Turn the first five lemmings into floaters as
they fall. The first lemming should walk to the right and fall into the pit
below. Turn the second lemming into a blocker just to the right of the
entrance. The third lemming should hit the blocker and build to the left to
provide a safe landing for the others. Then block off the platform to the
left. The scout in the pit below should start building to the left from
about halfway across the pit until he hits the wall. He should then build
back to the right to the top of the steel mountain. Build over the deep pit
in the mountain and then build to the ledge above the water to the right.
(If necessary, turn the builder into a digger to stop his building when he
is over the ledge.) Build across the rest of the water to the ground below
and zig-zag up to the exit, being careful not to have the builder hit his
head on anything. Bomb the blocker on the right when there is a path to the
Mayhem 2: The Boiler Room
Send a scout to the left and build over the
gap, starting at the far left edge. The scout should land on another
platform to the left of the starting platform that is at the same height.
Build from the left edge of this second platform, and then build back to the
right once the scout hits the wall on the left. Eventually, the builder will
hit his head on the ceiling above, but wait until he turns back to the left
and continue building until he jumps onto the floor above. Build over the
right edge of this floor to the wall to prevent other lemmings from falling
into the fire if the scout turns to the right. Free the blocker. The other
lemmings may not be able to follow the scout's path through the ceiling, so
place a blocker when it is near the ceiling, and then bomb it. Build through
the hole in the stairs and repeat until the lemmings can reach the exit.
Mayhem 3: It's Hero Time!
Send the first lemming to dig down to the
platform on the left of the one-way obstacle. The next lemming will continue
to the right; make him an athlete, and then start mining when he lands near
the compressor. Bash through the one-way obstacle so that only one of the
lemmings escapes to the right before the basher breaks through the obstacle.
Build over the hole that leads to the pit filled with water, and the
lemmings will all find their ways to the exit.
Mayhem 4: The Crossroads
Bash through the lattice frequently. Create
a path so the lemmings walk through the large diamonds and other patterns in
the lattice. Bash into the spider web and then bash to the right from the
lower-right corner of the chamber in the web to create a path to the exit.
Mayhem 5: Down, Along, Up. In that Order
Send one athlete over each
side of the ladder. The athlete on the right should block near the right
edge of the floor, while the one on the left should build to the platform
nearest the ground. One of the lemmings inside the ladder should dig on the
right side, and then on the left side, of the ladder. Use a blocker to
prevent all but ten of the lemmings from getting to the third platform down
on the ladder. The builder on the floor below will turn to the right after
building and then turn back to the left. Once he reaches the edge of the
platform, turn him into a builder so that his feet are both solidly on the
platform (and not hanging off the edge). Dig on the right of the third
platform and then on the left of the fourth platform. When the lemmings step
onto the platform, have them build to the left. The builder should bounce
off the blocker and continue building to the second platform. Repeat this
process to reach the exit, and then free the blocker on the ladder.
Mayhem 6: One Way or Another
Build from the far left of the pit where
the lemmings fall to the ledge on the right. Once the bridge is completed,
have one of the lemmings mine away part of it. Raise the release rate to 99.
A lemming still on the ledge above should build to the left, making sure to
close off any gaps. (By the time the gaps are closed, all of the lemmings
except the builder should be trapped below by the mined-out bridge.) The
builder should then build up to the highest ledge on the right. When the
lemming is in the valley of the rock formation to the far right, turn him
into a miner. Wait for him to dig about halfway down, and then turn him
into a builder so that he stops digging. Once he turns to the left, mine out
of formation and then build so he is above solid ground. Build over a hole
in the ground to the exit and fill in the gap in the staircase where the
other lemmings are with a builder.
Mayhem 7: Poles Apart
Build to the right, starting from the far right
of the entrance platform. (Only three lemmings should fall off the screen.)
With the first available lemming, bash through the first, third, fifth, and
sixth columns (counting from the left). Then, when a lemming is directly
over the second, fourth, and seventh columns, turn him into a digger. He
should completely destroy the column so other lemmings can pass through.
Turn him into a builder to stop his digging. After bashing through the sixth
column, make one of the lemmings build into the seventh column. A few of the
lemmings will fall off the stairs before they are built; use one to dig
through the seventh column as described before. The other lemmings should be
prevented from exiting to the left by one of the stairs created by the
builders. Build to the exit after digging though the seven column, and then
dig through the staircase that is holding the other lemmings away from the
Mayhem 8: Last One is a Rotten Egg!
