn't smack his head and turn
around. (If he does do that because you're just neglectful, build another one
to turn him right back around.)

When the Water Lemming floats to the bottom right part of the level, make him a
blocker. Turn to the group of blue Lemmings that's been caged in for the whole
level and have them bash through their wall now. As they walk along the bridges
that the Water Lemming made, turn them all into floaters. They'll make it to
the bottom without a hitch, and you can have one bash through the wall to get
them to the blue balloon. You should save just enough Lemmings to complete the

                       _____________ _________ _______
025. Wandering Free   | 20 Lemmings | save 10 | 10:00 |
                       ¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯
Let one Lemming go ahead while a blocker keeps the rest from escaping and
drowning in the lake to the right. Have that Lemming that you let slip by build
a bridge over the lake to the large ledge above with arrows pointing down. Walk
him to the far right edge and have him dig; if he builds immediately from that
point, he will hit his head and turn around, possibly meaning he'll dive into
the water you just spent time building over. Dig at the edge until you're
parallel with the steel wall, and _then_ build.

Bash through the wall and build over the small pool, then mine through the
three bridges spanning the ground - you know, just to mix it up a little =)

After that, the level's solution is straightforward; bash through the wall,
build over the lake, and bash through the last wall, releasing the others when
the path is proven safe.


                         _____________ _________ _______
026. The Iron Curtain   | 30 Lemmings | save 20 | 10:00 |
                         ¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯
Make the second Lemming out of the hatch a blocker, and raise the release rate
to 50 by holding the cursor over the box the Lemmings come out of and holding
the right mouse button. The lead Water Lemming, who is now meandering out on
his own, needs to be a floater. When you get down to the third thin ledge, dig
somewhere close to the edge. When your floater bumps into the steel wall below
and to the left and turns around, build two bridges up to coincide with that
hole. This will keep the remaining Lemmings from splatting when you set them
free later.

Now that you've ensured the safety of your brethren, let the Water Lemming trot
across the pool. Build a bridge up to the steel wall over the bashable one with
the arrows pointing left. This will prove handy later. In all likelihood, the
builder will hit the wall and turn around, so wait for him to make the return
trip. On his way back, make him a climber.

Once he makes it to the top, mine twice through the top two ledges. Then - this
is important - dig through the RIGHT HALF of the bottom ledge while facing
LEFT. This will allow your climber/floater/all-purpose dude to pass through the
lever without activating it. Bash through the left-arrowed wall, then wait for
the return trip, which will take roughly a minute in game time. When he finally
comes back, bash through the right-arrowed wall when he falls through the hole
he dug. He will escape to safety, and so now it's time for you to set the other
ones free. Bomb the blocker at the beginning.

When they get to the bridge that you built up to the steel wall, make the lead
Lemming a blocker. (One may get past him; make him a blocker as well if that
happens - we can't have anyone making a shambles of it this far in.) Wait for
all the other helpless walker Lemmings to turn around, then place a detonator
on the blocker(s) and wait for him/them to blow up.

When the parade of Water Lemmings returns, they will fall through the hole
created in the bridge and will turn the lever to lower the water level in the
pool, but by this point it doesn't matter. If done correctly, all the Lemmings
will walk to the hot air balloon without a second thought.

                              _____________ _________ ______
027. Make Mine a Large One   | 30 Lemmings | save 25 | 5:00 |
                              ¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯
Because of the steel bar jammed in the wall ahead, you cannot simply bash
through the wall. It would be too easy that way! No, you have to take a more
oblique course of action to beat this one.

Have the first Lemming build the two bridges necessary to meet the wall. You
don't get anymore after that, so you have to work carefully with the rest of
your tools. Make him climb the large wall, then let him turn around. When he is
just a bit to the right of the steel bar and is facing/walking left, have him
mine. You need to do it so that the end of the tunnel will meet the bridge
perfectly. If you mine too late, the wall will be too high to simply walk up to
and you will have to attempt the level again (only two builders, remember?). If
timed properly, however, the tunnel at the bridge will meet precisely, allowing
the others who are not as fortunately endowed with climbing ability to make the
trip to the top. (If you mine too early, bash to make up for the distance.)

If you successfully mine through to the bridges you made, wait to turn around,
then mine again when you are directly above the steel bar. This will clear a
path to the exit, and when completed, you can bomb the blocker holding its pals
back and raise the release rate to 99 if you haven't already.

                            _____________ _________ ______
028. Now you're stalking   | 50 Lemmings | save 49 | 6:00 |
                            ¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯
This one requires exact attention to detail, so it can get pretty hard if your
head is up in the clouds. The first Lemming should be made both a climber and a
floater, and the second should be made a digger, although not directly above
the entry hatch (for reasons that should by now be obvious). The next two steps
may require a bit of multitasking on your part; you have to make the first
Lemming to walk to the left out of the hole you dug a blocker, AND make your
climber/floater build a bridge so that he does not fall directly into the exit.
If you pull both of these off precisely, the rest of the level is fairly easy,
but requires the same amount of attention. No lollygagging here!

With these steps complete (after some hassle), focus on the climber/floater.
See the walls with arrows pointing in opposite directions? Dig on the thin
ledge between the walls, but NOT BELOW the thin ledge directly above it in the
air. It is important that you dig to the left of this ledge, for reasons that
become evident later. Bash to the right when you fall in the chamber between
the walls.

Build one bridge over the pit to the right, then wait for him to climb up the
steel wall to the right and turn around. For the next three ledges, you're only
allowed one bridge to make it to each of them. Any more, and you won't be able
to complete the level. Build to each ledge, then fall back in the small chamber
where you bashed to the right. This time, punch through to the left.

The others will make their way along the path the lone Lemming created a few
minutes ago. When they reach the small hole that you had to fall into in order
to bash through the arrowed walls, have one of the Lemmings build over it. A
couple may fall back in the hole; they will have to make the trip all over
again. While the rest go to the exit, wait for these last few to make it to the
hot air balloon. You can't end the level prematurely; only one Lemming is
allowed to die, and that will have to be your blocker. There should be mere
seconds left on the clock by the time everyone but the blocker is safe. Nuke
him to complete the stage.

                          _____________ _________ ______
029. Escape to victory   | 45 Lemmings | save 40 | 8:00 |
                          ¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯
This stage marks your first encounter with the weasels. Any contact with the
weasels will result in a dead Lemming, as they'll beat the crap out of any that
they meet up with. In order to keep the Lemmings safe, you'll need to find a
way to dispatch of the weasels. It's relatively simple here; later on it may
not be so easy.

Build to the first ledge. Shortly after the bridge is completed, have a Lemming
mine through it so no others reach the top. Make the first Lemming to make it
up to the ledge block over one of the thin parts. Bomb him when any others that
made it up turn around, and you'll create a hole that will lead the weasels
directly into the water. Weasels can't swim, so they'll drown when they fall in
the water. That eliminates your pest problem; now that your charges are safe,
mine to the balloon in the closed-off area below. There is no way to increase
the release rate, so you'll have to entertain yourself until 40 Lemmings make
it out alive.

                           _____________ ________ ______
030. Lets play 'catch'.   | 10 Lemmings | save 5 | 5:00 |
                           ¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯
This is a level that's more about timing and luck than anything else. However,
there are a few things you can do to increase your chances of winning. Of
course, the first matter of business is getting all the Lemmings to the top, so
go ahead and raise the release rate to ~40, making each Lemming a climber.

From the level's title, I think it may have been designed with the intent that
you should bomb directly above the balloon in order to "catch" the Lemmings in
it. This didn't really work for me, so I suggest a different solution. When the
climbers get up the wall, let them walk all the way to the right and then turn
around. As they approach the portion of the log bridge that is suspended above
the ground, have the first one be a walking bomber about four logs away from
the lowest log. Start the bomb timer at roughly the second or third log from
the right. With each subsequent bomber, start the timer a bit forward from the
previous spot where you did. This will create a makeshift mined tunnel of sorts
and will decrease your chances of splatting, assuming you are at the lowest end
of the bridge. Perseverance and patience will see you through this one.

                               _____________ _________ _______
031. 2 sides to every story   | 50 Lemmings | save 40 | 10:00 |
                               ¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯
This level is perhaps made unintentionally easy by the multitude of supplies
given to you; I don't think my solution is the way the designers intended the
level to work, but for my intents and purposes my way is certainly easier than
any they devised.

With the blue Lemmings, place a blocker in front of the anti-gravity field, and
for the white ones, place one right under the entry hatch. For each batch,
build a bridge up to the wall with arrows pointing against you. On the blue end
the arrows are facing right, and on the white end they are facing left. Behind
each is the appropriate exit for each set.

When the bridges reach the wall and the builders turn around, place a blocker
as close to each wall as you can, then bomb it. Part of each bridge will be
taken out by the explosion; build a little bit, then again, have a Lemming
block to where he hugs the wall and bomb him. On both sides, it should take
only three bombers to get through the arrowed wall, and including the blockers,
that makes eight Lemmings you've killed; you're allowed to get away with ten.

                             _____________ _________ ______
032. Wood you believe it?   | 50 Lemmings | save 45 | 5:00 |
                             ¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯
Have the first blue Lemming out of the hatch block to hold the rest back, then
concentrate on the Water Lemmings. Have the first one of them block as well.
When they turn left, have one build a bridge facing left starting on the left
steel edge of the pool. This will give the normal Lemmings above a safe place
to fall, otherwise they would splat falling from such a great distance.

To the left is a lever that will drain the pool; you need to turn it to drain
the water so that your non-swimming types won't sink, but you need to make sure
it stays drained. To do this, wait for a Lemming to touch the switch, and then
IMMEDIATELY block on top of it. If you execute this correctly, he will guard
the lever so that no other Lemmings will turn it back. With the pool drained,
begin building out facing to the right, starting your bridge next to the metal
grate inside the pool. Bomb the Water Lemming blocker, then the one at the top.
Some blue Lemmings may make it past the bomber at the top, so make another
blocker to hold the ones that get past back if that happens.

Notice that the balloon in this level is red; this means that all the Lemmings
must make their way to this balloon regardless of their color or type. This
will appear again in later levels.

                             ______________ _________ ______
033. Wheelbarrows of Doom   | 100 Lemmings | save 98 | 4:00 |
                             ¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯
The path appears long and winding, but there's actually a pretty easy way
through this level of imposing appearance. First of all, you can decrease the
release rate, which starts at 69 here (baha), by holding the left mouse button.
Put it down to 1 for the time being. Choose a low spot on the bridge, then use
as many builders as are necessary to make it to the wall. Make sure that the
others cannot make it to the top of the wall and cross over to the titular
"wheelbarrows." When you are sure that no one can make it over, assign two

Have the climbers build their way to the gap between the wheelbarrows above the
exit. When they are in this hole, have each one block in the middle, then bomb
through the floor. This will be sufficient to get through the floor. With that
finished, have the others build their way up to the "wheelbarrows" and build
out of each gap if necessary. Raise the release rate to 99 when the path is


                           _____________ _________ _______
034. Designed with love   | 99 Lemmings | save 85 | 10:00 |
                           ¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯
Let the first Lemming go ahead and start building up to the ledge to the upper
right (which is the one to the lower right of the log bridge whereupon the exit
balloon is found). It will take three bridges to get up here, and the bridge
should touch the wall such that there is no gap present between the bridge and
the wall and the Lemmings can walk up from the bridge to the ledge.

In the meantime, place the second Lemming as a blocker. Right here you'll have
to do some multitasking, so be on your toes. While making sure to pay attention
to the builder making his way up, make a Lemming within the throng that is
blocked off build one bridge up to the left so that it hits the nearby wall.
When the bridge is complete, make one Lemming a climber to go up the wall, and
make him a floater also as he climbs. Meanwhile, on the other side, once the
original builder gets up to the ledge he was making his way to, allow him to
walk to the right, then make him a blocker.

The climber/floater will make a long walk through the rest of the level; his
job is to walk into a series of laser detectors so that certain things will be
activated. The first one he will walk through will lower the water level of the
pool in this stage, which allows him to get to another laser detector that once
walked through will open up the doors guarding the exit balloon. He will go on
to die if left alone, but he will serve his purpose; once he is made a climber
and a floater, he can be ignored.

Blow up the first blocker and allow the Lemmings to walk up the bridge (raise
the release rate to 99 if there are some who have not yet entered the level).
They will walk up to the blocker and turn around; this is where it becomes
important that you left no holes between the bridge and the wall. Make one of
the Lemmings in the back build up to the log bridge. The others will walk off
for a little bit, giving the lone path forger enough time to do his thing. Once
he makes it to the laser detector near the exit, have him build over it. This
will release the weasels that were present at the beginning of the stage, and
you don't need them catching up to your charges. Once all the Lemmings have
made it to safety, nuke the lone blocker left behind.

                          _____________ _________ ______
035. Penelope Lem Stop   | 32 Lemmings | save 32 | 6:00 |
                          ¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯
Two of the Lemmings in this stage will fall out of their own hatch; the others
will be released into temporary safety on top of a door that will open if the
correct switch is flipped. I say the safety is temporary due to the spinning
log that hangs precariously over the majority of the Lemmings in this stage. It
slowly descends throughout the course of the level, and if you don't save them
in time, they'll be hacked to bits!

To save them before the spiked log makes mincemeat of them, you need to use the
two Lemmings that each walk off in separate directions. Both need to be made
climbers and floaters, but you need to focus on the one on the right first.
Have him use your only bridge to build up to the steel wall. He must use all 12
of his bridge tiles, but it must meet the wall for this to work. Make him a
climber/floater while he is building so that he climbs the wall as soon as he
runs out of steps. He'll turn a switch that opens a door in another part of the
level. You can ignore this Lemming now and move on to the other one.

While the other one is on the long, thin wooden plank spanning about half of
this level, have him mine through it to where he will hit a small steel wall
and turn around to walk toward a wall with arrows pointing right. Make him bash
through the right-arrowed wall, then about halfway through it, start mining.
(Make sure you've made him a climber/floater by this point.) When he's through
the floor, he will walk up to the wall to the right and climb up it. If he mad
it in time, he will flip the second switch, which brings the floor out from
beneath the other Lemmings and leads them to safety. Now let him make it to the
balloon, since this stage requires you to save every last Lemming.

                                _____________ _________ ______
036. How do we get up there!   | 50 Lemmings | save 50 | 4:00 |
                                ¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯
Here's a supremely difficult level that you won't beat if you can't find a way
around the one solution that looks the most obvious. Start off by decreasing
the release rate to 1. That will make it easier to distinguish between who is
walking left or right when you have to come back here to build a bridge to get
the others out of here.

If you think you're going to need both your climbers for multitasking purposes,
you're wrong. You only need one climber, but you need to make him work quickly.
Assign the first Lemming out of the hatch to this position, then wait for him
to trek over the wall. Start mining near the middle of the chamber over here.
When he is right up against the steel wall, start digging straight down. Click
on the basher icon so you have that job ready, then watch the digger. He will
dig until he is level with the bottom of the steel door. When he gets to this
point, let him bash out four (4) more chunks of ground, then make him bash. He
should go under the door and be able to get out on the other side.

When he gets to the other side, stop his bashing by making him build. He will
turn around and go back up the wall to the left, but a small piece of land will
stop him from getting all the way up it. When he comes back around, build out
again so that the others can make it, but use a miner to cut off the bridge
early. (Not so early that he keeps going through the ground, though; just
enough to cut the bridge off and save time.)

Let him get around to the steel edge of the acid pool, then build on that steel
rod. While he builds this bridge, quickly return to the beginning of the level
and focus on the middle of the chamber where the Lemmings are walking. Find one
that is walking to the right; the Lemmings should be organized in small groups
as a result of the low release rate, so finding one that is moving right should
not be overly difficult. When one starts building in the proper direction, put
the release rate all the way up to 99. YOU ONLY HAVE ONE CHANCE EACH TO GET ALL

Heading back to the lone Lemming near the acid lake:

When he shrugs his shoulders, let him walk off, then as soon as he hits the
ground, have him build two bridges up to the steel. Make sure they connect with
the metal ledge that juts out, but that he doesn't turn around upon hitting
them. He will need to use these bridges as the foundation for the final one.
Let him climb up the wall, then when he falls back to the ground, allow him to
walk back onto the other two bridges he made before building up to the top.
Around this time, the other Lemmings should be joining him, and will not be too
far behind when he finishes the bridge. Make sure all the Lemmings are inside
the open steel door; the switch just before the balloon closes it, and you
don't want any getting locked out, or worse yet, squashed by the door (yes, it
can happen).

You should finish the level with only a handful of seconds left on the clock.

                                   _____________ _________ ______
037. There's only one way down!   | 25 Lemmings | save 10 | 5:00 |
                                   ¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯
Thanks to the way this level was designed, it's way easier than originally
intended. Simply put a blocker to the right of the entrance and mine through 
the bunch of wood to the left.

