--- Martin Zurlinden's Lemmings -  Walkthrough


All levels created in 1999 except for "The Leap from the Lion's Head" and "Mastermined" (2002).

In case you discover a simpler way to do one of these levels, you just HAVE to tell me about it! And please comment upon my levels! (zurlinden@web.de)


--- Level #1 (A Giant Leap for Lemmingkind)

Make #1 build over the gap on the right. Turn #2 into a blocker, but leave some space between the blocker and the bridge. Continue building over the gap. Turn #1 into a climber and stop him after he has climbed over the obstacle. Bomb #2, let one lemming (L) pass, and place a new stopper to the right of the bombing-crater. Turn L into a climber. Bomb #1 (start bomb shortly before L arrives, so that L will still turn around). Let L bash through the obstacle and start building as soon as he has made a breach (so that he will hit his head and turn around). Bash to the right from inside the crater on the left, stop basher from bashing (by turning him into a builder) as soon as the stopper is freed.


--- Level #2 (Stairway to Heaven)

Make #1 a climber. After he goes over the top, build towards the exit so he'll turn around. Now bash and dig all the way down to the Lems in the pit. Make stairs just deep enough for the Lems to walk up.


--- Level #3 (The Pool)

Let #1 drop into the slot and make #2 build one flight of stairs, SEALING the slot. Now when #1 (in the slot) is facing right, dig and then bash to get into the cavity below the pool. Bash to the right again. Make #1 a climber. Let him climb up the opening and turn. Build to seal the opening, then build two flights of stairs starting from the edge of the "diving-board" (doesn't need to be the VERY edge). Turn #1 into a stopper when he's finished building. 
Now back to the left: Continue building to the upper platform. All the Lems will drop onto the bridge below, walking through the stopper. Bash the barrier on the right.


--- Level #4 (Can You Dig It?)

Let #1 turn, #2 bashes through to the right, #3 turns. Release rate 99. #1 turns again, #3 bashes through to the left (towards the exit). #1 bashes through to the right, where the mob is already waiting. #3 builds to the exit (must not turn!).


--- Level #5 (Two Minute Warning)

Make #1 an athlete (climber+floater). After #1 has climbed up the right crystal and turned, make him build to the rock that is floating above the trapdoor (i.e. the level entrance). When #1 is building, have another Lem climb up the right side. Make him bash through the top of the crystal (above the flight of stairs that #1 has built). Build one flight of stairs towards the exit, and don't forget to continue later. On top of the crystal left to the trapdoor, make #1 build to the left rock. After he turned, build to the right rock (the one above the trapdoor), so he'll turn again. With some 58 seconds left on the counter, bash through the left crystal to free the rest. Make #1 build to the big rock from down left and watch the procession. 


--- Level #6 (The China Syndrome)

Make #1 climb up the left side. #2 builds from the lower incline to that hanging thing on the left (this will give your Lems a place of assembly). #1 builds to the upper plain/floor. Send 3 more Climbers up there quickly. You got it right when you see four Lems walking to the right in more or less regular intervals on the upper plain. Release rate 99. Let the 4 upper Lems DIG the right wall in its entire width, starting on the left (this part is a little tricky). When the first Lem to dig has made it to the middle layer of those really small bricks, dig the bridge to free the mob on the left. The rest is just fun to watch.


--- Level #7 (Crystal Clear Lemmings)

Stop #1 (a little left of the pointed peak in the terrain below). Turn #2 into a climber. Start bomb on #2 soon after he started climbing. Send another climber up to where #2 has passed away, and build to the rock above the trapdoor from within the hole that the explosion has caused. Now you can bash to the right, and then dig down the right crystal so our hero won't fall to death. Build to the crystal that blocks the exit (builder has to turn around). Build from the peak (below the stopper) to the left, then build to seal the hole on the left. Bomb the stopper.


--- Level #8 (Achtung Lemming)

Make #1 build over the pit. Start building a little left of the pit, so that #2 and #3 (not #4!) will fall into it. Start bomb on #5 the moment he appears, and watch the following: #5 bombs the bridge, #4 keeps the trap busy while #1 passes. Now make #1 build to the right. He falls onto that wooden thing, turns, and falls down. Bash to the left (below the steel). Bash as far as possible without freeing the mob (build to stop bashing). Build bridge to the exit. Now start bomb on some lemming in the pit. (Choose a Lem on the very right of the pit. That way the explosion will break through to the tunnel.) Done.


--- Level #9 (Holy Cow!)

Make #1 an athlete. Start bomb on #1 when he starts climbing over the steel block. Make #2 dig the instant he turns at the steel block. Start bomb on #2: the explosion will create a breach to the right. 
Release rate 99 (not necessary, but helpful). Turn one Lemming into an athlete: He'll climb over the two poles and float down into the deep pit. Start building the moment he touches ground. When he reaches the column on the right and turns, start building again IMMEDIATELY. Continue to the left column. 
Now build to that left column from the left side, where the other Lems are (you'll have to find out for yourself where exactly to start, but consider the following step). Mine through the left column from left to right, starting on top of the bridge you just built. Here comes the tricky part: The miner has to CONTINUE MINING on the bridge between the two columns. That way he'll mine through the right column as well. (It's an annoying level, I know, but one day you'll make it. You may pray to holy cow on the right, it helps.)