Once the first lemming has taken a
few steps, turn it into a digger, stopping it by making it a builder after
it has dug far enough to trap the other lemmings. The second lemming should
escape from the pit, and build to the one-way obstacle to the right from
the far right end of the platform. Once the builder has finished, turn one
of the entering lemmings into a climber. He will climb the one-way obstacle;
build to the right from the far right edge of the obstacle. Once he reaches
the top of the screen, he will turn to the left. Start digging through the
far right edge of the obstacle so that none of the obstacle remains on the
diggers' right side. Then mine to meet the stairs to the left. Make another
entering lemming a climber. Once it reaches the bottom of the hole the
digger created, build twice to the left so he turns back to the left. Dig as
the previous climber did, and after a while, turn the digger into a bomber.
Build out of the pit to the right to free the other lemmings, and they
should fall safely to the exit.
Mayhem 9: Curse of the Pharoahs
See the instructions for Fun 29.
Except for a higher percentage of lemmings to save and fewer resources, this
level can be played exactly the same.
Mayhem 10: Pillar of Hercules
Turn the first lemming into a floater.
Zig-zag up the tube with builders, starting to the left from the far right
of the tube. Continue until there is a safe fall for the other lemmings.
Send an athlete over the right side of the tube, and build to the right over
the water. When the lemming is over the solid ledge, turn him into a basher
to stop his building, and start building as soon as he lands on the ledge.
Use a basher to stop him once he is over solid ground, and then build to the
exit. (If the builder stops and turns to the left, make him build so he
hits his he hits his head on another set of stairs and turns back to the
right.) Bash through the right side of the tube with one of the other
lemmings to clear a path to the exit.
Mayhem 11: We All Fall Down
This is the same as the other levels with
the same name; simply dig through the floor with each lemming. Increase the
release rate to about 70 so two lemmings can dig in the same place. (It will
be important to keep the diggers as close as possible or else the available
floor space will run out.)
Mayhem 12: The Far Side
Send a climber over the left side of the pit
below the entrance. Build the first part of a set of stairs towards the left
side of the pit with another lemming, but do not complete the path out of
the pit. Have the scout dig through the first dirt patch he reaches, and
then bash once his head is below the steel. Then dig through the next patch
of dirt. Once he is near the bottom of the screen, turn the digger into a
builder, and then bash to the right. Let him land on the bump on the bottom
of the screen, and then build over the gap to the right. Once he is near the
steel wall in the middle of the ground, dig, and then bash through the earth
between the steel blocks. Zig-zag with builders to the exit, starting from
the right. Make sure there are no gaps. (If the builder hits his head and
turns around, turn him into a builder once he enters the tunnel he created
as a basher.) Once the gaps are closed, complete the staircase out of the
pit near the entrance, and then finish building to the exit.
Mayhem 13: The Great Lemming Caper
Both lemmings should dig down from
the platform where they land, creating two separate holes. Turn the lemming
on the left into a blockers after it has dug slightly more than one and a
half blocks down. The other lemming should create the hole on the right,
bashing to the right after digging through almost two blocks, and then build
to the right after breaking through the wall. (The stairs should touch
either the top or left edge of the new platform so that is safe to turn back
to the left.) Then build from the far right edge of this platform up to the
highest platform on the right. The builder should touch the left edge of the
platform, but not climb to the exit. Let him turn to the left, and then bash
or mine underneath the blocker to wake him up by removing the ground below.
(It may take several tries to wake up the blocker.) After waking up the
blocker, the other lemming will fall to the left. Turn him into an athlete
so he can head back to the right. The former blocker should bash to the
right from the top of the stairs closer to the exit. Both lemmings should be
able to get to the exit after the basher is finished.
Mayhem 14: Pea Soup
Turn the second lemming into a blockers just after
it lands. Wait for the first lemming to turn back to the left. Turn him into
a builder just before he reaches the blocker, so that he bounces off and
continues building to the right until he hits the soup bowl. From the right
edge of the steel on the left side of the bowl, build so the lemming is
above the first rock on the left. Turn him into a digger so that he stops
building and lands safely on this rock. (It is possible for the builder to
land on the rock, but for the others to land in the water if you dig too far
to the left.) Build from the first to the second rock, and then to the
fourth, using diggers to stop building as needed. Build from the fourth rock
to the fifth, and then to the right edge of the soup bowl. Make sure that
the builder lands on the edge of the bowl before heading to the exit. With
about one minute left, bomb the blocker and builder over the hole in the
stairs he created.
Mayhem 15: The Fast Food Kitchen
Use the same strategy as on Taxing
10, although you may have to build to the exit from both sides at the same
Mayhem 16: Just a Minute
Dig on the right, next to the wall and into a
small chamber. Bash through to the right. When there is about twenty-five
seconds left, pause the game to increase the release rate to 99, and then
turn any lemming that is about to hit the end of the tunnel into a basher.