                                       _____________ _________ ______
038. What a Fantastic Pair of Birds   | 20 Lemmings | save 20 | 5:00 |
                                       ¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯
The object of this level is to get between the two birds who are guarding the
balloon to safety. To do this, you'll have to have a single interloper burrow
between the two of them. Because you must save them all and you have no blocker
Lemmings to help you out, this will be a bit tricky if you're not accustomed to
containing Lemmings without the aid of blockers.

Let the first Lemming out of the hatch walk a fair distance to the right, then
have him mine. A short way into his tunnelling, have him build to cut it off.
Another Lemming will be walking to the left by this time; have him mine also.
The original Lemming who was mining will be able to get out of his hole before
he digs deep enough, but none of the others will. This is what you want. Have
the miner build, and voila! You have a makeshift containment chamber!

Now that only one of the Lemmings is free, have him dig once he gets to the far
left edge of this plateau. He will continue going until he comes upon a long
steel bar, which will impede further digging. Have your builder ready, and when
he gets to the steel rod, have him build. He will hit his head on the thin
stalactite to the left, but don't worry, this should happen. He will turn and
walk the other way for a couple of seconds, then return to this same spot and
drop onto the staircase.

At the top of the staircase, start mining down to the left. When he is halfway
between the pool of water and the bottom of this huge chunk of rock he's mining
through, start him off bashing to the left. Once he's above the bird guarding
the balloon or just to the right of him, begin mining again. This should land
him between the balloon and the bird's back, which is what you want. As soon as
the Lemming starts mining for the second time, return to the trapped ones over
to the right and have one build a bridge out to the left. Once all are
successfully out, speed the rest of the level up.

                        ______________ _________ _______
039. The Lone Ranger   | 100 Lemmings | save 90 | 10:00 |
                        ¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯
See the swirling portals peppered throughout this level? They'll transport your
Lemmings across to the stage to one parallel to it, keeping them walking in the
same direction they were going. The level is entitled "The Lone Ranger" because
you'll have to have the first one break away from the path that eventually
leads to splatting. Some will inevitably have to die here, but you can prevent
that with some time-saving tricks related here.

Have the first one build as soon as he pops out of the box. Position the cursor
a little lower than the box so the game doesn't think that you're trying to
lower the release rate. When you've got him building, he'll hit his head in
time. This will cause him to turn around and fall off to the left. Make him a
floater, but not until he's on the verge of nearly splatting (that is, about
1/4 of a inch from the ground). He'll fall fast, but by making him a floater at
the last second, you prevent what would otherwise be a very slow descent that
would allow too many Lemmings to die.

Wait for him to hit the thin wall to the left and turn around. When he gets
near the wall, have him build one bridge up to it. Just one is enough to keep
the Lemmings that come out of the portal above and to the right from going
KER-SPLAT! Once the bridge connects to the wall and the others start coming
near, it's time for some demolition work.

Equip the bomber ability and find a Lemming walking left. This next part relies
entirely on timing, so you'll need to know which positions are best for getting
through the thin walls without wasting too many bombers (you can only use ten,
and even then, that's if no Lemmings died as a result of splatting after coming
out of the second portal - so if you do some quick calculations, only six can
be allowed to die as a result of that long fall - fortunately, you have a fair
bit of leeway if you're able to keep them intact).

For the first wall, detonate one of the Lemmings about a half-inch to the right
of the steel wall. He will walk under it, stop at the thin wall, and blow a
hole in it. The second one needs to be activated just to the left of the first
hole you created, and the third one needs to be made a bomber when he is just
to the right of the second hole. Make the fourth bomber bomb to the right of
the third hole, and you've got it made in the shade.

                         ______________ _________ _______
040. Swarthy Seadogs!   | 100 Lemmings | save 99 | 10:00 |
                         ¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯
Have the first Lemming dig a hole to the steel bar below, then up the release
rate to 99. As the Lemmings fall out of the hatch, make one a climber. Turn him
around by making him a miner (he will tunnel until he hits the steel, then
start moving left). He will turn the switch to the left of the vertical hole,
which will not only drain the pool to the left but will also start a spiked log
rolling around the ledge your Lemmings are currently situated on. You dug the
hole and raised the release rate so that everyone would be safe from this log's
onslaught, your lone excavator included (he'll be out of its way by the time he
does what he needs to).

Build out of the emptied pool, making sure not to hit the wall, to naturally
allow the twelve steps to run out. If you haven't made this climber a floater
by this point, do that now. When he floats to the ledge below, have him mine
into the steel before hitting the blood-stained log to the left; this will keep
the others from running into it as well. When he turns and makes it to the
bottom of the level, have him build OVER the switch to the right; after all,
you don't want the log from above hacking up your cute little creatures, now do
you? Hit your head in the narrow steel corridor to the right by building, then
when your Lemming goes left, build a bridge up near the steel wall to the left
of the switch so that the others will be able to fall safely to the bottom row
when they get there. The trail has been blazed; now focus on your others.

Find your group that are crammed into the tiny hole and have them bash to the
right. If they go left, that's fine, as there's steel for them to run into; it
will just take a little longer to do the level, that's all =)

When they bash right, you'll have a tunnel going that looks like a right
triangle. Build to the left up to the hypotenuse, as it were, and then again
over the vertical digger's tunnel. All the while, you have to make sure to
watch out for the rolling log that dices your Lemmings into Julienne potatoes.
Study its path carefully; you'll notice it turns back to the right once it gets
to the left edge of the pool. Start building out once it turns around and gets
to the switch. Your Lemmings should move fast enough to get past it before it
comes back around again. Now, assuming that you considered the fact that these
Lemmings can't float and built bridges for them to land on, they should travel
through the rest of the level with ease. Speed it up if you don't want to watch
them toodle along.

                                             _____________ _________ _______
041. Build 'em up  ....then bring em down   | 50 Lemmings | save 45 | 10:00 |
                                             ¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯
Here's a nice break from challenge, unless you have really slow reflexes. Raise
the release rate to ~75, making the first Lemming a blocker as soon as he falls
out of the box and then the second one after that a blocker. One will get by in
order to set the path for the rest. Have him dig at the very far right edge of
the cliff until he is parallel to the first steel rod to the right.

At this point, build a bridge to the SECOND steel wall - skip the first one
entirely. You won't be able to build 36 straight tiles and land perfectly on
top of the steel column though; to get on top of them, you need to dig. When
your Lemming is over a column, have him dig to get on top of it, then while he
is digging, quickly click the builder icon and have it ready for when he starts
walking again. Repeat this until you get on top of the tall wall to the right,
at which point you need to again dig on the right edge. Build one or two
bridges after you've dug a sufficient distance, then release the other Lemmings
by bombing the blocker on the right.

                          _____________ _________ _______
042. Love train boogie   | 25 Lemmings | save 25 | 10:00 |
                          ¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯
You have to work quickly to make this level a success. Start by having the
first Lemming out of the hatch build and hit his head; when he turns around and
starts going left, make him climb up the wall. Build a bridge as close to the
steel wall up here as possible to shave time and turn him around. Build over
the narrow gap to the wall ahead, bashing to cut the bridge off ASAP. This way
of bashing to shorten the bridges is necessary to saving time and making sure
the rest can walk obliviously to the exit.

Bash through the first wall and build a bridge over the pool, bashing to cut
the bridge short, then bash through the next wall. Repeat this process until
your Lemming has built over the last small body of water and flipped the switch
(which doesn't do anything important - not now, anyway). Don't make him a
floater until the very last part of his long fall - remember from your
experience in the "Lone Ranger" level that this is a mega-time-saver. Build
when near the wall to the right to turn around quickly, then dig as far left of
the balloon as is possible through the thin wooden plank. Bash through the wall
with the arrows that point to the left. If the rest haven't made it here yet,
they're now safe.

You're not totally in the clear yet though, pal; you have to consider your
climber/floater, who if you're not careful will walk to the left and eventually
meet his demise in a pit far to the left ..... and if I recall correctly, don't
you need to save EVERY Lemming to complete this level? Oh, that's right, you
DO! Fortunately, you should still have a few builders left. Have that rogue
Lemming build to hit his head on the wooden plank and turn around.


                                 _____________ _________ ______
043. Bounce around the world!   | 50 Lemmings | save 46 | 5:00 |
                                 ¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯
You'll start this stage by viewing a hatch wherefrom the Lemmings walk to the
left upon falling out. Make the first one out of this hatch a blocker, then
swivel around to the other end of the level. Make the third one out of that box
a blocker, allowing two of them to pass. Assign the one that is bringing up the
rear to dig through the first diggable ledge they walk over (there are two). As
he digs, turn him into a floater. This is the largest capacity to which you'll
use this Lemming, so focus on the other one now.

Wait until the one that was in front hits the blocker and turns around. He will
start walking left; dig through the other part that hasn't been touched yet
while this guy faces left, and make him a floater also. Once he gets to the
bottom, he will have to make a bridge tall enough so that the Lemmings can fall
through the hole that the other digger created and walk to safety. This should
only take 2-3 bridges to accomplish. Blow up the blocker nearest to the proper
hole once the bridge is complete, then speed it up, remembering to nuke any
leftover blockers afterwards.

                _____________ _________ _______
044. Lock In   | 14 Lemmings | save 11 | 10:00 |
                ¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯
Be warned, this level is rather difficult. YOU WILL USE EVERY SINGLE ITEM GIVEN

Raise the release rate for both boxes to 99. There are four Water Lemmings and
ten regular ones. They will all pass through a portal and go through a steel
door ..... but wait, this is no ordinary door! To its right you will notice a
counter set to 10. It's clocking how many Lemmings pass through the gate. Once
it hits zero, it will shut, bumping off any poor Lemmings that are unlucky
enough to be in front of it. Raising the release rate to 99 will put all the
regular Lemmings past the gate and all the Water ones trapped outside it. As
you'll see in a moment, the fact that they're Water Lemmings doesn't matter
much here.

The other four Lemmings are now walking in a line back and forth through the
two portals. When they get back to the thin ledge below the entrances, have one
that is in the back of the line bomb through. The others should pass by him and
end up falling through the hole to the right. Make them all floaters so that
they don't go splat and die. Now, here's where things start getting really 

As they walk to the right, you'll see that they're headed toward a pool of hot
yellow liquid. Unfortunately, this is not popcorn butter of the extra-fattening
movie variety, but rather lava that cannot discern the difference between
regular Lemmings and water-walking ones. Lemmings of ALL colors will die if 
they touch this liquid. Since you have no blockers to keep you safe, you have 
only one option; have all three build at once upon coming to the lava.

Each one will have to build three bridges in order to hit its head on the ledge
whereupon the regular Lemmings are nesting, so you'll have to keep an eye
carefully trained on them, watching for that fateful shrug that means they're
out of stair tiles and clicking on them furiously in order to get them to build
further. All in all, this action alone requires 9 of your 20 allotted builders.
That seems steep, but don't fret. You have enough to get through the rest of
the stage.

Now your three Water Lemmings have bonked their heads on the ledge above and
are headed left, again toward the pool of lava but toward the other side of it
this time. One of the Lemmings needs to build up to the narrow door above,
which takes two bridges. You need to line it up exactly so that the regular
Lemmings can walk into the new area once it opens up. To accomplish this, start
building about five planks' length away from the door. When he starts on his
second bridge and you are sure it will connect, return to your other Lemmings.

These two hooligans should now be near or at the other side of the pool of
deadly lava. Have them build two bridges apiece up to the other bridge, making
for four bridges used in total to get them to turn around. You've now used 15
bridges, bringing your total down to five. Return your attention to the other
Lemming, who should be headed toward the set of bridges. Have him build and hit
his head one more time; he will turn around, so now you need to make him a 
climber. As soon as he starts climbing, set him to blow up in five seconds. He
will create a hole in the wall near the top.

When the other Lemmings come back, have one build at the tippy-top of that
bridge that faces right. Something different and good will happen this time, 
and that is that instead of smashing his head on the ceiling and turning 
around, he will go THROUGH the ledge and end up on top of it. The other one may
have walked on ahead, but don't fear for him. He fell onto the pair of bridges
that faces left and is currently headed back this way. None of the others can
get past the bridge that goes up through the ledge, which is an added bonus
that ensures you that everyone is now safe.

You can now only afford to kill one more Lemming, and it is here that you must
do so. Time a bomber to go off to the left of the top of the staircase that
faces right (this is most easily done by detonating him as soon as he hits the
wall to the right and starts going left). He will blow a hole through the thin
ledge, and the others will start wandering back and forth between the closed
door and the bridge that connects to the ledge. Have one of the Water Lemmings
that is left climb up the wall with the small hole in it, above the narrow
doorway. He will climb through, float down, and pass through the laser detector
which opens up the gate. Watch him climb up and jump into the balloon, then use
your last three builders to get your non-climbing types up to the red balloon.

                      _____________ _________ ______
045. Under and Up.   | 60 Lemmings | save 48 | 5:00 |
                      ¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯
Although the name of the level is "Under and Up," repeated attempts prove that
it is nearly impossible to complete the level by going under the crab and up
using the portals as intended. Therefore, I embarked upon a quest to find an
easier solution, and I did. You may as well rename the level "dlkagdoihg,"
because it makes more sense than "Under and Up," a title which seems intended
solely to mislead you.

The real path through this level is straight across. Build over the portal by
starting a fair distance back from it. This will probably take 2-3 bridges, as
you need to separate yourself from the portal quite a bit so that it doesn't
suck you in (your Lemming will instantly stop building if he is sucked into the
portal). Don't worry about having to build over the lava; the weasel in the
enclosed steel chamber at the top will drain it by walking through the laser
detector. You also don't need to worry about the counter below; once two 
Lemmings get through it, the door shuts, and they will eventually become
casualties of the crab that lies in wait for them. They don't figure into the
big picture though, so their deaths are no biggie.

Wait for your Lemmings to go through the drained lava tank and then build out
of it to the right. In all likelihood, they will go through the portal just in
front of the balloon. This is okay. Wait for them to come out from the one on
bottom and let them fall off. They will walk, turn left, and head toward the
steel wall. When they turn right, start having one build when he is under the
L-shaped block of steel. The Lemmings will start going through the portal on
the other end and will reach the balloon from there.

                          _____________ _________ ______
046. Nice shootin tex!   | 50 Lemmings | save 42 | 4:00 |
                          ¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯
Definitely the hardest level to this point. What you need to do first is focus
on the top half of the level where the Lemmings are coming out faster. When the
leader gets to the second steel bar (the division between the two is barely
noticeable, but there), set one of them to explode so that he will be on the
small patch of bombable ground when he stops.

Switch your attention to the bottom. When one of the Lemmings in the front of
the line - preferably the first or second - gets on or just past the small
steel tile, start him off building. He needs to keep building bridges until he
gets all the way to the top of the level.

Meanwhile, up above, in the small hole that the bomber created, set a blocker.

Return to the builder below, keeping a close eye on him and clicking him to
build again as soon as he runs out of tiles. When he starts on his third bridge
you need to turn the level to the right and make the leader of the line a
blocker before any of them fall in the water. Once you've placed a blocker,
return to the builder. Keep building until you have only one bridge left. At
this point, your bridge should make just above a platform with a counter on it.
As you can see, the counter is set to 05. As soon as the builder stops, let him
walk two steps, then make him a blocker.

Now all you can do is wait until the rest of the Lemmings get back here. When
they eventually come around and hit the blocker at the top of the long bridge
you made, they will start going back down to the left. Have one of the first
Lemmings in line build a bridge that will span the entire length of the hole
that the blocker above will make when you blow him up; you don't want any of
those up there meeting with death by splattage. Also at this point, blow up the
blocker at the top of the bridge.

Wait for the line of Lemmings at the bottom to start walking back up the stairs
that the builder made. The counter at the top reads 05; five of the Lemmings
will have to fall through before the floor pops out. You can't afford to let
five die, only four; fortunately, you have one floater to make this work. Make
one of the first five Lemmings to go through the now-retracted platform a
floater. After doing that, blow up the blocker situated in the small hole in
the enclosed steel chamber. Hopefully the ones that are held back by that
blocker will fall onto the bridge you made - that's what you want, anyway,
otherwise your goose is cooked.

To top it all off, blow up the blocker near the water and hope that you have
enough time for 42 Lemmings (the amount required and also the absolute maximum
that can make it out under these circumstances) to get to the balloon; you may
have to attempt this level many times because of the fact that time runs out at
the worst possible moment (i.e. when you've saved 41 Lemmings and the last one
is two shakes away from the balloon). Work and react quickly and you should
have minimal trouble getting this solution to work.

                         _____________ _________ _______
047. Water way to go.   | 30 Lemmings | save 25 | 10:00 |
                         ¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯
Starting with the regular Lemmings up at the top, have the leader of the pack
bash through the thin wall. Watch them as they walk through various states of
gravity until they come back down to the ground again, then make one a blocker
immediately at the bottom of the second gravity reversal vortex. The others
will land on top of the blocker and walk left. Build up over the steel wall to
your left.