--- Level #10 (Episode X - The Phantom Exit)

The exit is INVISIBLE, but it's not dug in the ground or hidden somewhere. Just walk around and you'll find it.


--- Level #11 (The Lemmyrinth)

Find the way out and then build, build, build to the exit. Don't let your Lemming climb up the wall to the upper left corner - he would fall to death from up there.


--- Level #12 (The Brick)

Turn #1 and #2 into climbers. Turn #4 and #5 into stoppers, creating a very narrow place of assembly for the other Lems below the trapdoor. Make #3 bash through the brick. Release rate 99.
With some 38 seconds left on the counter, start bomb on the right stopper. Make #2 dig immediately (you'll need to use the F10-key to do this fast enough). When #2 reaches the bottommost brick, bash to the right. Now #1 has to build on the incline on the right, turn, and then bash to the left.


--- Level #13 (Lemming in a Cone)

When ascending to the right, #4 mines down onto the steel, so that only #1 - #3 will walk on. Now #1 mines to the right (make sure he'll pass underneath the vertical steel barrier). #2 and #3 turn, and then dig separate holes down onto the steel (do not create a connection to the tunnel that #4 has mined).
Make #1 bash to the right when he has mined down to #2's and #3's level. When #1 reaches the open air, build three flights of stairs, and then turn him into a stopper. Make #2 (or #3, in any case the Lem in the right pit) bash to the right. Make him build two flights of stairs the moment he turns at #1 (the stopper). #3 (or #2) bashes to the right and builds to the exit. Free the rest, but make sure you don't bash to the left by mistake.


--- Level #14 (Mastermined)

Make #1 build to the bar on the right, clearing the gap. Turn #3 into a stopper on top of the small rise. Make #2 bash through the bar on the right and turn him into a floater (#1 finishes building to the bar and is finally isolated). Build to clear the gap on the left. Turn one lemming on the left into an athlete (climber+floater). After that athlete has cleared the four bars, make him bash through the blue terrain (bash high enough to avoid the flamethrowers below when floating down). After floating down, build towards the exit (builder must turn). Bash the two bars and let the athlete climb the wall. Turn the athlete into a stopper below the flamethrower, close to the wall. Make #1 mine to the left, starting a little left of the bridge he built. Turn #2 into a climber and then (after climbing) into a stopper below the flamethrower, close to the wall. Bash to free #3 (the first stopper), and you're done (if you got it right, #1 zig-zags his way towards the exit, turning twice).


--- Level #15 (The Leap from the Lion's Head)

Between two "X" pieces, there's always an invisible horizontal or vertical line that you can walk on. Between two "+" pieces (stars), there's always an invisible diagonal of a certain uniform angle. Knowing that, you can tell exactly where those lines are. Least obvious is the long horizontal line starting at the "X" left of and above the trapdoor (i.e. the entrance to the level), as the second "X" lies out of sight on the far right. The way to go is down, left, up and then to the right, walking the long line mentioned above.


--- Level #16 (It's a Magical World)

Left side: #1 bashes to the right. #2 digs at the foot of the horn (that thing the Lems fall onto). #1 builds 3 bridges to the exit, hopping from stone to stone. Start building the first bridge from as deep down as possible (or almost). Sometime in between, make #2 bash to the right. Start bashing when #2 is still a little above the level of the first bridge's foot.
Right side: Build one flight of stairs from the VERY edge of the upper platform. (It doesn't matter if you let some Lemmings fall over the edge, as there are more to come.) There will be a tiny crack left between the wall and the end of the bridge. Now here comes the magic: Let one Lemming climb up the right wall. He'll pass the crack climbing, hit his head and then FALL ONTO the bridge. The rest is easily done.


--- Level #17 (It's Raining Lemmings)

Make #1 a floater just before he hits the ground. Build underneath the second trapdoor, so that #2 won't fall to death. Now make #2 build underneath the third and #3 underneath the fourth trapdoor. Stop #1. Turn #5 into a floater. Let #5 turn, and then build underneath the first trapdoor. Free #1 by mining (or bashing) the bridge he stands on. Now increase the release rate to 99 and watch the Lemming rain...


--- Level #18 (Back in a Minute)

Nothing special. (Except for the tragic death of some twenty lemming in icy waters, that is.)


--- Level #19 (Cliffhanger)

Make #1 climb up the left column. Release rate 99. Bash onto the steel on the right. Make #1 dig on the right edge of the left column. Halfway down, make #1 build one and a half flights of stairs to the right, clearing the exit (stop building by bashing). Let #1 bash through the right column. #1 turns, builds to seal the tunnel that leads to the exit, climbs up the right column, builds from the left edge of that column, falls onto the first bridge, digs through it, and bashes through the left column.