You may have to adjust this time slightly; starting too late will not give
the lemmings who are just coming in enough time to reach the exit. If you
start too early, you will run out of bashers too soon, and the last few
lemmings to reach the end of the tunnel will turn around too late to reach
Mayhem 17: Stepping Stones
Send a scout to the right. Start building
to the right from near the right edge of the floor. After three sets of
stairs, the builder should land safely on the first stepping stone. Build to
the second stepping stone in the same fashion, and then build to the exit.
Turn the builder into a basher to stop him in case he builds past one of the
stepping stones. Build over the blocker with one of the lemmings trapped on
the left near the entrance.
Mayhem 18: And Then There Were Four...
Block off the left on the top
left entrance and the right on the top right entrance. Trap one lemming in
between two blockers on the top right, with the other lemmings to the left
of both blockers. Then, send a climber over the right of the steel block
near the bottom right entrance, and build over the water on the right until
the lemming hits his head. Then, let him turn around and build back over the
water to the left, so that there is no chance of falling in. Zig-zag up to
the platform near the exit. Free the blocker on the right by the top right
exit. With the lone lemming, dig down through the ground just to the right
of the steel. Then build over the bump near the exit, and free the other
blocker by the top right entrance. Build to the right out of the pit near
the bottom right entrance. Then, send a climber out of the pit near the
bottom left entrance, zig-zag with builders up to the exit, and then build
over the bump near the exit. Build out of the bottom left pit, and bomb the
blocker near the top left entrance.
Mayhem 19: Time to Get Up!
Build off the far left of the ground floor
to close the gap, using several lemmings so that none fall in. Then, build
from the right towards the wall with two builders. One should start from the
line between the first and second blocks (counting from the left), and the
other from in between the third and fourth blocks. Continue building until
both hit the wall. Then, set off two bombers to break through the wall next
to the upper staircase. Fill in the gaps using builders. Then use two
bombers to break through the wall near the exit. (Since there is almost no
room for error in placing the bombers, there is no way to describe this
level. If you cannot finish it, the access code for #20 is "MKGKJNOOIS.")
Mayhem 20: No Added Colours or Lemmings
Turn the second lemming into a
blocker so that all of the lemmings are trapped to the left, except for one
scout on the right. With the scout, bash through the wall on the right and
then build up to the exit. Let the lemming turn around, and then mine
underneath the blocker so that he wakes up and all of the lemmings can
continue to the right. The last lemming in the pack should mine through the
stairs just as he reaches the exit platform, so that he, and no other
lemming, falls to the bottom. Turn the two lemmings on the bottom of the
screen (the miner and the scout) into climbers, and they should pass through
the hole in the stairs to the exit.
Mayhem 21: With a Twist of Lemming, Please
Turn all of the lemmings
into floaters as they fall. Turn the first lemming into a climber to the
right. Turn him into a digger when he is just to the left of a vertical
space in the rock. He should not leave any rock to his right, but only
enlarge the space. Turn the digger into a builder so that he touches the
platform on the right. Then build to the right to the second platform. The
lemming will hit his head and turn around; when he is on the first staircase
he built, build to the left so that he hits the wall. Let him turn to the
right, and then build from the second platform to the exit. One of the
lemmings in the pit should bash to the right so the others can follow the
path to the exit.
Mayhem 22: A Beast II of a Level
Send a scout to the right and block
off the left. The scout should build to the right to the first chandelier.
Turn him into a basher to stop his building, and then bash through the right
half of the chandelier, and then build to the second chandelier. Bash as
with the first chandelier, and then build to the obstacle on the right. The
builder will hit his head on the obstacle and stop building, but he will
return to the right. Bash through the obstacle when he steps on it. Dig into
a chamber below the basher on the lower right of the obstacle. Then bash
through the right wall of the chamber, and build up to the right to solid
ground. Bash through the two obstacles and the tree roots blocking the exit.
If the scout turns to the left, turn him into a builder when he is
underneath one of the tunnels in the obstacles. He will turn around to the
right, and he can complete his task. Bomb the blocker holding the other
Mayhem 23: Going up...
Send a scout to the left to bash through
the wall, and then build to the larger wall on the left. When the builder
turns around to the right, build over the hole he created as a basher. Wait
for him to turn to the left (after reaching the top of the screen) and build
up to almost the top of the wall, starting about three-fourths of the way
down the slope on the right.) Bash at the very top of the wall and turn him
into a floater. The scout should fall on a pentagon. Wait for him to turn to
the right, and then build to the right when he is about halfway down the
slope. He will hit his head, but have him build to the left until there are
stairs below through the wall above. Then, let him fall off the stairs and
bash through the ball at the top of the pentagon. Free the other lemmings by
either building over the blocker near the entrance, or bomb him and then
build out of the pit below.