Once Lemmings start getting up over it, set another blocker and let one pass by
him so that he can help out the Water Lemmings you saw at the beginning of the
stage. The first switch he turns will raise the floor over the pool in front of
him; that's not the one you need to worry about. The switch worth worrying
about lies ahead at the bottom of the stairs. You don't want to turn it - not
yet, anyway. While it may open a door for the Water Lemmings and give them some
additional roaming space, it also starts a rolling spiked log in their
direction. Save this switch for last and avoid it by digging when you are about
five steps away from it.

After having successfully avoided turning some of your more important Lemmings
into paste, build a bridge immediately upon landing so that your lone
trailblazer hits his head and turns right. Bash through the wall, then make him
a climber. When he makes it up the wall, bomb the blocker that is holding your
regular Lemmings back.

The climber will first turn the switch he climbs up to, which lowers the floor
whereupon normally the Water Lemmings would get hacked to bits if you'd turned
the other lever first. When the others start flocking toward the exit, have one
of them build a bridge over to the switch (you made yourself a tiny hole there,
remember?). After a Lemming hits it and opens the door for the Water types to
escape, mine through the bridge to cut it off prematurely. The Water Lemmings
will fall to the floor below, turn around after walking a short distance, and
then walk into a swirly portal leading them to their respective white balloon.

After everyone possible has been saved, nuke the remaining blocker if you have
not yet done so.

                          ______________ _________ ______
048. Quick as you can!   | 101 Lemmings | save 96 | 4:00 |
                          ¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯
Only two Lemmings come out of the hatch on the left, so deal with them first.
Make the first one a blocker as soon as you can, holding the cursor somewhat
below the boxes so that the game doesn't accidentally think you're trying to
lower the release rates on any of them. The next Lemming will turn around and
fall off the ledge - make him a floater at the last possible moment. When he
starts walking right, have him mine through the ledge, then equip your bashers
and turn your attention to those plodding along at the top of the stage.

Their current trajectory will land several of them in the drink before the
floater below is able to make it to the switch. Therefore, to stall them a
little bit, you need to have the leader of the line up top bash through the
thin wall to the left when they get to the zigzag portion of their route. This
will hold them off long enough for the floater to do his job.

Meanwhile, the floater should now be approaching a thin wall of his own. Have
him bash through it. He will now walk to the switch, but you can't allow him to
turn around after he flips it. It is here that your brave floater must nobly
sacrifice himself for the greater good. After he hits the switch, make him dig
through the floor.

*moment of silence for that brave little Lemming*

When the other Lemmings get to the drained pool, have one build out to the
right from near the middle; this will require both of your bridges. Bomb the
blocker at the beginning of the stage and speed it up while you wait for the
balloon to take off.

                               _____________ _________ ______
049. Watch Out! Evil about!   | 50 Lemmings | save 45 | 6:00 |
                               ¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯
Way easier than it appears, but it does take a little bit of good timing to
pull off. First thing you need to do is equip your blockers. Create one to the
right, and then make a second one to the left of the hatch, but let one Lemming
get by the second blocker (so that he should be between the blocker on the left
and the thin wall).

Wait for the weasels to float down and go on their way. You need not worry
about them here; they are traveling a path which will eventually land them in a
pool of lava. When they are past the long drop, have the single Lemming to the
left of the barricade start mining to the left. When he gets through his tunnel
(which will take just a few seconds), have him build a bridge to the wall. From
here you need to build bridges alternating left and right - a zigzag pattern,
as it were - until you have four bridges left. Your last bridge should face

Mine through the thin wall to the left, then start building when you're all the
way through it. It only takes one bridge to get to the exit, and now you can
blow up the blocker on the left and let the others walk up your stairway to
heaven (apologies to Led Zeppelin). Nuke the other blockers when the others get
on their way.

                                        _____________ _________ ______
050. Take Her to Warp Speed, Captain   | 25 Lemmings | save 12 | 8:00 |
                                        ¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯
This stage introduces a strange device that, when your Lemmings walk through
one side of it, they come out the other side walking mega-fast. While in theory
it sounds neat, here it is a patently useless trinket rendered obsolete by an
easier method of getting around the spiked log near it. That said, let's get on
with it.

Bash through the wall to the left at the beginning, then wait for the leader of
the bunch to go through both anti-gravity doohickeys. When he falls off the
ledge after returning to normal, make him a blocker. The next Lemming needs to
drop off and turn the switch so that the floor will rise and the door ahead of
it will open up; he'll die, but it's nothing to get all hot and bothered about.
He's dying for the benefit of his friends behind him.

After the floor appears and the wall disappears, the rest of the Lemmings will
start walking on ahead. Make the first one in line a climber so he can make a
path for the others. Bash through the purple clump after you get through the
portal, then allow the climber to drop off the ledge and turn left. Mine twice
to the ground below, then before he can get through the gate that makes him
walk fast, make him dig. Bash to the left when you're parallel with the
corridor to the left, then have someone in the other group build up to the
portal so they can take the climber's path to the exit.

                _____________ _________ ______
051. Bridges   | 53 Lemmings | save 48 | 3:30 |
                ¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯
In this level we get to meet Acid Lemmings, little green squirts who can walk
on the green stuff without a problem, but are still not impervious to the
nuisance that is the yellow lava. That's okay though, because we shouldn't be
coming into direct contact with the lava anyhow. Put a blocker at the top to
hold off the blue Lemmings, then turn one of the three Acid Lemmings into a

Once he is over the wall, have him mine right into the small patch of steel
that makes up part of the wall. It might have sense to make him avoid the chasm
ahead by building over it, but you need your single bridge to keep the blue
Lemmings from splatting all over the place when you release them. When the Acid
climber hits the steel and starts walking left, make him bash through the
appropriately arrowed wall.

He will hit a switch on his way to the arrowed wall; this drains the acid pool
that the green Lemmings are walking on. Don't worry about the climber falling
in (remember that even though pools are drained, Lemmings who weren't walking
on their contents will still walk along the top of the pool? Isn't that neat?).
The draining of the acid reveals another switch which one of the green Lemmings
will turn. This will make a bridge over the giant lake of lava to the left,
allowing everyone to get to the red balloon of mixed company.

When the climber scales the short stairway to the left of the green acid lake,
have him build one bridge for the blue Lemmings above to land on. At this point
you need to bomb the blue blocker and set those regular Lemmings free. Put
another blocker at the top of the small staircase; if any get by, that's okay.
You have a basher that will allow those that escape to go through the short set
of stairs. Make sure you take care of this quickly though, since your time in
this stage is very limited. Everyone should now be on the road to safety; when
they make it, nuke everyone left behind.

                                         ______________ _________ _______
052. Walk the plank or join the crew?   | 100 Lemmings | save 75 | 15:00 |
                                         ¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯
This level's not so much difficult as it is precise; it requires much attention
to detail and timing to make it work. First of all, the level starts off with
the camera focused on the wrong hatch. Turn the level to find the other one at
the top. Make the first Lemming out of the box a blocker as soon as the second
one touches the ground. Now make another one a blocker. One of the Lemmings
should be stuck between the two blockers, and the rest need to be herded to the
left of the blocker on the left. Once this is done, quickly return to the other

Make the second Lemming in line a blocker, then have the one that got by build
up to the ledge to the right with two bridges, bashing to cut off the second
one if necessary. Build a bridge up and right into the steel wall, then one to
the left, again bashing to cut it off prematurely. Build two bridges over the
laser detector; you don't want your Lemming or the weasel in the chamber (who
figures in later) to touch it. It will close the large wall to the left of the
wall with arrows, making it impossible for those on the bottom half of the
stage to escape. Build over it, then dig a hole straight down after finishing
the two bridges. When the Lemming falls to the bottom, let him turn around by
running into the blocker. Mine a hole while facing right just before the zigzag
bridge you created against the steel wall. This will cause the Lemming to
effectively kill himself, but that's okay; when the weasel walks this path
later, he'll also die.

Now, focus on the Lemmings that are squeezed between the one blocker and the
arrowed wall. Make one of those Lemmings a climber/floater. He'll scale the
wall and make his way toward a small pool of yellow lava. Build two bridges
over it, cutting off the last one early. It is now important that he not be
allowed to go through the portal, as that will lead him to an untimely death.
The right side of the portal leads to death, but the left side leads to
salvation. It is rather difficult to build over it, so what you will need to do
is bash beneath it. There is a small set of stairs leading to the portal. When
the climber/floater walks onto the FIRST step, have him bash. If you have done
this correctly, he will continue bashing and it will appear as though the
portal is floating on thin air. After allowing some leeway for building up to
the left side of the portal, turn the basher into a blocker. Go back to the
group of Lemmings where you got your climber/floater from, and send another one
over the wall.

Wait for him to run into the blocker on the other side, then build bridges from
the left side of the lava pool until the two bridges are connected. This should
only take two bridges. When you've made a triangular bridge (of sorts) over the
lava, let the second climber/floater bash through the arrowed wall to the right
and thus allow the others to come over to this side. Have one of these walkers
build a bridge up to the left side of the portal. As you can see, this will
cause them to come out the other portal, at the top of the level, from the
right side. This is good, this is what you want. Now, it's time for what is
inarguably the most difficult part of the level: getting the single Lemming at
the top past the long wall while it's temporarily openwithout getting bumped
off by the weasel.

It may seem difficult, but all it requires is decent reflexes. Make sure you
have both the blocker on the right and the weasel in your sights. As soon as
the weasel is over the fourth rivet to the right of the switch while he is
walking left, detonate that blocker. This should give the single Lemming all
the time he needs to get past the wall while it stays open for a short time. He
should walk through the machine that makes him move fast (which the first
climber/floater activated when he went over the wall), speed up shortly, and
then lose steam just as he nearing the end of the wall. If he makes it (and he
should if you bombed the blocker at the exact point in time related above), he
will walk through a laser which will open the small door on the right end of
the weasel's chamber. That Lemming will then proceed to the balloon; he's just
the first of many that will.

Here's where that one Lemming that you concentrated on first at the beginning
comes in handy. You dug a hole to the left of the laser detector; this will
make the weasel fall through without going forward and setting off. He will
then walk until he falls through the tunnel you mined in front of the zigzag
staircase. He will die, and best of all, the long wall at the top will now
remain permanently open.

With the door held open, bomb the other blocker at the top so those can escape.
As for the ones that keep walking back and forth through the two portals, have
them build up, and then allow one to bash through the wall with arrows pointing
to the right. The rest should walk to the exit, and you can now nuke any
blockers left behind.


                    _____________ _________ ______
053. Bamboo Maze   | 50 Lemmings | save 48 | 5:00 |
                    ¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯
Let one Lemming go ahead past the counter that reads 03, and then set up a
blocker on the metal floor that the Lemmings fall on when they come out of
their box. The one that's all by himself needs to dig twice, then bash left
four times. After this, he will be on the outside of the maze. Have him dig as
soon as he hits the ground, then bash through the wall to the right. Dig once
more, but when he gets to this point, let him walk around so that he turns the
switch first. After he turns the switch, bash left. The Lemming will now travel
through one of those fun swirly portals. (The switch opens up an important door
that you will need open later on.)

Turn the level to the right so you can see him come out on the left side of a
portal near a wall with arrows in it. Let him walk to the left, then dig. Dig
again when you get to the ledge below, but make sure it's to the right of the
hole you just dug and to the left of the thin door below.

The Lemming will run into the door and turn around. Have him bash left. At this
point you will have to dig in a very specific spot so as to be able to save
this Lemming (in this level you can actually save all 50 instead of the 48 that
it requires). Have him dig down near the right wall of the chamber below that
the switch and the counter that says 02 is in; if you do this correctly, you
should create a hole such that if you make the Lemming a climber, he will be
able to scale the wall and get back up to the previous floor, enabling him to
walk to the exit. 

First, however, the Lemming will walk left through the open door - or rather, 
it SHOULD be open (you did allow the Lemming to turn that switch at the bottom
of the level awhile ago, DIDN'T you??). If it is, you're doing okay. The
Lemming will walk left, making the counter tick down to 01, then when he passes
back through, the door will shut on 00 and leave him in the room with the
switch. Once turned, this level will drop the floor out from beneath the
Lemmings at the beginning - thus freeing the blocker from his duties - and will
also open up the thin door that guards the balloon.

Have the lonely Lemming climb up out of the room he's in. He'll be the first 
one to make it to the balloon. As for the others, they're now stuck in yet
another small chamber. Have one dig them out. They'll now be on the path that
your lone Lemming was on awhile ago, which will lead them directly to the exit
if you followed the steps above. Speed it on up and get the heck outta Dodge.

                                  _____________ _________ ______
054. Can't Get There From Here   | 50 Lemmings | save 49 | 6:00 |
                                  ¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯
Your charges will start off walking along a large T-shaped piece of land. Dig
in the middle of this chunk and make your digger a climber. With him as a
climber, he won't be highlighted when the cursor is over him now, making it 
easier for you to make the next one to fall in the hole a climber that goes out
to the left. That one will go on to the left, but we can afford to ignore him
for a few seconds. Wait for the digger to get down low enough so that the
others can bash to the left onto that small steel overhang when the time comes.
When he's low enough, have him build. He'll run into the wall and turn left,
which is precisely what you need. At this point, raise the release rate to 99.

Focus on the other climber, who should by now be near or climbing a steel wall.
When he gets over it, have him dig in the chunk of land there. The other one
will come around shortly and climb up out of the hole as the digger is making
it. When he goes up the next steel wall, falls, and turns right, have him dig
also (don't want him getting away). The other one should soon get near the
bottom; at this point, have him bash left. The one digging but facing right
should soon finish his hole, since the basher will come through first. Again,
make him bash right (into the steel) so he doesn't run off and ruin it for you.

When the first climber starts heading up the wall, click the bomber icon and
have it ready. When the climber gets onto the large chunk of land separating
the area with the balloon and the vast room with the laser detector, start his
timer. He should go off while still climbing, and will make a nice clean hole
for his follower to go through.

The other climber will come through this hole and walk through the laser device
at the left end, which drains the large pool in the middle of the stage. The
second this pool is empty, go over to your others and have them bash to the
left. This is the most difficult part of the level, relying somewhat on luck to
get done, but it's recommended that you keep your cursor more toward the left
side of the hole to have greater success. If they bash to the left, you're in
business. If to the right, start over.

Return to your climber, who should now be walking to the right. Make him dig.
When he's through the land, he will start heading right more. The trick you
need to employ now is sort of a throwback to retro Lemmings, where it was used
quite a bit, especially in the later stages. What you need to do is mine down
to the right so that the other Lemmings have a tunnel to walk up through later
on. (This trick is often used in instances where building is not possible; note
how few bridges you were given in this stage.) You want to make sure not to
mine too late, but you can rectify yourself if you start too early by bashing
once the miner is even with the ground the others are on.

At around the time you have crafted a tunnel for the rest to walk up through,
the others should be meandering about in the empty pool. Have one build up and
out to the left, and watch them walk to safety. If you've got an itchy nuke
finger, try to stifle it; you have to save everyone currently on the screen,
including your climber, who will walk a fair distance before turning around and
heading for the balloon.

                               ____________ ________ ______
055. Lemmings Four the Drop   | 4 Lemmings | save 4 | 5:00 |
                               ¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯
Starting with the Lemming nearest the balloon, have him dig while facing right.
When he gets to the pit, have him build to the wall. He will hit it, turn
around, and make it to the balloon. That's one in the bag, and plus you've
established the proper path for the rest of your Lemmings to follow.

Turn the level and go to the next one on the right. Have him dig out while
facing left, then build ONE bridge up to the next pylon to the left. There is a
lever here that, when turned, will supply a piece of metal ground for the
Lemming on the far right to fall to when you dig him out of his cozy spot. When
the second Lemming turns it, the floor will open up. He will also head to the
balloon; that's two.

The third Lemming is situated way high up over his piece of land - high enough
that you have to turn him into a floater for him to safely land. Assign him to
an umbrella, then make him dig out of his cubby hole while facing right. The
other Lemming won't be able to get too far from where he is with the materials
he's given, so the floater needs to pave a way for him. Build two bridges up to
the metal floor. When the floater hits it, he'll turn around. Have him build
the rest of the way as needed to the exit, then free the last one by making him
dig when he faces left.

                    _____________ _________ ______
056. Booby trap.   | 50 Lemmings | save 46 | 8:00 |
                    ¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯
To be honest, this one can be won on sheer luck. For real. It's almost
ridiculously stupid. Have the first Lemming out become a climber, then set the
release rate to 99. The climber will go up the wall; have him bash when he gets
to the thin wall in his path. He will fall into an area with a switch. Wait for
him to walk to the small alcove to the right, at which point you should build
into the wall for a quick turnaround.