--- Level #20 (The Only Way is Up)

Build to seal the gap (don't lose any Lemmings here). On top of the arches: Let one Lem (L) walk away to the left. Make the next two Lemmings dig separately, so that each of them will end up in one of the small caves. (You may build to stop one, but not both diggers in case you didn't aim right. The mob will assemble in the right cave, whereas the other digger will stay alone.)
Quickly: Make L build three flights of stairs to the left, starting somewhere on the plain to the right of the little acid lake. Turn him into a stopper as soon as he reaches the hanging chains. Now the lonely Lem bashes through to the left, turns, and builds to the platform. Turn him into a stopper on the last step of the grey stairs (mind the presses). Free the rest and zig-zag up to the exit (using another stopper).


--- Level #21 (In the Countree)

Nothing special, really. Check out the landscape.


--- Level #22 (Level Under Construction)

Make the last but two or three Lemming dig at the end of the first small incline. Make that digger build to the middle plain - sealing the gap - as soon as possible (the gap must be sealed before the mob arrives). Let the last Lem dig when he has just turned (continuing the first digger's work). 
Now make the last but two Lem dig at the far right of the middle plain, so that only he will walk on to the right on the lower level. Make the digger on the left build to the lower level, sealing the gap. Attention: your Lemmings will get trapped if you start building too late. (But don't start building as soon as possible, either, as the digger/builder must not walk away to the right too early.) Finally make the single Lem on the right build three flights of stairs to the exit.


--- Level #23 (Stalkers)

Turn #1 and #2 into climbers. After #1 has fallen down, make him build to the first pole. Turn #3 and - the moment he appears - #4 into climbers. Make #2 build to the second pole. Turn #5 into a climber. Use #3 and #4 to build to the third and fourth pole. Build to clear the step above (the step that #1 - #5 have climbed). Increase release rate to 99, but don't forget to make #5 build to the fifth pole in between. Build some more bridges until you've made it to the exit. 


--- Level #24 (Guess What...)

Build one flight of stairs, starting a little to the right of the triangular ground formation. Turn the next two Lems into stoppers a little further on the right, so that once the bridge is finished, all the Lems will assemble between them. It's important to place the stoppers closely together. Release rate 99.
Make the very last Lem to arrive at the bridge continue building to the upper platform. Turn him into a climber, and let him climb over the first two or three poles, but bash through the last, as the fall from up there would kill him. Bash towards the exit, and finally bomb the right stopper.


--- Level #25 (Slave to the Rhythm)

A.k.a. Big Dipper.
On the right: Make #1 dig the crystal. Do not dig exactly below the trapdoor, as the following Lems must not fall into the pit that #1 is digging. On the left: Make #1 build over the covered gap (it's a trap). On the right: #2 builds across the water below (right to the crystal where #1 is still digging). On the left: #2 builds over the second covered gap (it's a trap as well). On the right: #2 starts bashing through the crystal towards the exit. On the left: #3 builds across the water (start building on the edge). On the right (quickly): #1 (the digger) bashes to the right. #2 builds to the exit.


--- Level #26 (Deep Deep Down)

Above: Bomb #1. He'll need to explode about halfway down the deep fall. You can get it right if you turn #1 into a floater and start the bomb when he's still a little left of the small incline. Turn #2 into a stopper.
Below: Bash through to the right. Let your Lemmings turn at the right column. Build (about one and a half flights) to the left wall (the one that you have bashed through), starting from underneath the exit platform. Send one climber up left, and make him build to the right from within the hole that the explosion has left. Build to the exit below, and bomb the stopper above.


--- Level #27 (Four Lemmings and a Funeral)

My favourite.
Start bomb on #1 the moment he appears. Make him build at "3", then (between "2" and "1") bash to stop his building. The explosion has to break through all three plates. Make #4 build somewhere on the lower plain. Make #2 build across the small gap, starting from the edge (needs to turn). Now #3 starts building towards the exit (continue three times in between). #2 (who has just turned around) builds to the left, clearing the step without turning. Make #4 build another flight of stairs, just to keep him busy. When he's done, make him mine down the stairs that #2 has built to clear the step. He'll hit the steel and turn. Do the same when #2 is coming back from the left. Finish building to the exit, and you're done.


--- Level #28 (Six Ways to Success (I Guess))

There really are at least six totally different ways to do this level. One or two are quite simple, whereas some others are extremely complicated or difficult to do.


--- Level #29 (Meet & Greet)

Mine to unite all Lemmings. Let one Lem climb out to the right, dig on top of the right mountain, and bash to the right when he's almost hitting the steel. Build to the obstacle on the right (needs to turn), bash through the rest of the right mountain, and bash into the left mountain. Make another Lem climb out and finish bashing the left mountain. Build to free the rest.


--- Level #30 (Fallout Boys)

Keep increasing and decreasing the release rate. (You won't make it if it's set at 99 all the time, don't ask me why.) Boom.