Mayhem 24: All or Nothing
This is the same as Fun 30, although with no
room for error.
Mayhem 25: Have a Nice Day!
Use the basic same strategy as on Tricky
13, although instead of placing a blocker on the right end of the entrance
platform to hold the other lemmings back, send a builder from the right end
of the platform into the wall on the right. Dig through the stairs to free
the lemming once the scout has cleared a path to the exit.
Mayhem 26: The Steel Mines of Kessel
Turn the seventh lemming into a
blocker just before he is over the thinnest part of the floor on the right.
Six lemmings should be trapped on the right; turn one of them into a blocker
when he is above the thin part of the floor. Bomb the blocker. Use another
of the lemmings to block off the pit of water to the left of this hole.
Block and blow with two lemmings through the wall on the right of the
chamber below, and then build over the pit of water to the right of this
wall, using two lemmings. Block off the second pit of water, and then block
and blow through the next wall on the right. Free the blocker holding the
pack of lemmings back. Build to the left from the far right of the next
chamber (to the right of the two water pits), up to the chamber above. Build
to the right over the gap in the floor of the upper chamber to reach the
right side. Block and blow through the right wall of the chamber (using
several lemmings). Only one or two lemmings should die in the trap, since
they are all grouped tightly.
Mayhem 27: Just a Minute (Part Two)
This is played basically the same
as Mayhem 16. However, you will need to first bash and then dig down before
bashing to the right to the exit. Although you still will want to increase
the release rate with twenty-five seconds left, you may have to wait an
additional second or two before using more bashers.
Mayhem 28: Mind the Step...
Let the lemming walk to the top then turn
back to the left. Dig down so that he lands on the top left platform. Turn
the lemming into a builder, and then a digger, so that he lands on the third
platform (counting from the left) on the bottom. Build twice. The lemming
should land on the left platform; build up to the first column and then bash
through. Dig once the lemming is near the left of the column until his head
is in line with a mark on the column to the left. Then bash and build up to
the next column. Bash through this column, build to a vertical wall on the
diagonal floor, and then bash through the floor. When the lemming is on the
sixth step from the left on this floor, build to the left and continue
building until there is no gap between the ceiling and the stairs. (Let the
lemming turn around; if time is a problem, make the lemming build so that he
hits the stairs on the floor and turns around). Bash through the second
diagonal floor/ceiling, through a thin column, and then build to the left
over a sensor plate. Bash through the blue stone that is in the way of the
Mayhem 29: Save Me
Block off both ends of the platform and build from the
left end to the right. Once the builder has started a second set of stairs,
dig through the stairs so there is a hole to the right of the entrance and
to the left of the builder. Once the builder has finished five sets, turn
him into a blocker. Fill in the gap in the stairs with a builder. Build from
near the blocker to the left so that the lemmings reach the platform above
the entrance. (You might want to wait until the pack of lemmings is out of
the way and there are only individual lemmings in the area.) Use a blocker
to trap as few lemming as possible to his left. Send one of these lemmings
to build off the left end of the platform, bash, dig as far as possible, and
bash again for a safe fall to the floor below. Then, wait for the pack of
lemmings to turn to the left and use the next individual lemming to build to
the left over the blocker. Wait for the scout to reach a platform just above
the exit, and turn him into a builder. (You will have to react very quickly
or the lemming will fall to his death.) After a few steps have been built,
turn the builder into a blocker. Use another lemming to do the same on the
platform where the exit is, although he will have to build to the right,
instead of to the left.
Mayhem 30: Rendezvous at the Mountain
Begin by blocking off the right
edge of the screen next to the right entrance. Send a scout to the left of
the right entrance, placing the blocker as close as possible to the
entrance. On the left side, send a scout to the right. (While the scout from
the left is doing his job, the scout on the right should build from as far
right as possible to the left. Turn this scout into a floater at some
point.) Mine just before reaching the trap, and then once the scout is
underneath the trap, start bashing. Bash through the obstacle on the right,
and then build up to the log platform. Bash through the sign, and then build
twice from the right end of the platform. Bomb the blocker, and the other
lemmings on the left side should reach the exit. The scout on the right side
should finish building to the obstacle on the left if he has not finished.
Bash through the two columns that hold up this obstacle. When the scout has
finished bashing, he will start walking on the staircase. Turn him into a
miner so that he destroys the stairs. Then, bash through the sign to the
left of the large obstacle, and bash underneath the ten-ton weight, Build up
to the rock on the left, and then bash through. (What appears to be solid
steel is not.) Once he has finished bashing, build up to higher ground on
the left, and then build to the exit. Bomb the blocker holding the others