All this time a weasel has been moving around the border of the level. He's
slowly making his way toward a switch that will release the large group of
weasels situated above the entry box. You won't be able to stop him, but you
can certainly beat him by being fast enough.

The climber will turn the switch, which opens the metal door that has been
impeding the Lemmings' forward progress. Don't worry about making the climber
a floater; even if he does make it to the bottom, the weasels will get him, so
there's not much you can do. The rest of your little rodents will walk toward a
portal and come out on the right side of it. There's a little glitch here that
produces a nifty side effect, however, and that is that they won't get sucked
back in when they turn left, possibly because of how close it is to the wall.
Therefore, they'll skip the part where they go back left through the portal
(which ordinarily would send them head-on into a pack of weasels) and make the

A couple of them will trail behind and probably get killed by the weasels when
they are in the portal (another glitch). With a little bit of good luck, you
can save the requisite 46 Lemmings with little or no effort. It might take a
couple of tries, but this should eventually work in your favor.

                    _____________ _________ _______
057. Hit 'n' Run   | 11 Lemmings | save 10 | 10:00 |
                    ¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯
Ten of the Lemmings will come out of the box on the left, but only one will
fall out of the one on the right. Make that single Lemming a blocker. The other
ones will turn and head toward one of those little gravity-reversing spots and
fall up into a chamber with two metal doors. The one on the right is open, the
one on the left is closed. Have one climb over the one that is closed.

The rest will walk toward a small area with a laser detector which doesn't have
much purpose in regard to this solution. Ignore them - for they are safe - and
focus on your climber as he makes his way up to the ceiling. When he gets to
the roof, he will start heading toward another gravity pad, which will put him
back on the ground - and, as it turns out, toward a deadly pool of yellow lava
that not even green Lemmings can navigate.

You need to avoid this pad not only this time but on the way back from the
lever across the lake. Allow the green Lemming to walk into it, but not so far
that he gets put on the ground. When he is slightly inside it, have him build.
Quickly click on the basher over on the toolbar, then cut off the bridge when
the builder has four steps built (the absolute most you can build before he
smacks his head).

He will walk over to the switch. As soon as he turns it, start mining. The
switch opens the large door on the other side of the level that keeps the other
nine from getting to the balloon. However, if the miner is allowed to hit the
steel, he'll end up turning it again, and unlike most levers where turning it
again doesn't do anything, this one will close the door back if reverted to its
original position. Before the miner can get through the steel at the very top,
have him bash. He'll go left some and it will appear as though he's going to go
past the steel wall to the left of the lever. He won't though, so you need to
be ready to make him bash right when he walks that way. Do that, then have him
mine once he's safely out of the switch's way.

You're now coming back to the gravity pad, which you still don't want to touch
(remember you have to save 10 of 11, not 9 of 11). When you're a few steps away
from the end of your original bridge - about five or six - start another bridge
to connect with it. Again, bash after four steps. You need to make sure this
bridge connects with the other one, which is not too difficult to make happen,
so don't worry. If you cut the bridge off and the two meet, you shouldn't be
affected by the gravity reverse thingamajig. The Lemming will walk along the
ceiling to the end of the level and join the others. Blow up your blocker at
the very bottom to get the balloon to take off.

                      _____________ _________ ______
058. The high dive   | 40 Lemmings | save 20 | 5:00 |
                      ¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯
Start this one off by ..... not playing it. Because you can't.

That's right, this level is unplayable thanks to a glitch in the game. If you
try to load it, the program will shut down, simple as that. A patch can be
found on the Internet and is purported to fix the error the game details, but
it does not work. So, you're going to have to settle for never knowing what
mysteries are buried within this lost level.

However, if anyone HAS found a proven way to get this level work, those people
should feel more than welcome to e-mail me at [eubanks1084@hotmail.com] with a
fix for it.

Fortunately, not being able to play this level will not impede your progress
provided you can beat the ones above and below it. Thanks to the branching
system this game employs where you unlock two levels after beating one, you can
easily play around it. Don't fret over not being able to play this one; just
get your bearings together and move on.

                              _____________ _________ _______
059. Battle o' Lemmuckburn   | 50 Lemmings | save 43 | 10:00 |
                              ¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯
Lower the release rate to 1, then let two Lemmings go ahead before setting up a
blocker to keep the rest back. Let those first two walk and fall down to the
ledge below, but have the first one dig before he runs into the bird standing
vigil at the end, preferably as close to the steel as possible. The second
Lemming will fall in the hole as the digger digs. When the digger gets below
the steel, have him bash right.

As the walker toodles around the hole, have him bash left for about three
seconds, then make him dig down to where the weasel is walking back and forth
turning the switch. That lever drains the pool when pointing to the right and
refills it when pointing to the left. You want to keep the weasel from turning
it left, so it's easiest to have him bumped off. When the digger gets down to
the bridge, have him dig through it on the right side of the lever. He will die
in sacrifice, but the weasel will die with his routine up in smoke. The pool
should stay drained at this point; make your Lemming who is currently bashing a
floater so he doesn't splat when he goes down into the pool.

Once in the pool, make that floater a climber as well. He'll come out on the
right end. Somewhere between the edge of the pool and the wall, dig a hole that
can be considered deep, but doesn't go all the way through to the bottom
(obviously, you don't want him to die). Cut it off when it's deep enough by
using a builder. The climber/digger/floater will build one step, hit the wall,
and climb out to the left. Build a bridge to the left while in the pool that is
tall enough to support the rest of the Lemmings that will soon come here. Let
him climb over the right edge of the pool once more, but this time build one
bridge over the hole you dug. After building, bash through the wall. The weasel
will beat up your poor Lemming who's gone through so much, but that's all right
now; the weasel's gonna get what's coming to him. He will fall into the deep
hole that was dug awhile ago, where he's now trapped. No more worrying about
him! Yay! Bomb the blocker and send the others this way.

Make one along the way a climber. When the others are wandering around in the
drained pool and the other makes his way out by scaling the wall, have him bash
through the next thin wall; at this point, the switch on the other side of it
doesn't make much of a difference. Just make sure that you have your bombers
ready. When the climber gets about halfway up the giant plateau, set him off.
If timed properly, he will blow a clean hole in the thin portion of the wall as
he goes up it. Send another climber this way.

This one will move through the hole the previous climber made and start heading
toward the balloon. Before he can make it there, have him build so that his
head hits the large square of land that juts down from the steel ceiling. You
need him to turn around so he can create a tunnel for the rest to go through.
After he turns around, start him out mining (speed it up if you feel it's too
tedious to watch). Make it down to where you're even with the ground, then
start bashing if necessary.

After he makes the tunnel that leads up to the balloon, this climber will walk
off himself to the pit of despair where the weasel is stuck, and he too will
die, but it should not matter. At this point you have 45 Lemmings left alive -
two more than what you actually need. You only have one bridge left; use it
wisely. Build up out of the pool they are all fiddling around in to release
them to glory.

                               _____________ _________ ______
060. Feeling Gravity's Pull   | 66 Lemmings | save 50 | 6:00 |
                               ¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯
As you'll surely notice, this level has symmetrically designed halves (almost),
with one middle section where most of the Lemmings reside. The point of view
starts on the left side, which is where you want to be. Click your blocker icon
and make the second Lemming out of the hatch. The first one will pass by and
turn a switch (where on the other side of the stage another Lemming will
simultaneously turn another one) which will activate the two side floors below
the thin ledge that the Lemmings in the middle are on. When the single Lemming
gets to the very edge of the thin ledge he's on, have him build. He should hit
the wall, but leave a gap that will allow him to drop onto the steel boundary
of the water tank below and then drop into the safe alcove. When he hits his
head and turns around, turn to the right end of the level.

At this point, you probably have Lemmings wandering aimlessly into the water.
This is fine, since you don't have to pay any attention to this side with the
exception of one of them - the last one in line. Like his counterpart on the
other side, he needs to build at the very edge of the thin ledge above the
pool. However, this side of the level is a bit misaligned, so when he gets to
the steel wall and turns around, when he gets back to the top of his bridge, he
will need to dig through it to survive. You now have one Lemming each in the
alcoves on the bottom of each side of the stage. For the next several steps,
start with the Lemming on the left side of the level, then immediately have the
one on the right mimic whatever he does, effective as of this moment.

Before we forget, go to the middle section and have a Lemming dig on either
side of the thin ledge above one of the metal side floors. Upon doing this,
raise their release rate to 99. Now start getting your dude on the left to do
things and having the Lemming on the other side parroting them.

Go to your Lemming on the left side. See the pool above his head? Start a
bridge when he is under the second rivet from the right. This will only cause
him to build one clean bridge that will get him up to the ]-shaped enclosure
above. Do the same with the other Lemming, except remember that you'll have to
reverse it (so, start building up to the left when he's under the second rivet
from the left).

Back on the left side, bash through the wall, then have him build as soon as he
gets through the wall and sees the light of day. This will only take one bridge
and will elevate him to the swirly gravity doodad. He will walk through the
laser gate, which will remove one of the floors below the middle section of
Lemmings. He will move to another one, which will plant him back on the ground,
and he'll start walking left back into the alcove. Repeat this paragraph of
steps on the right side of the level as well.

When the Lemming on the left starts coming back toward the gravity pad, have
him dig where the bridge meets the ledge; you should be just above the top of
an L-shaped piece of land. You have to be quick here, and make him build as
soon as he touches the ground so he doesn't wander off into the eternal abyss
below the screen. Do the same for your other one. At this point, after you have
built a bridge on each side, each Lemming will walk into a portal leading them
to the top of the opposite side of the level that they are currently on. In
case I confused you, that means that the Lemming that was on the left is now on
the right, and vice versa. All right, yay! You can now ignore the Lemming who
is now on the left. He will turn his switch and do his own thing. It's the one
on the right you need to worry about now.

The Lemming on the right will come out of the portal and drop to a ledge below,
which you should have him mine through. He'll walk to the right. To cover your
other Lemmings when they head this way, build up to the wall when you get to
the right end of this long plateau. On the way back to the left, the Lemming
will face another anti-gravity vortex. Let him hit it, then watch him walk to
the switch. He will hit it; at this time all the Lemmings in the middle will be
released to the balloon since all their floors are gone. At this point, bomb
the blocker at the beginning of the level on the left side. They will start
coming this way. The next time the trailblazer Lemming gets to the gravity pad
that sends him to the ceiling, have him build over it. He will now walk into
the hole below with thin ground. Don't dig through it until the others get in

When everyone gets in that small space, have someone dig. They will go to the
balloon, and as with "How do we get up there?" a few groups back, you'll finish
the stage with very little time left on the clock. If you have time, find the
last Lemming walking around all by his lonesome and nuke him. If you don't,
just let the clock whittle away its final seconds and then celebrate.

                         _____________ _________ ______
061. It's a hard life   | 50 Lemmings | save 45 | 7:00 |
                         ¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯
It may be a hard life indeed, but this is an easy level. Move over to the five
Lemmings on the right side of the level who are headed directly toward the
exit balloon. They are instrumental to your success, so you need to guide them
in the other direction. Make the leader of the single-file line a blocker, and
when the others turn around, start mining when one of them is hugging the wall
to the left. This part of the level is rather tedious, so no one will blame you
for speeding it up.

Finally the miner will get to the bottom of the wall he's tunnelling through,
which gives you the opportunity to help the others. Use 2-3 bridges to provide
a platform for the myriad Lemmings on the thin ledge to fall onto, then dig
through the middle of the uppermost one so everyone can get to the bottom of
the level.

Now that the others are assuredly safe, focus on getting up to the tunnel you
just mined. Start about an inch to the left of the hole in the ceiling and
start building up to it. You may hit your head once or twice; when this happens
just start your next bridge from the very tip of the last one to increase the
distance you get. Positioned right, this should only take three bridges at the
most. If you build in such a way that an un-walk-over-able wall is created in
the process, start a new bridge just a slight scootch to the left of the 
offending one.

When this bridge is complete, blow up the blocker at the top of the level who
is across from the balloon, then put a blocker on the side of the thin ledge
that the bridge in the middle pit rises up to. (In other words, so the ones
that come through won't splat.) Bomb him and watch everyone walk to safety. Way
to render the switch and the spiked log in this level totally useless!

                                    _____________ _________ _______
062. Waste not...want not.part 1   | 10 Lemmings | save 10 | 10:00 |
                                    ¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯
Make the first Lemming out of the box a climber-floater. He will abseil the
wall and float down to the bottom, then walk until he touches a switch. This
will reverse the positions of the two opening and closing walls to the left and
allow the rest to come through. After touching this switch, dig a hole to
contain the others. The digger will stop at the steel bar and walk right,
climbing up out of his own hole. Let him walk a fair distance, then have him
mine until he hits steel. He will attempt to climb out of his mined tunnel,
fail, and turn around. He will turn the switch to the left, thus opening up the
small door straight ahead of him.

When he drops to the next ledge, have him mine before he gets to the wall. He
needs to make it so that if you need to bash to the left (which you probably
will), there's a roof over your head. You don't want him climbing up and over
the wall to the left to oblivion. Just have him mine and bash into the wall,
which will turn him right. Dig to the left of the laser detector below, which
will close the steel door above without opening the other one. Although this 
laser gate is not important to the mission, you need to be down here anyway.

There is a small piece of steel way over to the right of the laser apparatus.
Build one bridge either on it or just to the right of it. The Lemmings above
will need to land on it when they bash through the hole they're crowded in. Let
the builder give up after his requisite twelve steps and walk over to the anti-
gravity field to the right. When he is launched up, he will land on the bottom
part of two thin planks sandwiching four dark brown blocks of wood. Dig twice
through the thin middle portion of this ledge. The upside-down climber/floater
will now walk slowly to a gravity reversal pad at the top of the level, putting
him back on solid ground.

When he falls back down, he will walk right and climb over a small portion of
steel. When he drops to the wooden ledge below, have him start building in the
middle of the section of plank farthest to the right. If you build here, his
bridge will touch the wall just as he gets to his twelfth tile. Have your
basher ready for the wall while he builds his bridge, then as soon as he shrugs
to indicate that he's out of bridge materials, bash through the wall. The laser
gate in here will pull out two long sections of metal floor that the other
Lemmings will be able to walk on.

Immediately after the climber/floater/builder/basher (man, he sure is a busy
critter!) touches off the laser, get him to mine and bash in the same fashion
as a while ago. He will hit the wall and turn left; have him dig when he is to
the left of the gate. He'll float down to safety and be the first Lemming in
the balloon. Now turn your attention to the rest of the rodents walking around
in the thin hole.

To get out of here, you will need to bash twice to the right. If you start a
Lemming off bashing and it turns out he goes left, don't worry too much - there
is a small steel wall over to the left to stop him. Bash twice to the right and
they will land on the bridge you built a while ago for them to fall on (...you
DID build that bridge for them, right?). From here it's a LONG walk to the end
of the line, one that takes almost two minutes to complete. You may want to
speed it up if your eyelids start getting heavy. However, it's not just a
simple walk. You have one more thing to do. When the Lemmings get to the anti-
gravity vortex at the top of the level, they will hit the steel to the right
and fall to the thin plank below. Wait for the Lemming to walk into the wall to
the left and turn around, then dig when you are above the steel floor on the
right. This will give everyone a clear path to the balloon.

                      _____________ _________ ______
063. Ouch me head.   | 50 Lemmings | save 50 | 5:00 |
                      ¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯
Here's a surprisingly easy level to end the set. Have the first Lemming out of
the hatch dig. One will get by the hole, but that's okay. You need to him to
forge the path. A short way into the hole, have the digger build to cut it off.
Not too short a way into that. Not too deep, either. It has to be just right.
(By just right, I mean about a half-inch deep, if you were to use a ruler to
measure it.)

When the next Lemming gets to the edge of the plateau, have him build. When he
is over the steel pole below, make him dig. Re-equip the builders in the short
time that he is digging and click him as soon as he touches the ground. Repeat
this step, except this time mine through your bridge (since you're now out of
diggers). The third bridge requires no premature cutoff. The way to the balloon
is now set.

Building the rest of the Lemmings out requires a bit of luck. Position the
cursor as absolutely far left as possible so that it's easier to get a Lemming
to build a bridge facing right. If you didn't dig your hole deep enough, at
this point everyone will walk out to the right and die in the great unknown pit
below. But if you didn't, he'll just hit the wall as usual. Now, position the
cursor on the right edge of the pit (if successful) and try to build left. At
this point, if you dug your hole too deep, the Lemmings won't be able to escape
because the bridge won't be sufficient height. THAT'S WHY IT'S SO IMPORTANT TO
DIG THE RIGHT SIZE HOLE! However, if you make it, then everything is hunky-dory
and we can move on to the next set of levels.


                    ______________ _________ _______
064. Topsy Turvy   | 100 Lemmings | save 98 | 10:00 |
                    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯
Don't worry about the Lemmings at the top of the level; they're safe. Focus
instead on those on the bottom row. There are five Lemmings that come out of
the bottom hatch, and all are on a direct course for the exit. Of course, this
simply cannot be; two of these need to stay behind and help their brethren in
need. Instead of blocking though, have them both build bridges to the right of
the hole in the ceiling that leads up to the giant scorpion. They will hit
their heads and turn the other way. Have them both build simultaneously to the
left, up through the hole.

Once there, they will find a gravity reversal field and step on it. As they
plod along the ceiling, they will come to a thin ledge that you will be able to
dig through. Obviously, that's what you should do to it. Hold off before going
through the next thin ledge though; you don't want these guys to go KER-SPLAT
before their destinies have unfolded. Build to the left of the switch that is
on the second thin ledge so that they land on the lowered steel ceiling to the
left of it.

The two Lemmings should be walking pretty close together now. Have one build a
bridge to the right when he is at the corner where he will fall up further. The
other one will go on and walk along the ceiling. That's okay, that's what we
want. The other one will build his bridge and tip the switch with his head. You
might think that it lowers the water in the pool below the large group of
Lemmings in the other enclosure, but it doesn't; instead, it freezes the anti-
gravity field that the two Lemmings from the bottom half of the level just
walked through, rendering it inoperational. This is important; you'll need this
thing frozen for when the rest of the Lemmings make the journey to the bottom

Another note of importance is your builder, who won't hit his head, but rather 
will end his bridge just before hitting his head. Have him build another bridge
so that he doesn't walk off and splat all over the place at the top of the
stage; you need him to free the others from their imprisonment. When he builds
the second bridge, he will go through the thin ledge and end up walking along
the bottom of it when he cuts his bridge off. That's fine. When he comes back
around, have him dig at the base of his bridge so that he too is moving along
the ceiling.

Speed things up a little so that the first Lemming to travel along the ceiling
makes his rounds a bit faster. When he comes back around, make him a blocker
just as close to the bombable wall as you can, then blow him up. This should
put a clean gap in the wall that the other Lemming can walk through. He will go
through and it and return to normal gravity thanks to the pad on the ceiling.
Have him build a bridge up and to the left so that the rest have something to
land on when they build out of their small chamber.

When the builder hits the small piece of wall and turns around, make him a
climber. As soon as he gets to the top of the section of wall with the bombed
hole in it, have him dig. Since you have no bashers, this is the only way to
get rid of the wall. He will tear through about half of it on his first go, so
repeat with the other half of the wall to clear it out totally. At this point,
have one of the 95 Lemmings walking over the pool with the crab in it build up
and out. The journey to the end of the level is a long one, so speed it up to
make it ....... less long.

                                   _____________ _________ _______
065. The Legend of Smelly Belly   | 15 Lemmings | save 15 | 10:00 |
                                   ¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯
This one is a bit tough, but we'll get through it together. It just requires
some good reflexes, especially during the first part. For the first part, we're
going to make the first Lemming a climber. Five Lemmings will make it through
the gate with the counter, and the climber will scale two walls and end up in a
chamber where the laser gate will open the floor nearby that allows a weasel to
escape. The weasel will be hot on your Lemming's trail as soon as the Lemming
passes through the laser, so be prepared. Build as soon as you get to the
second rivet from the small wall to the right of the laser gate. Dig as soon as
it is possible to dig down onto the steel. Hopefully your climber/digger will
hit steel and continue right. Let him go to the exit; he will just barely
escape the clutches of the evil weasel.

Go back to the four Lemmings who made it past the counter and begin building
two bridges: one leading up to the steel ledge above, and one that allows the
Lemmings to get up into the steel-surrounded corridor along the ground level
(the one that leads into the bottom weasel chamber of the three). You need at
least one Lemming on this bottom level and two on the top.

Look at your Lemming walking along the bottom of the level. At this point he is
trapped in that bottom part just before the chamber where the weasel once was.
Have the Lemming climb up into it. He will walk up the bridge that the first
Lemming built to escape from the weasel and must now risk entering the weasel's
territory. Now is another tricky part: you must dig a hole for the weasel to
fall into (in order to trap him), but you must also keep this Lemming alive
because you need to save all 15 to beat the level. To do that, you're going to
have to build as necessary so that the Lemming will be above the weasel if he
comes toward him.

You need to make sure the weasel is walking toward the balloon before you drop
down into his territory. If he is heading in your direction, build from the top
of the steel wall until he is gone away. When he is ahead of you, dig (if you
need to), and drop down to his level. Dig a hole, then build to make him turn
left. He will climb out the hole to the left. Have him build into the wall so
that he doesn't paw his way back up, then build over the hole you dug once the
weasel has fallen in it. If all of this sounds really complicated, well, that's
because it is.

Anyway, back to the Lemmings who are walking along the upper part of the level.
Have one climb up the wall to the right into the middle of the three weasel
chambers, and have another build up to the wall starting from the division in
the steel ground right in the middle of it. It will take exactly two bridges to
touch the wall, and the builder will shrug as soon as he touches it. Don't
forget to focus on your climber though; return to your attention to him as soon
as you start the builder's second bridge.

The climber will set off the laser gate and free the weasel, but he's not as
much of a threat as before. Your Lemming can easily get away from him by going
up the wall. Build to the ledge to the right. Your climber will walk over to a
laser detector that opens the gate at the beginning and resets the counter to
05, allowing as many more Lemmings through. When the climber comes back to the
bridge, have him build left so that he hits his head, then turns around. When
he turns around, dig through the first bridge and make him a floater so that he
gets to the ground safely. He will go to the exit.

Go to the one or two Lemmings who are dawdling about walking between the bottom
and middle of the level. Make one a climber so that he goes into the top weasel
chamber. Repeat all steps in the previous paragraph.

After repeating this, the Lemmings will be wandering about across a long
stretch of the area, and the counter at the first gate will be fluctuating (it
goes up when a Lemming walks backward through it, goes down when someone walks
forward - you know how it goes - but it will never go down to 00 and kill a
Lemming by slamming while he's in front of it, so you don't have to worry about
that). Dig through the bridge that leads up to the second floor so that
everyone starts heading to the right via the corridors along the bottom, then
build one last bridge to the right leading up into the bottom weasel chamber.
It took about seven minutes to accomplish all this, but all your little fuzzy
rodents are now safe!

                                 _____________ ________ _______
066. Where's Carol Vorderlem?   | 10 Lemmings | save 4 | 20:00 |
                                 ¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯
Before the level even begins, raise the release rate to ~40. A little less or a
little more won't hurt you, but try to keep it between 38 and 42.

Now then...

Put two blockers at the beginning, but let three Lemmings pass by on either
side of them. This leaves two Lemmings walking between the blockers with six
others on the outside. You have two single-file lines of three Lemmings apiece.
Make the first Lemming in each line a floater; they will pass through the
counters that read 01 and leave the others walking between the gate and the
blockers. As for the floaters, let one walk on to the exit (as far as he can,
anyway), but have another build over the anti-gravity field to the wall just
next to it. Have that same one build two bridges opposite the one covering your
gravity reversing pad. The two that will eventually come this way will need
a safe spot to land on.

That floater is now walking along the bridges he has made, stuck in that deep
pit for now. Now, return to the two groups of two Lemmings each that are
walking mindlessly back and forth between the closed counter gate and one of
the blockers.

For each set of two Lemmings, here's what to do with them. Have the one in the
back of the line mine into the chamber with the counter that reads 03. As soon
as that Lemming touches the laser gate (which opens one of the four floors that
are blocking off the exit balloon), turn him into a blocker and blow him up.
The other Lemming needs to mine/dig/bash his way into the chamber with the
laser detector and the counter that reads 01. You don't have to do anything
with him. Note that the tunnel that leads to the "01" chamber is located before
the tunnel that leads to the "03" chamber. Remember to complete the steps in
this paragraph on both sides of the level - you need to open up all four floors
to gain access to the balloon, not just two of them.

Here is where the two Lemmings trapped between both blockers come into play.
Blow up the blocker that will allow them access to the side nearest the floater
who is walking around in the deep pit. They need to get to the chamber with the
counter that now reads "02" instead of "03", but to get there one of them will
need to build a bridge over the mined tunnel that leads to the "01" room. Bash
to cut it off early. Both Lemmings will walk into the "02" room, and the gate
will close behind them.

We now return our attention to the floater who is walking by himself in the
really deep pit. Make him a climber. Wait until he gets up to the second wall
with the arrows pointing right, then bash through that wall to free the two
walkers. They will drop down into the deep pit that the floater was once inside
of; have one of them mine through the bridge that was keeping the anti-gravity
field from launching the floater onto the ceiling. There are some close calls
here splat-wise, but the non-floaters should make it to their destination
without any worries. You also don't need to fret over the gravity vortex on the
ceiling that sends them down to the balloon; it is positioned just so, so that
the non-floaters will jump right into the balloon to victory.

After the climber/floater makes it to the exit balloon, that should come to a
total of four Lemmings saved, which is how many you need to prevail over this
stage. Nuke the rest with the fun little button on the toolbar.

                             ______________ _________ ______
067. Use the Force Lem...   | 100 Lemmings | save 99 | 3:45 |
                             ¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯
Right off the bat, lower the release rate to 1. This will make things a lot
easier to sort as you work. With that done, make the first two Lemmings out of
the hatch floaters. They will walk off the respective sides of the staircases
that they are marching up along. The next two Lemmings need to dig just to the
right and left of the metal gates at the edge of the pool below. This will
allow the rest of the Lemmings a place to fall so that they don't walk up to
the edge of the stairs on each side and go splat, and it buys your floaters
enough time to do what they need to do.

One of the floaters is walking left, the other is walking right. Make the one
that walks left a climber; he will turn a switch as he moves toward the wall
that closes the gates by the poolside. Have the one walking to the right build
a single staircase up to the switch located directly above the previous one. It
will open up two horizontal floors that the rest of the Lemmings above can fall
onto when they come down here so they don't die from too far a plummet.

Focus now on the climber. He will scale the wall and then float down to the
area below. When he turns the lever, two floors will open up in the area to the
right (the thick ones on either side of the bottom switch). A couple of them
will drop down and start walking left, but don't get over to them just yet.
Have the climber/floater build at the very edge, just before falling to his
death, to the 8-shaped area to his left, where the balloon is. It only takes
one bridge to get there, and it will just barely touch land. Quickly return
your attention to the Lemmings who just fell through the floor and are walking

At a release rate of 1, there should be a small huddle of them walking to the
left toward the pit. Make sure you've selected your blockers, and keep your
cursor to the left of them. Click furiously until the frontman is made into a
successful in this regard, the rest will turn around and head to the figure-8
where the balloon lies. They will walk up the stairs and to the right, down the
bridge your climber/floater built, and then they will hit a wall and turn
around. Raise the release rate to 99 and speed the level up until the requisite
99 Lemmings are in the balloon.

                            _____________ _________ ______
068. Scale that wall....   | 50 Lemmings | save 46 | 5:00 |
                            ¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯
Again, lowering the release rate to 1 until you're sure everything's good to go
will help you immensely here. Do that first, and wait for the second Lemming to
come out of the hatch. When that Lemming is right under the bottom of the two
portals, make him a blocker. The Lemming in front is almost to the pool with
the crab inside at this point, so have him build to the steel wall ahead of him
when he's at the very edge.

As the Water Lemming starts backtracking, make him build up to the portal so
that he enters from the right and comes out the left. Have him build to the
small steel block when he exits the portal and falls to the ledge below. That
will turn him around and make him turn the lever, which opens the giant but
slender steel door to the left of the entrance. Go to that entrance and put a
blocker near it, but let two Lemmings past.

After the frontman of the two touches the anti-gravity field and starts walking
on the ceiling, make him a blocker. The other one will turn around and head
toward an endless plummet to heaven. Near the very edge of the ceiling, build
to the right to get to a switch that hangs from the ceiling. This will open the
gate above, allowing you more time to get past the wall that the weasel
controls with his special switch. There's also a device that will help you in
that regard, and to make it work, let's make the very first Water Lemming we
dealt with - who is at this time wandering back and forth still getting
periodically sucked in by the portal - a climber + floater.

He will walk to the very first bridge he built and climb the steel wall that it
touches. Once he scales it, have him build to the switch on the floating metal
platform below. It will activate the device to the right that gives any Lemming
that walks through it temporary super-speed. You'll need that gadget working to
get up the wall before the weasel knocks you off of it. Bash while building so
as not to waste any time.

The next part requires a bit of old-fashioned good luck and timing, with a
little bit of hope mixed in for good measure. Either the Lemming will go in the
super-speed device and make it up the wall (very likely, if you followed these
directions to the letter), or he'll get bumped off because of bad luck and bad
timing. The whole course of the level depends on being able to climb this wall;
if you fail at this one part, you must start the whole thing over. With these
directions though, it's pretty easy to get by the weasel; of the four times I
repeated it to make sure it worked, I only got bumped off once, so your odds
are presumably pretty good.

When you are assured safe, raise the release rate to 99. The switch at the top
of the wall will open the skinny floor just above the exit balloon, allowing
the Lemmings to get to safety. Don't worry about them; you'll know they're safe
when you see your amount saved rise rapidly. You still have the climber/floater
to worry about. Watch him walk left all the way to the balloon, then bash
through the wall just before it to save him. Nuke any that are now left.

                                _____________ _________ ______
069. Going in all directions   | 50 Lemmings | save 44 | 3:15 |
                                ¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯
Lower the release rate to 45; that's the perfect speed for this level. When
you've done that, make the first Lemming out of the hatch a climber/floater,
but just make the second one a climber. Let them walk until they approach the
edge of the platform, and make the third Lemming a blocker as far to the right
as possible. If you make him block on the thin part of the ledge, he'll blow
clean through it when you bomb him later, so make him block on the thick part.
Make sure to give the rest of the pack plenty of space to walk around.

If your climber/floater has fallen off the edge already, that's okay - he needs
to be down there. He will turn the switch as he floats down, which opens up the
tall skinny door in front of the exit balloon. Up at the top, make the climber
build over the two pits ahead of him so that he will eventually climb up the
steel wall ahead. When the climber/floater below scales the wall, have him
build up to the switch on the long thin ledge. This will fill the pool just
before the tall skinny door that you just opened, but remember, that's fine -
you're dealing with Water Lemmings here!

Concentrate on the Water climber/floater along the bottom. He will drop off the
long thin ledge onto a large pool of water. Near the right end of this pool
(not at the VERY end of it, just toward it). Start building. About this time
the climber above will have scaled the wall and will drop down the other side.
Let him walk for about a second, then bomb him as he's walking. He will stop in
the middle of the thin bombable ground between steel bars and blow a nice clean
hole through it. Continue to make your builder below go, and if you built near
the right edge of the pool, the bridges should coincide with the hole the
climber just blew in the ground, allowing the rest of the Lemmings a clean

Return to the beginning and bomb the blocker. Despite being fairly crowded,
your Lemmings should be nicely and neatly spaced out, allowing you to select
one for bombing. When the blocker is eradicated, they'll start walking toward
the wall that the climber you bombed earlier went up. They'll turn around and
drop to the ledge below. Put a blocker there to turn them around and send them

                        _____________ _________ ______
070. Rocket Science.   | 50 Lemmings | save 30 | 5:30 |
                        ¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯
Here's one that probably turned out a lot easier than intended; I was able to
save 49 Lemmings using this method (as opposed to the minimum 30). The Lemmings
fall out of the hatch at a release rate of 99. This speed cannot be lowered.
They will fall into the hole below past the counter that initially reads 50,
which is luckily how many Lemmings are in this level. Sometimes the last one
out gets bounced to death as the gate is closing, but this doesn't happen too

In any case, have a Lemming bash through the small wall to the right, then have
one go to the left. As he bashes, some more Lemmings will head toward. When the
line starts going to the right, make the one in the very back a blocker. Build
as soon as the Lemming reaches open air so that he doesn't fall, and have him
go up to the ledge above.

Build a bridge starting about three rivets to the left of the laser detector.
You don't want to set this one off, as it sends a pack of five weasels in your
rodents' direction. One bridge should do the trick. When your Lemming falls
into the pool, start building an unbroken bridge all the way up to the part of
the wall above the steel blocks that form an X-shape. This will take four of
your builders. After finishing the first of the four bridges needed, blow up
the blocker at the beginning to send the rest this way.

When the bridge meets the wall, start bashing. You'll have one basher left
after this*, so go through the last wall to send them all to the balloon.

* Actually you may or may not have one left at this point, because the game can
  be very fickle with regard to the basher you use going to the left at the
  beginning. I've found that if you put the blocker inside the tunnel that the
  basher is bashing, the basher has a tendency to "hit" the steel bar to the
  left even though it is well out of his range. To prevent such a mishap, keep
  the blocker well away from the basher's tunnel so that you do not have to use
  a second one.

  If, however, you cannot seem to avoid using two bashers on that first tunnel,
  you can make it to the exit by setting a blocker at the wall just in front of
  the balloon, blowing him up, and then building a small bridge to compensate
  for the hole he creates.

                                _____________ _________ ______
071. Time is of the essence!   | 50 Lemmings | save 48 | 3:20 |
                                ¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯
Raise the release rate to anywhere from 87 to 90. Then pay attention, because
you will have to execute the next few steps in rapid succession.

Make the first Lemming out of the hatch a digger when he reaches the ground. As
the release rate stands, plenty of Lemmings will get by before the hole is deep
enough to catch them, so make the first one out a blocker, and do it very
quickly. If you do this fast enough, another will walk out to the left. Have
him start building up, then make the digger build to end his job. The digger's
hole should only be deep enough so that one bridge to the left will get them 
out. Have the builder who is going to the left build four consecutive bridges.

When the builder is done with the fourth bridge, make him a blocker. All of
this should only take about one minute.

Free the rest by building out of the small hole to the left, then wait for them
to touch the blocker and turn around. It will only take two bridges to get to
the balloon, and in the time it takes for a single Lemming to do the job, the
rest will have time to make the round trip. When the 48 required make it, nuke
your two blockers.

                  ______________ _________ ______
072. Odd Jobs.   | 100 Lemmings | save 99 | 6:00 |
                  ¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯
Wait for the Water Lemmings to start walking left, then make the first one a
climber/floater. He will go up the wall and turn the lever, which fills up a
pool of water to the right for your little fuzzballs to walk across. After
creating the climber + floater, make the next Lemming dig through the left side
of the wall with arrows pointing right, next to the steel wall. As he's doing
his thing, focus on the climber/floater. When he gets headed toward the edge of
the plateau toward a bottomless death, have him mine until he hits steel. Get
him started mining, then return to your digger.

The digger is headed toward the left side of a staircase that looks like a wide
V. When he gets on the very top of it, he will create a hole for the others to
get trapped in. At that point, bash to the left. There will be the hole that
the Lemmings can get in, but they also won't walk over it to the left, which
means they won't risk getting trapped when you drain the pool to the left later
on. As soon as you know that your climber-floater is coming back this way and
that the Lemmings will be trapped in the narrow corridor with the V-shaped
stairway, return to the beginning of the level and make a climber/floater go up
the wall to the right.

This guy's job is simple. He just has to mine through to the steel when he gets
near the edge of the platform, and then walk all the way up the long staircase
to the switch that drains the other pool in the level. Inside this pool is
another switch that your other climber/floater will take care of, and it will
open the thin metal piece situated directly over the balloon. As soon as it's
pushed back and the Lemmings can fall into the balloon, have one bash out of
the V-shaped hallway to the right.

                          _____________ _________ _______
073. Reduce and Simmer   | 20 Lemmings | save 16 | 10:00 |
                          ¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯
Keep the cursor ahead of the line and, with your blockers equipped, click until
someone comes into the field of vision. This will create a blocker without
letting any Lemmings by - it's a lot easier than it sounds. Make that blocker
under the last of the thin ledges that make a staircase of sorts. A weasel is
headed your way, but by putting the blocker under the last ledge he'll pass
right by you.

The rest of the Lemmings will go toward a switch and turn it. It will open up a
floor that the weasel will soon walk into, causing him to drown. Put a blocker
to the left using the same method as above. When the weasel is out of your hair
blow up the blocker to the right and put one just a little bit further to the
right, under the large plateau that the balloon is on. Start building bridges
to the right, starting just to the right of the level's entrance.

The builder will hit the wall, so build another one up to the small thin ledge.
In all likelihood, he will pass it, but that doesn't matter much. When he's
done building, turn him into a blocker. The others will come up to where he's
at, and then you can build to the exit from there.

                                    _____________ _________ _______
074. Waste not...want not.part 2   | 10 Lemmings | save 10 | 10:00 |
                                    ¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯
Make the first Lemming both a climber and a floater. (Noticing any trends yet?)
He will climb over the metal wall and walk to the right. When he approaches the
edge of the platform, start mining at the third rivet from the end. He will hit
the steel ground and turn the other way. Bash to the left near the top of the
steps so that your climber/floater is diverted long enough for the other nine
Lemmings to bypass him. Don't bash too low though, or else the other Lemmings
will not be able to walk over the part of the wall that he's bashing. It's
important that you bash from a high enough part of the mined tunnel to allow
them to go up.

The basher will hit steel and continue left shortly after the ninth Lemming
passes him, making the basher/climber/floater the last one in line. Have that
last one with all those special talents build up to the steel floor between the
two doors that open and close. He will hit it and turn around, heading back to
the tunnel he mined before coming back this way. After doing this, he will
climb back into the chamber he was in at the beginning and head left to a laser

By now, the other Lemmings have all touched the anti-gravity pad and are now
making a long walk around the ceiling that will lead them to a field that puts
them back on the ground, and then eventually to the balloon. They need the
floor there to save them though, and that's where the laser gate the climber +
floater passes through comes into play. When he goes through it, the rest of
the Lemmings will simply be able to walk to the exit. You need to save all 10
though, so have the first Lemming mine left when he gets down to the ground
where the balloon is.

                                      _____________ _________ ______
075. Touch the ground turn around.   | 20 Lemmings | save 19 | 1:35 |
                                      ¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯
This one's just as simple as it looks, considering the materials given to you
and the lay of the land. All it requires is a bit of timing and precise mouse
clicking. Have your blockers ready, then put the cursor on the back part of the
pack and click. One Lemming should turn left while the rest of them head right.
When you successfully pull this off, bomb him.

There are small, almost unnoticeable stairs that go up to the left and lead
into a large lake of lava. As soon as you reach the top of these, begin
building four consecutive bridges. DO NOT stretch the bridges out by letting
the builder walk a little bit after he finishes one! The builder can do his job
just fine without unnaturally enhancing the bridge's length. If all goes as
planned, he will make it to the top at almost the very moment that the leader
of the others would have plunged into the lava - it is a very nerve-wracking
moment, and a heck of a way to finish off this set.

                               _____________ _________ ______
076. Which Switch is Which?   | 50 Lemmings | save 48 | 4:00 |
                               ¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯
Lower the release rate to 1. This is especially important, because as you can
see, the floor beneath the Lemmings disappears as they walk over it. Without
quick thinking, this will cause a lot of them to take a dip in the drink. Make
the first two Lemmings climbers/floaters. The first will turn a lever which
opens a small floor on the other side, allowing the second to drop in and turn
a switch that brings a safety floor between the Lemmings and the water. Now
that they're safe, you'll have to switch between the first and second Lemmings
really fast to ensure success.

The first one will float down to the ground and begin walking toward the
balloon. Let him go for about two seconds, then have him dig. Let him dig until
you see three pieces of ground removed, then build to cut him off. He will
start heading left. Quickly rotate the level over to your other Lemming, who
should be approaching a switch.

Make this Lemming build as soon as you see him. He will build five steps and
hit his head on the ceiling. DO NOT LET HIM HIT THE SWITCH! This will open the
wall to the left of the middle group of Lemmings and cause a lot them to walk
off into a pit of death! If he turns around and doesn't flip the lever, have
him bash through the wall, then immediately rotate and return to the other

He should be nearing a death of his own, so you have to react with lightning-
quick reflexes to get to him. Have him build into the steel wall. He will turn
around and go to the exit. Return to the other Lemming and make him build up to
the steel wall to his right to turn him around. When he gets near the wide gap
to the left, build to make him hit his head once more. This will allow him to
touch the switch that opens to the wall to the right, thus freeing the others.
If you have not yet done so, raise the release rate to 99 and let them walk to
the exit. Finally, bomb the lone remaining Lemming.

                                  _____________ _________ _______
077. When Two Tribes go to War   | 20 Lemmings | save 18 | 10:00 |
                                  ¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯
You'll only be using the Acid Lemmings in this level, so focus on them and make
the first one out of their camp a blocker, the second a floater, and the third
a blocker to hold the rest in. The floating Acid Lemming will touch the ground
shortly. Make him a climber who will go up to the wall with the arrows pointing
right. Bash through when he gets up there, then build to the right before he
can land in the water.

Stretch the bridge out by allowing the Acid Lemming to walk a little bit after
finishing the first one; doing this, it will only take two bridges to get to
the other side. Let him climb over the wall, then have him dig until he removes
three pieces of ground. At that point, build to cut off the hole. The Acid
Lemming will walk to the wall with the arrows pointing left; bash through it,
then when he drops to the bridges he created, build one up to the left so the
others won't splat when they come down here.

When the Acid climber heads toward the exit, dig another small hole the same
size as the previous one, building to cut it off once more. This time, mine
down to the left so that the Water Lemmings will have a tunnel to walk up to,
then bash at the appropriate time. To save the Acid Lemming making the tunnel,
just have him build until he hits his head on the Water Lemmings' entrance,
then blow up your blocker at the top to send everyone toward the balloon.

                         _____________ _________ _______
078. Bash Street Kids   | 70 Lemmings | save 64 | 10:00 |
                         ¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯
Move to the Water Lemmings and put a blocker in front of the pool of acid, then
go to the Acid Lemmings and make the third one a blocker. Turn both Acid types
that pass by into climbers, and make the one in back a floater as well. When
the leader gets to the top of the wall, make him dig. While he's doing his
thing, have the climber/floater build over the pit to the right. Leave him when
he starts building and return to the guy digging through the pole. As he
approaches the bottom, blow him up. He should stop near the bottom and blow a
hole in the ground in such a way that the others can walk through it to the

Going back to your climber/floater: he's near a wall now. Have him bash through
and walk through the laser gate, which will fill in one of the two empty floors
surrounding the balloon. With the gate set off, go to where the Water Lemmings
are walking around and position a blocker right next to the very thin arrowed
wall. Blow him up. The Water Lemmings will walk along the pool and set off
another laser gate, which will fill in the other floor. Blow up the Water
Lemming blocker, then the Acid Lemming blocker at the beginning. When the Acid
Lemmings get to the base of the bridge that one of their compadres built, have
the leader mine through it. Everyone will land on the ledge below and walk to

                                      _____________ _________ ______
079. Lets get those fingers moving   | 15 Lemmings | save 12 | 5:00 |
                                      ¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯
I'm offended by how easy this level is, considering how late in the game you
reach it. Make the first Lemming a floater, then have the next two mine to the
right and left, respectively. This creates a holding cell of sorts for the rest
of the Lemmings while the floater does his thing.

Let him hit the wall to the right when he touches down on the ground, then
start building bridges up to the left at the edge of the steel platform above
you. It will take three bridges before the floater hits his head; I shouldn't
have to tell you by now that this long bridge is just a safety platform for the
others to fall to so they don't splat. Build up to the small steel ledge that
juts out from the enormous wall to the right, then make the floater a climber.

As he heads to the exit, have a Lemming walking between the two mined tunnels
build out to the rest, and exhaust your supply of climbers. Everyone should
scale the wall and make it to the balloon. 

                         _____________ _________ ______
080. Something Fishy!   | 50 Lemmings | save 49 | 5:00 |
                         ¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯
The level will first focus on the hatch situated high enough above the ground
to get some major splattage. Don't work with it first though. Rotate the level
to the left so that you can see the other entry box, and lower its release rate
to around 25. Now go back to the first one and raise its rate to 99, making
every Lemming that pops out a floater. When all the floaters are safe, bash
through the wall to the left.

The other pack of Lemmings are walking up a long stairway that eventually turns
into a dead end. When the first one turns around and starts walking left, have
him build a bridge from the edge of the fourth step from the top. He will build
twelve steps to the wall to the left. Bash through that wall, then build to the
top of the steel wall at left using only one bridge (about an inch-and-a-half
away from it is where you should start). Meanwhile, keep an eye on the floater
bashing through the stairs below. When he gets all the way through, have a
Lemming that is headed to the right build a bridge that ends on the stairway,
as with the bottom bashed through no one will be able to walk up to it.

Up at the top, have a Lemming start bashing through the wall. He'll take quite
a while to get his business done, but he's important. When he is about 3/4 of
the way through with his tunnel, have someone mine down to the left toward the
exit at the tunnel's midpoint. The Lemming who was bashing will break through
and turn a switch that opens the door in front of the balloon. If you want to
save him, make him a climber so that he gets above the step to the right, but
you don't have to. In any case, the required 49 Lemmings will make it to the
exit, so saving the basher isn't absolutely necessary.

                           ____________ ________ _______
081. T is for Teamwork.   | 2 Lemmings | save 2 | 10:00 |
                           ¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯
For a level with the word "teamwork" in the name, the Lemming on the right sure
will do a lot of mooching here. All he needs to do for now is build one bridge
to stall himself while the one on the left takes care of business. From here on
out, most of the level is going to involve the Lemming on the left. First, he
will walk across a disappearing floor situated dangerously below a weasel. Have
him build after he walks across it so that he hits his head, turns around, and
turns the lever. That will open the floor that the nearby weasel is walking on
and a door to the right, which you should have the Lemming build across to.
Mine to cut the bridge off early.

Build up to the switch from the steel ledge you land on. It will close the
floor below, but don't worry, you don't need that switch. Just make the Lemming
a climber/floater when he turns it. He will climb out of the chamber to the
left, drop down, and head for another switch that reverses the positions of two
doors in your path. Bash through the wall to the left and watch the Lemming go
through the portal.

After coming through the portal, build at the very left edge of the platform
you land on. After making it to the bridge, build up to the ledge to the right,
then bridge the gap to the right by hitting the very tall steel wall and
turning around. Build left to the small wall and bash through it. There is now
a tiny gap you must build over; it's barely noticeable, but it's there, and
your Lemming will fall through it, so you'll have to spend a bridge on it.
Once the bridge is finished, your Lemming will walk through a super-speed
machine and float to the ceiling thanks to an anti-gravity field positioned
craftily after the speed device. Wait for him to start walking to the right,
then build at the steel wall to turn around.

When he returns to the ground, dig twice to get to the metal door above the
balloon. Build to the right to hit his head on the stairs, and he'll hop into
the balloon. Now, return to the other Lemming who's been goofing around this
whole time and have him climb out of the pool to the right. Make him a floater
as well; he'll climb the giant steel wall to the right, and so you need him not
to splat if you want to save them both. His walk to the exit will be fairly
uneventful - just make sure you mine through the stairs leading up to the
gravity reversal vortex. If you can do that, you've got this one in the bag.

                            _____________ _________ ______
082. Don't Let them out!   | 50 Lemmings | save 40 | 5:00 |
                            ¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯
Here's yet another stage that confuses you with a giant layout and tons of
switches and other things but in fact has a straightforward solution. There are
two sets of weasels in this level; ignore the top pair and focus on the middle
one. We want them gone. G-O-N, gone. So we're going to drown them.

Lower the release rate to 1 and let the first Lemming drop off the edge. He
will turn the switch opening the metal door above. When he drops off that cliff
you need to turn him into a walking bomber. He will go off in that general area
above the giant lake. Make the second Lemming a builder. While he's building, 
the third Lemming will also be walking by shortly. Bomb him in the exact same
place as you did the first Lemming to create a clean gap through to the water.
Make the fourth Lemming out of the hatch a blocker.

The Lemming who was building will end his bridge just at the next platform, and
at the current speed, he will turn the switch just as both weasels below are
heading left. They will walk into the water and be out of your hair. The one
who was building will then drop into a pool. Keep the cursor on him and build
out to the left using only one bridge. When he eventually walks to the hole
that the two bombers created, build over it.

After hitting his head and making a quick round trip, that Lemming will then
drop to an area where he will be facing an arrowed wall pointing against him.
Dig down and count the bits of ground he breaks through. When he reaches seven,
start bashing right. When you are sufficiently past the wall, bomb him in mid-
bash. Blow up the other blocker at the beginning and mine through the bridge to
send the others this way.

There is a long thin piece of ground that stands between your Lemmings and the
exit balloon. All you need to do to get up to it is build to the right twice.
The first time, the builder will hit his head, but the second time, he will
pass all the way through. (Remember to build the second bridge from the only
step of the previous one.) Best of all, you don't need to blow a hole through
the floor; the rest of them will magically walk right up through the floor and
to the balloon of safety.

                        _____________ _________ ______
083. Speedy Gonzalez   | 53 Lemmings | save 52 | 4:00 |
                        ¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯
Here's one that will have you sweating bullets time-wise. It requires a lot of
good timing and knowing who to concentrate on at any given moment, so be very
careful about what you do. You have three entryways to start out. The one to
the far right will only release one Lemming, whose job is walk through the
laser gate and turn on the super-speed gates peppered about the disappearing
walkway. You can leave him alone. The middle gate releases two Lemmings, the
first of which you need to turn into a blocker on the part of the metal floor
that is above the steel ledge to the right of the pool. To get the second one
out quicker, raise the release rate on that box to 90 or so as soon as the
level begins. The third box, nestled in the upper left corner, contains the
rest. Make the first one out of there a blocker.

With that setup in place, you're good to go. Watch as the one Lemming walks
along the floor and makes sections of it disappear. When he gets through the
last of the speed gates (which should now be turned on), have him build at the
third plank to the left of that machine. He'll build really fast for about
eight steps, then lose steam and start going at normal speed. Two bridges will
get you to the top; you may have to stretch it out by walking forward when he
is done with the first one in order to reach the switch, which drains the water
below and opens the metal floor that the blocker to the right is standing on,
meaning he's now free. He will start walking left. Bomb the blocker at the top
of the level at this point.

There is a small gap to the left of the pool that the Lemmings can drop through
if you build up to it. Start the bridge on top of the second rivet from the
left wall of the pond; any position ahead of or before this will make it go all
the way to the wall and cover the gap, which is bad because you don't have the
materials to make a hole through it.

Soon the other Lemming who walked through the super-speed gates and built up to
the switch will come around and drop into the hole. It's a long walk to the
wall to the right - DON'T SCREW THIS UP! There is a series of stairs leading up
to a wall that the Lemmings can't climb over, at which point you should start
mining. Around this time the rest of the pack will head toward you. A couple
strays that fell into the pool and walked left instead of right will turn
around, but the majority of them will make it to your mined tunnel shortly
after you finish it. Speed it up; you should finish the level with anywhere
from one to six seconds left.


                _____________ _________ ______
084. Goonies   | 50 Lemmings | save 48 | 3:45 |
                ¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯
Lower the release rate to somewhere in the 5-20 range and have the first one
out of the hatch build to the steel wall ahead. Make the second Lemming a
blocker so that the builder just wanders in place when finished, and make the
third a climber/floater that will scale the wall to the left and make a path
for the others to walk blissfully to safety. Just before the climber/floater is
impaled by the first rolling spiked log he encounters, have him dig to the
ground below. (If he hits the steel and stalls a little, that's okay too; he'll
just pass under the log. Make him dig when he gets past it though - we don't
want to toy with chance here.)

The climber/floater will walk all the way down to the steps to a switch that
opens a large door behind him. After turning the switch, have him build to
turn around, then watch as he walks through the long steel door that opened.
Have him build two bridges to the switch nearby. He will hit his head and turn
around. Make him build while facing left to divert his attention to the switch,
which will turn on the anti-gravity fields that were frozen at the beginning of
the level. Once they are turned on, go back to the builder from the beginning
who is now just wandering around. Have him dig through the wall that he started
the bridge from.

Just before he hits the steel, build across to the right over the small pit and
mine, bash, or dig to cut the bridge off early. Bomb the blocker from the start
of the level and raise the release rate to 99 if you haven't already. They will
walk the long path to the exit with plenty of spare seconds left.

                               _____________ _________ ______
085. Lemming be thy name...   | 60 Lemmings | save 51 | 5:00 |
                               ¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯
There are two doors in this level. One holds 50 Lemmings that all spill out
onto a metal opening/closing floor just above the balloon. The others spits out
Lemmings at a release rate of 30, which you cannot lower. Make the first two
Lemmings out of this hatch a climber and a floater. They will climb over the
large wall with arrows pointing left and start heading up a long hill. Have
both start mining when they get near the top, clicking the one in front first.

They will drop down to the left side of the ledge with the portal on it
eventually. Have the frontman block before they can go off the side. The other
climber/floater will turn the switch after walking through it, thus freeing the
rest and opening the door ahead of him. Most will land in the balloon, but a
couple will walk to the left back through the portal, so make sure to keep your
blocker in position until they're safe and sound. 

                      _____________ _________ ______
086. 'Tanks' a Lot   | 76 Lemmings | save 76 | 4:00 |
                      ¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯
While a boatload of Water Lemmings make their way to the bottom of the biggest
water tank this side of the Olympics, a single regular one will start walking
to the right toward a switch that will set the spiked log above it on a wider
course that may include the immolation of the poor blue Lemming here. To keep
it from going anywhere, build up to the thick part between the small chamber
and the switch and bash through it.

When the blue Lemming gets to the top of the natural staircase, have him build
two bridges and make him a climber/floater while he's building. During the
second bridge, mine to cut it off early. He will climb the wall and pass by the
laser gate, thus causing the water in the giant tank to rise. You don't want
him to plunge into the drink though, since you have to save ALL your Lemmings
in this one, so build to make him hit his head and turn around. When he floats
down to the steel ledge below and walks back onto his bridge, build left to get
him to safety.

                        _____________ _________ ______
087. Two Laps Finale   | 50 Lemmings | save 50 | 6:15 |
                        ¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯
Credit goes out to LordArchon's FAQ on this one, because for the life of me I
could not figure out what to do here. You may be wondering how to save your
blocker when it is required of you to save all the Lemmings in the level. As it
turns out, there is a little trick you have to do to complete this. You must
make your blocker build. Confused? So was I. I'll explain in a minute.

First, lower the release rate to 1 to make things easier. Make the first one
out of the box a floater, then have the second one block near the right edge
before the long plummet. When the floater reaches the bottom, have him build to
the right to the thin ledge below, then let him hit the metal door to the right
and turn around. Starting from the fourth plank to the left of the metal door
(the wide one), build bridges to the left, stretching a few of them out by
letting the Lemming walk a little bit after he finishes one. It should take
five bridges to get up to the ledge in this manner. The builder will turn
around and walk back down to the metal door. When he turns left, have him mine
through his long bridge above the single one below. He will walk into the
portal at left.

Watch for him to come out on the other side and walk down the flight of stairs
there. As he approaches the bottom steps, have him build up to the left; this
will require 3-4 bridges to get to the balloon. Once he is assured safe, return
to your blocker. This is where you get to make him build through a little
glitch in the game. Before you can make him build, you need to bomb him.

"How can you make him build if you blow him up, though?" Bear with me here.
When you set off his five-second timer, click the builder icon and then keep
the cursor on the right side of the blocker who's being counted down. Somehow,
you can make him build in the small space of time between 1 and while he cowers
in fear before exploding. When you see the timer count down to 1 and then see
the 1 disappear, begin clicking the ready-to-die blocker furiously. A couple of
other Lemmings will start building, but the goal is to have the blocker build a
bridge before he meets his maker. This is how you save them all. If you succeed
then watch your Lemmings walk slowly to the exit; if not, start over and try

                         ______________ _________ ______
088. The Diving Board   | 100 Lemmings | save 98 | 5:00 |
                         ¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯
Head left to the Water Lemmings and put two blockers on either side of the
entrance to trap them in, then return to the blue Lemmings rapidly falling out
of their box and heading toward their respective balloon. Make the last one
build at the edge so that he shrugs his shoulders and runs out of tiles just as
he reaches the wall. When he turns around, build immediately to reach up to the
wall with just one bridge. He will walk right up to the switch and turn it,
thus causing a number of different reactions: closing the door to the right of
the Water Lemmings, the metal steps that lead down to the white balloon, and a
thin floor along the bottom of the level, as well as filling the water tank in
the middle of the stage for the Water types to fall on. Bomb the blocker on the
left side of the Water entrance, then watch the blue Lemming and have him bash
at the wall just before the balloon. Nuke the single blocker left when everyone
is safe.

                        _____________ _________ _______
089. Green with Envy   | 15 Lemmings | save 15 | 10:00 |
                        ¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯
Have the first of each type of Lemming dig shortly after they fall out of their
respective entrances. You'll have to make the regular Lemming digger build to
cut off the hole early or else they'll die when they reach the bottom. The
Water digger should go straight down to steel though, and you should make the
Acid Lemming dig down to the steel ledge to the right of the gate with the
counter that reads "05", for reasons that will become clear shortly.

As you can see, when the green Lemmings fall down onto the acid pool, the
counter doesn't seem to register them as having fallen through the hole. This
will hold true for the rest of the bunch as well. When the five Acid Lemmings
are down on the pool, make them all climbers. The first to escape the pool will
walk through the laser detector, which puts a floor immediately above the pool,
making it safe for the others to come this way. Have the other Lemmings bash to
the right out of their respective pools. All the Lemmings will walk through the
portal they reach to the exit balloon.

                          _____________ _________ ______
090. Anger, Love, Hate   | 50 Lemmings | save 40 | 5:00 |
                          ¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯
Lower the release rate to one and have the first Lemming out build two bridges
in the middle of this large enclosure that they start out in. Make the second
Lemming a climber, and when he gets to the top of the wall, start him out
building a bridge. Around the time he is building, a Lemming should be
approaching the pit at the left end of the enclosure. Have him build at the
edge and everyone inside will be spared. Make the climber build a second bridge
since by this point he will be almost done, and then click on your bombers.
When the climber/builder gets to the fourth step, set him off.

Send two climbers up the wall, making them floaters at the same time, and then
bomb them when they get to the top of the bridge the first climber built. They
will float to the ledge below while their timer counts down and go off just as
they are about to land on it. Send another climber/floater up to activate the
switch. It will open up the long thin floor leading to the balloon. You only
need to send one more climber up now. Detonate him as soon as he reaches the
second rivet above the thin wall. This will cause him to blow a hole in the
base of the bridge. Build to the hole from the bridge that you have already
partially constructed and watch them exit. 

                 _____________ _________ ______
091. All in..   | 51 Lemmings | save 51 | 5:00 |
                 ¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯
Focus first on the box that releases the vast majority of the Lemmings in this
stage (50 of them). When they cross the log bridge to the staircase that leads
down, have the first one dig through it. Two Lemmings will get by. Have the
second one of that pair mine through the wooden ground above the switch as he
is heading left back toward the hole in the stairs. Make him a floater so he
doesn't splat. He will turn a switch that opens a door for the lone Lemming
walking along the bottom of the level. About that time, the Lemming should
appropriately enough be headed out through it. Before going over to him, have
one of the group of Lemmings below the staircase bash to the left.

Go to the Lemming headed left toward the water tank, which is now empty. He
will walk up a staircase toward a narrow pit that, while it is narrow, he will
fall down anyway. Start building from the second plank to the left of the top
step; the end of the bridge will just barely touch the steel. Make him build
another bridge. Meanwhile, return to the main group, which is heading left
toward a small wall. Have someone build up to the left and then bash through
the wall so they land in the alcove next to the steel.

Return to the Lemming building to the portal and stretch his bridge out when he
is done building the first one so the floater can climb up without hitting his
head and walk onto the first one. The builder will walk into the portal and to
the exit, proving the path safe for all. Go to your floater.

Have him bash out to the right, and when he reaches open air, have him build.
It will take three bridges for him to get to the pool. He will float in and
climb out the other side, walking toward the rest of the Lemmings. When he gets
to the wall where the arrows point right, bash through it. The other 49 will
walk to safety, but you'll have to wait on the climber/floater to do his
business first. Speed it up to prevent the onset of boredom.

                _____________ _________ ______
092. LEMTRIS   | 50 Lemmings | save 50 | 3:00 |
                ¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯
This level is an embarrassment to Lemmings fans everywhere with how easy it is.
It's a simple game of target practice involving floaters. Just click the
Lemmings as they fall out of the four boxes to make them float safely to the
ground. If you've ever had experience knocking out pop-up ads as they come up
on a screen, this should be easy as pie for you. This level shouldn't require
a lick of effort whatsoever.

                                      _____________ _________ _______
093. No clues ... hee hee hee hee!   | 50 Lemmings | save 40 | 10:00 |
                                      ¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯
What quickly becomes obvious after a couple of tries on this level is that
there is absolutely no way your Lemmings can reach the tripwire in the lower
left corner without some kind of floating assistance. You can't even bash
through the bashable part of the wall and make it down there, and you have no
floaters. But is there someone around here who CAN float? Maybe those weasels
over there ..... and once the light bulb goes off in your head, you know what
must be done. 

Start from the middle of the area that the Lemmings first drop into and build
two bridges to the left. Once up to the wall, bash through to the other side.
The Lemmings will walk toward another wall. When they get to the steel part of
the ground, place a blocker and let two Lemmings past him. Have one of the ones
that gets by mine through the wall to the left. He should be right up against
the wall, and a piece of wall will be floating in the air if you did it right.

Let them walk down the tunnel and go right. Have the second Lemming in line dig
so that he lands to the right of the small tank of water below. The other one
will drop off the edge and have a safe spot to walk around for a while, so we
can focus on this digger and let him do what he needs to. When he gets to the
bottom of his hole, let him walk to the pool of water and build two bridges
over it.

As soon as he falls from his second bridge, start building again to the
lowercase R-shaped piece of land to the left. Make sure your bridge gets up to
the top of it sufficiently; if your Lemming can't walk up to the top of it, you
can sure as heck bet the weasels won't be able to either (they're just floaters
you know, not climbers too). If you hit the edge and turn around, make sure to
build at the water so your brave Lemming doesn't die. Once on top of the
R-shaped platform, build left to the tall steel-lined plateau, then watch your
Lemming die valiantly for his noble cause. Return to the single Lemming walking
around and make him a climber as he is walking left.

Have him build before he gets to the digger's hole - you don't want him to go
kersplat, because he's important too! When he is safely over his digger
friend's tunnel, have him bash through the wall to the left. The weasels will
rough him up once he gets through it, but it's all good, he's no longer needed.
Wait for the weasels to drop through the long hole, walk over the bridges the
digger made, and then float down to the laser gate that is unreachable by your
mere mortal Lemmings. It will open the steel door in front of the exit, at
which you can bomb your blocker and lead the rest to safety.

                                 _____________ _________ ______
094. Last one to the top.....   | 30 Lemmings | save 29 | 5:00 |
                                 ¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯
Lower the release rate to 1 and make the second Lemming out of the hatch mine
through the flight of stairs just to the right, allowing the first one to pass
by and make the way for the rest of the Lemmings. Make the third Lemming a
blocker as soon as he touches the ground. Just as in "Two Laps Finale", we're
going to have him build while he's being bombed in order to save him, although
this time it will be substantially easier to pull off this feat.

Go to your single Lemming walking to the right and have him build from the very
edge of the sixth step going down the floating planks near the laser gate. This
will allow you to only use one bridge to get up to the gate. When the Lemming
walks through it, have him build to hit his head and turn around. Since there
are small gaps between the planks, you will have to build to the left in order
to get to the area below. Use two bridges, mining through the second one once
it's clear you can get down there, then bash through the thin wall to get to
the area below. Your Lemming should make it to the laser gate before the spiked
log hacks him to bits.

You will notice that the laser gates opened the floors below the weasels at the
top of the stages, who were in all likelihood chopped up by the spiked logs
rolling all over the place. (Gross .... I mean, yeah, they're the bad guys, but
still .... it was a lot nicer when they were just falling into pits and
drowning.) With them out of the way, the small thin stairs and the floors will
remain in place so your Lemmings can get to the balloon (they were closing and
opening them with switches). Build over the mined tunnel and let the rest walk
off before bombing your blocker. Remember to click on the blocker rapidly while
his timer is counting down so you can ensure that he lives. Mine through the
bridge to cut it off early.

                                  _____________ ________ ______
095. The Long and Winding Road   | 20 Lemmings | save 5 | 5:00 |
                                  ¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯
Raise the release rate to about 80 or so and place a blocker to the right of
the entrance. Since you only need to save five Lemmings in this level, just
make five floaters and let the rest of them splat, since time is kind of tight
here. Once they're all in the empty pool of water below, have one climb out to
the right and set the path.

The climber will be lifted to the ceiling by an anti-gravity field. When he
gets to the left edge, have him dig a fair distance then build left - if you
just build left, the Lemming will somehow disappear off the face of the earth,
and we don't want that happening, so just dig a little bit so you can save him.
When he gets to the other side, you need only dig twice to get to the balloon.
After doing that, have one of the other four build out of the pool to the

                      ______________ _________ ______
096. Just you wait   | 100 Lemmings | save 98 | 4:10 |
                      ¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯
Set a blocker to the right of the entrance, then have the first one that walks
to the left dig. One will make it past him. Hold the cursor to the left of the
entrance and above the digger so that you can make the next walker a blocker
instead of making the digger one. Make both the digger and the Lemming that
escaped to the left floaters. When the digger is done with his hole, have him
mine left to turn around. Go to the other Lemming, who is falling into a large
hole with a switch at the bottom. When he turns right, make him climb out.

The other Lemming will mine through to the steel and turn around, floating down
into a large chamber next to a small pool of water. When he hits the left wall
and turns around, make him build one bridge that doesn't connect with the wall.
This way, you can be assured that when the time comes to build out of the pit,
the builder will go right. While building this bridge, raise the release rate
to 99 and bomb the blocker on the left to send the rest this way. The
climber/floater will soon come around and head up the wall to the area below.

There is a tiny step to the right of the staircase down here - barely visible,
but nonetheless there. See it? When the climber/floater steps onto it, let him
walk for about half a second, then make him build two bridges. The second
bridge should end parallel to the rivet in the steel wall opposite the portal,
causing the builder to turn around. Follow him until he gets to a bashable wall
which you should (obviously) bash through. He will climb up and head into the
left one of the two portals here. When he goes through the portal, return to
the main group and build out of the pit. They should walk up the two-bridge
staircase the climber/floater made, and by the time they get to the portal the
climber/floater should have turned the switch that opens up a floor for them to
land on as they go to the balloon.

                                     ______________ _________ ______
097. Turn on! Tune in! Switch on!   | 100 Lemmings | save 94 | 3:45 |
                                     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯
Lower both release rates to 1 and go to the pliable ground between the two
entrances. Have the first Lemming from the left mine through it, then go left
and make the first Lemming over that way block once he's on the steel. The
first one to turn around as a result of that blocker should begin mining from
the very left side of that bit of ground so that he can go straight through to
the bottom. While he's tunneling through, go to the first tunnel that you mined
and you'll notice that roughly three or four Lemmings have made it to this
point. Make the first two, who should be really close together, blockers, and
have the third build over the anti-gravity field so he doesn't get sucked up to
the ceiling. The fourth one in should block.

Go to the other side, where the other miner should just about be finished with
his duties. When the tunnel opens up, put a blocker on the steel. Raise all
release rates to 99, then return to your grounded Lemming who is nearing a
wall that he needs to bash through. Make him do that, then get to your two
climbers pronto. When they climb to the ceiling with the switch on it, turn the
frontman into a blocker (you may need to zoom to get him dead on). When the
other one turns around, build when he falls to the next ledge. This will give
the one currently bashing a surface to fall on so he can get to the three very
important switches to the left. You're now done with these climber guys.

When the basher gets through doing his job, he will fall to the bridge that the
upside-down climber made, thus allowing him to get to the switches. These three
switches will clear the obstacles located just before the balloon by emptying
the pool and opening the two doors near it. Dig after hitting the first and
second ones, then bash after the third one. At this point, make this one a
climber/floater. You now have to bomb the blocker above at exactly the right
time so that the Lemmings trapped by him walk from each floor to the next all
the way to the bottom. A series of switches above will open each one, but only
one will be open at a time. Bomb the blocker at the moment that your floater
touches the ceiling below him.

This should time everything perfectly. The floater will flip the first switch
as the rest of the Lemmings are falling to it, giving them their first safe
ground. When he reaches the second switch, the first floor will open and the
group will all fall to that one. They will repeat this until they reach the
now-empty pool in the bottom right corner. Build out from near the left edge to
save them all. You will succeed with just a few seconds left; press the nuke
button to buy some time if you need it. With the rest safely in the balloon,
you'll win as soon as the blockers have all been exploded.

                           _____________ _________ ______
098. My friend the end.   | 50 Lemmings | save 49 | 3:30 |
                           ¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯
Make the first Lemming out of the main hatch a floater and let him go a couple
of steps before having him build a bridge to the right. Make sure this bridge
doesn't extend to the next ledge with the super-speed devices on it. Keep
creating floaters as the builder does his thing, then have a Lemming build to
the left to catch the rest so that you don't have to make them floaters. Mine
to end the bridge early or else it will go overboard and you'll have a big mess
to clean up, if you get my drift.

There is also a single Lemming running around by himself. If you're not careful
he will walk all the way to a switch that fills the water tank that the other
Lemmings are walking around. To prevent this, have this one bash through one
of the small staircases along his path. You'll make him a climber later, but
not just yet.

Return to the main group in the water tank and have one climber go out each
side, making sure that both of them are also floaters. Focus first on the one
going right through the super-speed devices. When he goes down to the bottom,
he will turn a switch that closes off the floor above him. Make him build left
to the portal and watch for him to come out the other end, onto a small ledge
just below where he comes out. As soon as he touches this ledge, have him build
to the wall. Around this time the other climber/floater will be marching toward
a switch that opens the door in front of the current builder. When he touches
it and opens the door, make him a blocker and blow him up to prevent the door
from opening and closing further.

At this point, build the main group out of their habitat and raise the release
rate to 99. They're well enough off on their own for now, so go to the builder
who should now be headed to the next portal. He will turn a switch that opens
up the floor that some of the other Lemmings are now walking on, allowing them
to come to the portal. Build over the small wall just after the switch, then at
the single steel block just before the long steel segment that extends to the
balloon (2 bridges).

About this time the rest should be headed near you and will make it to the
balloon just as you're finishing the bridge. Return to the single Lemming who's
been walking around by himself and make him a climber to get him out of his
predicament. When he gets near the portal and is about to fall, have him build
to hit his head. He will now go to the exit as well.

                         _____________ _________ ______
099. My finest moment   | 50 Lemmings | save 49 | 3:00 |
                         ¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯
This level is practically impossible without the pause trick, which hasn't
required much use up until now, but here it's an indispensable gem that you
simply can't live without. To use it, press P, since that's what the word
"pause" starts with. When the game is paused, you can rotate the level and
choose Lemmings to do tasks while time is frozen - something you can't do just
by pressing the Escape key. With that piece of advice in mind, let's get

Let two Lemmings pass through the counter that reads 10, and have the third dig
down to the single steel block that will halt him. Here's where the pause trick
comes into play. As soon as you start digging, press P and rotate to your first
Lemming, who has just passed a thin strip of floor. Click the miner button when
the game is paused and click that first Lemming. The game will instantly come
off of pause, and he will be mining. Isn't that slick?

When the second Lemming turns around, have him mine after passing the thin part
of the floor. While he's doing his thing, return to the first miner and have
him build when he reaches open air. As soon as he starts building, it's time to
pause again. Go to the other miner, and when he gets down to the steel block,
have him bash through to the tunnel where the other Lemmings are found. While
he's bashing, raise the release rate to 99. Once all this has been done, go
back to the building miner.

Things look pretty bleak right here, since you'll splat if you fall off the
ledge. However, there is a small piece of wood below the ledge that, if you
mine down through it, is just enough to save your charges from splatting. Start
from the right side of it and you'll go down through it to the floor. Bash
through the wall to the left and build over the pond, and the rest will follow.

                           _____________ _________ ______
100. Mission Impossible   | 20 Lemmings | save 20 | 2:00 |
                           ¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯
This one's a bit difficult to manage, but you just need to know what to do in
each room and then you'll be set as you run around trying to get everyone to do
as you please. The camera will focus first on the upper left exit, where you
should have the first Lemming dig while facing left. Rotate to the right to the
upper right corner and have a Lemming build one bridge to the next ledge, then
have someone in the bottom right corner bash. Return to the upper left and
start the digger off bashing left.

With all that done, go to the lower left and make a climber when they are
heading left. He will climb the thin pole ahead of him; dig through that one,
then go back to the right side and build and bash in the appropriate quadrants.
Repeat the pole digging in the lower left side, then build up from about 4-5
rivets to the right of the arrowed wall. At the top left quadrant, bash through
the final wall and build. You should finish with about two seconds left.

                          _____________ _________ ______
101. Race Against Time   | 45 Lemmings | save 45 | 3:00 |
                          ¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯
Only one Lemming comes out of the hatch situated way above the ground, so make
him a floater at the very bottom, just as he's about to splat. This allows him
to freefall very fast while still making it to the ground safely once you click
him at the very last second. Build at the very edge, then go to the other group
of Lemmings dropping off the hanging staircase. Make the first one a climber
and a floater, and have the second one dig just to the left of the steel block
on the right.

Just as soon as the one Lemming starts digging, your builder down below will
shrug and walk off. Build three or four steps up to the huge wall to the right
to turn around, then build at the bottom of that staircase. Your two staircases
(this one and the first one you built) must connect with each other in order
for you to succeed, for reasons that will become obvious later. Go to the one
who is digging and have him mine right, which should bump him into the steel
and make him throw away his pick. After that, mine left to get the same result.
The original climber/floater will now turn around instead of walking off into

Next, focus on the Lemming who is currently climbing up the wall to the right.
Mine near the end of the plateau - in the middle between the two steel blocks
at the end is a good place. He will hit the steel wall, climb up to the piece
of land left there, hit his head, and turn around. Start mining once he passes
the steel block walking left; he should be able to make an unbroken tunnel that
goes down and left. As soon as he starts mining, go to the other side and start
mining down and to the right. (Pause by pressing P and zoom in with Spacebar if

Go to the climber/floater as he goes up the wall while the two groups are
mining. Make him build one bridge up to the hanging staircase that leads to the
balloon. Start from the steel block just before it for the best results.
Meanwhile, the walkers will finish their tunnel before the climber/floater
finishes his and thus will meander around a bit while waiting for the lone
miner to get done. Bash if necessary on either side, though you can only do it
on one side considering you only have one basher; most likely it will be the
walkers' side that needs it.

Once both tunnels are complete, have the climber build to hit his head and turn
around, following the others instead of taking a very long route to the exit.
You'll be able to tell who he is; he's usually the last one in time. You should
beat the clock by roughly ten seconds - somehow, one would think a race against
time would be tighter than that.

                                ______________ _________ _______
102. It's Going to Take Time   | 100 Lemmings | save 99 | 10:00 |
                                ¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯
Your Lemmings start on a T-shaped steel ledge and alternate in their movement
from left to right. Make the first of each build at the very edge of their
respective sides. The release rate is low enough so that you won't have to use
any blockers in this process. Wait for a Lemming to hit the wall to the right
and then walk left back up the steps. Make him a blocker; he's the only one you
can kill in this stage. Next, make two climber/floaters. They'll pave the way
for the rest of the Lemmings to get to the balloon. Now that everyone else is
safe, put the release rate at 99.

The two climbers/floaters should be relatively close to each other - close
enough that they can both be up the large wall to the right by the time the
first one turns the switch at the top, which opens up the metal door below. The
next part requires intense scrutiny; you'll need to both pause and zoom to get
this one right. Have the first one build as close to the right edge of the next
metal door as possible; you can only use one bridge to get up to this point. As
soon as the builder begins his work, pause by pressing P when the second guy in
line gets to the bottom of the staircase. Zoom in with Spacebar and choose him
to mine. He will go through the bottom of the stairs and hit steel. Have him
mine to the left when he turns around next to the left side of the metal door.
If you get too far left, the rest of the Lemmings won't get to the top when
they come this way; like most of this level; everything about it has to be
extremely precise.

It is at this point that you must alternate between your two climber/floaters.
Keep pausing frequently to check what progress each has made. We'll call the
one that kept going forward toward the pool of water First, and the one that
turned around to head back toward the beginning Second.

Second is rather easy to keep track of, as all he will do for the time being is
bash and dig through the many walls holding back the other Lemmings. You need
to make him dig through the thin walls (except for one of your choice, which
you should bash through) and bash through the larger ones, except for the one
near the beginning with the arrows that point right. Allow one of the walkers
to do that when the time comes. Remember to keep track of him while you are
working with First, whose path is detailed in the paragraphs below.

First will walk into the newly-empty pool after finishing his stairs and
flipping the lever ahead. He will step in just as the water finishes draining.
Have him build 2 1/2 rivets to the left of the silver pipe at the right end of
the pool. This will get you out of it with exactly one bridge, and precision is
of the essence since your builder supply is extremely limited (as you will soon
discover). He will turn a switch upon exiting the tank that drains the water in
the one to the right. Watch as he climbs the left-arrowed wall surrounding the
switch. Build a bridge four rivets to the left edge of the second pool to make
it line up perfectly. (Remember to be pausing and working with Second during
this time as well.)

There is a switch in the second pool, but you cannot see it because your view
of it is obstructed by the silver pipe to the right. Keep the cursor over the
Lemming to keep him in view as he goes behind the pipe, then build at the wall
to turn around and touch the switch. It will open a floor for you far ahead of
here that will prove to be important later. The climber/floater will go back
over the left wall of the pool. Have him bash through the right end of the wall
only, so that he climbs the left side and turns around to touch the switch. He
will dip back into the pool; again, have him build 2 1/2 rivets to the left of
the silver pipe for an exact fit with the other edge.

(You've still got Second to deal with, remember!)

First will walk up the steps to two walls with right-facing arrows; he needs to
bash through both of them, touching the lever along the way that will open the
door just ahead. Start your next bridge 4 1/2 rivets away from the wall.
Although it will meet exactly with the ground as usual, for some stupid reason
the Lemming will turn around when he meets with the ground. He will return to
the structure where you bashed through only the right wall.

Bash through the left wall this time, then pause and return your attention to
Second, who should now be very near the hole he mined in the stairs at the
beginning of the level. Have him build at the same point where the original
climber/floater built the bridge; the bridge will in essence be repaired. As
soon as Second starts building it, pause and return to First, who should be
very near the right wall of the first tank of water. Build to make him turn
around. You should now have one builder left. Return to the main group at this
point and have one bash out to the right through the arrowed wall.

You now have First in the lead, Second quite a way behind him, and the rest
trailing far behind Second. First will walk up the bridge where he inexplicably
turned around at the metal door, which is open (or should be, at least). There
is a small patch of diggable ground to the right of the door. Build from the
right edge of it to align your last bridge with the next ledge. When he
completes the bridge, let him turn the lever to the right, which will move the
rolling spiked log toward the end of the level safely out of harm's way. Dig at
the diggable ground. Second should come around at this time and climb out of
his hole in both directions (eventually). Mine to the left when he climbs out
to the left - it should go deep enough to contain him and keep him from
wandering further.

Around this time the digger should be near the bottom of his pit and the rest
of the Lemmings should be flocking in. Bash to the right to effectively end the
level. Since you have no bombers - in fact, you should have nothing since you
used everything you were given under this solution - click the nuke button to
get rid of the lone blocker in the level.


That's all for Lemmings Revolution. There doesn't appear to be an ending, but
there is one. You just can't see it since "The high dive" is completely
unplayable. If you want to view the ending sequences of Lemmings Revolution,
play the CD in Windows Media Player or any other program you have that plays CD
video. The sequences are extremely lacking in light of the hard work you just
went through to beat the game, but they're there in case you want to view them.

Congratulations on beating Lemmings Revolution! ..... or, at least, as
thoroughly as you were able to, anyway!


   = | =================
   = | =================

My many personal thanks go out to those who had a hand in the creation of this

-> Andrew Schultz and Brian Sulpher, my ever-flowing artesian springs of
   inspiration, who encouraged me to continue with this project even after
   learning that I was beaten to the bounty. Peeps gotta stick together.

-> LordArchon, whose FAQ I used to learn about the glitch used to beat "Two
   Laps Finale." I was able to figure out everything else based on my own
   Lemming logic, but that would have never occurred me in a million billion
   years. Muchas gracias for digging me out of that jam.

-> Take 2 and Psygnosis for releasing the game. Though it's quite up to par
   with its roots, it tickled my brain and I enjoyed playing it.

-> CJayC, for posting the bounty that encouraged me to start writing for the
   game. Although I was beaten to it many moons ago, I persevered, and here is
   the guide as it stands today.

-> GameFAQs and IGN for posting my brilliant piece of fixed-width art.

-> Anyone who played a role in bringing my love of the English language and
   video games to fruition - or better yet, anyone who played a role in fusing
   those two loves together. This includes but is not limited to: my parents,
   my many English teachers, Neal Lundberg, Runinruder, Andrew Schultz, God,
   Masters, and/or the Dr Pepper Bottling Company.

Above all, do not plagiarize this FAQ and use it for your own evil purposes. My
work is my intellectual property and is protected by U.S. federal law.
Plagiarism is evil and makes you lower than the lowest single-celled organism
on the planet. Don't do it unless you like to be considered less significant
than the Cheez-It crumbs on my carpet.

If you wish to use this guide on your site, e-mail me for permission at this
address: [eubanks1084@hotmail.com]. I will more than likely respond with "yes"
if you take the 30 seconds required to write a short notice of consent. Once
you have the guide on your site, do not change any of the wording within, only
the structure of the body text. You are allowed to add visual aids such as
screenshots or change the font once you have my FAQ if you so desire.

Do not sell my intellectual property for your own monetary gain. That is
illegal as well. You may freely distribute it to your heart's content, but any
money made off this FAQ is dirty and tainted by evil, and I hope when you spend
it on a bulky gold chain that a tear escapes your eye as you leave the pawn

This version of this FAQ is © May 1, 2004 by Snow Dragon, all rights reserved.
The latest version of this guide can be found first at GameFAQs and on IGN's
FAQ channel.

Thanks for playing Lemmings Revolution and for using my guide, and take it easy
now =)


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