Send a scout to build over the gap
to the right of the entrance. Then bash through the obstacle blocking the
exit and free the blocker.
Tricky 2: We All Fall Down
This is essentially the same as Fun 13, only
with more lemmings to save. See here for the solution.
Tricky 3: A Ladder Would Be Handy
Send a scout to the right and block
off the left end of the hill where the lemmings enter. Build up to the exit
level. If you cannot reach the exit with one scout, send two, with one
blocking the right end of the platform. This will give you more room to
build since you can start off from the left. Remove the blocker to let the
lemmings reach the exit.
Tricky 4: Here's One I Prepared Earlier
Block off the left end and send
2 scouts to the right. Bash through the first obstacle. Turn both scouts
into athletes, and after one has passed the second obstacle, make it a
blocker. Bash through the second obstacle when the other scout reaches it,
heading left. Bomb the scout that you turned into a blocker. Build over the
gaps, letting the builder land on each of the objects along the way.
Tricky 5: Careless Clicking Costs Lives
Send a scout to the right, but
place the blocker on the arch, and not on the thin lattice. Bash through the
chain connected to the first ball. Bash through the next three balls. Build
to the ice crystals and then to the exit.
Tricky 6: Lemmingology
Make one of the lemmings an athlete, making sure
that it heads to the right. Build a bridge between the second and third
platforms, and then between the fourth platform and the exit. Turn the
remaining lemmings into athletes, again making sure they are heading to the
right.
Tricky 7: Been There, Seen It, Done It
Block off the right edge of the
first pillar. Then, use two lemmings to build up to the next pillar. (The
second builder will only repeat the first's work, but he will not fall off
the edge of the stairs under construction.) Use a blocker to keep the other
lemmings back, but make sure not to place it too close to the stairs (or
else the blocker will take part of the stairs when it is removed). You can
put the blocker slightly to the right of where it lands. Use both lemmings
to build between each of the pillars. Make sure not to leave any gaps
between the bridges and the next pillars. You do not need to build over a
completed bridge, by the way. Also build once at the end of the last pillar
(so the lemmings will land on solid ground), and turn the builders into
floaters before they land. One lemming should block close to the exit, while
the other should build as soon as it reaches the right end of the floor. The
builder will hit the pillar and turn to the left. After it bounces off its
partner, have it build to hit the pillar again. (This time, you will have to
use several sets of stairs.) Once the builder has completed its task, it
will turn back to the left. Build so that the lemmings who will eventually
jump from overhead will land onto the new staircase. (If you have used two
builders on each pillar, you should use all of your building points.) Then
free the blocker holding the others back.
Tricky 8: Lemmings Sanctuary in Sight
Send a scout to the left, but
place the blocker as close to the gap in the floor as possible. Have the
scout build over the gap. Let it turn back to the right, and build over the
gap in the other direction. (Start the building early enough that the
builder will not hit his head on the other bridge.) Now have one of the
trapped lemmings build over the blocker. The scout should then build up to
the higher platform from the far left of the first platform. On the next
platform, build to the right when the lemming is standing over the middle of
the entrance. When he hits the wall and turns to the left, immediately build
to the next platform. Repeat this for this new platform, although start
building only when the lemming approaches the gap in the floor. To reach the
highest platform, you will should build over the gap, and then build up to
the platform after the lemming has walked off the stairs.
Tricky 9: They Just Keep On Coming
Block to the right, and send a scout
to the left (as a floater). Build a bridge over the gap. Once the scout
bounces off the first obstacle, build up to the left to provide a safe
landing for the others. Then bash through the next obstacle and build over
another gap. Remove the blocker to let the others through.
Tricky 10: There's a Lot of Them About
Send one scout from each
entrance to the exit in the center and bash through the obstacle blocking
the way. (It is easier to work one side at a time.) Then build up to the
pillar next to the exit and finally to the exit. You may need to turn the
scout into a basher after it has reached the exit, to stop it from building
past the exit. Free the blockers on both sides.
Tricky 11: Lemmings in the Attic
Build over the gap at the left end of
the floor. When the second lemming is standing slightly to the left of the
line between the first and second bricks to the left, turn it into a
blocker. (If the blocker is in the correct position, the lemmings will fall
on top of each other as they enter, making it easier to see their
direction.) Once the builder on the left turns back to the right and is
about one third of the way to the blocker, start him building until he
reaches the wall on the right. Bash through to the exit. Then, one of the
trapped lemmings should build over the blocker.
Tricky 12: Bitter Lemming
Turn all lemmings into floaters. Bash
through the wall to the right and through the two pedestals on the left.
Once one of the lemmings hits the pedestal on the right (where the exit is),
make him build to the left to the pedestal in the middle. Place a blocker on
the left end of this pedestal and build to the exit. (You might want to
create the path to the exit while turning the other lemmings into floaters,
since there is less chance for mistake when there are fewer lemmings
wandering around.)
Tricky 13: Lemming Drops
Send a floater to land on the staircase to
the right and block off both ends of the entrance platform. Build in a
zig-zag pattern to create a safe landing for the other lemmings and to get
out of this are. Continue building towards the top through the space in the
middle of the screen. You should eventually create a path to a wooden
platform just to the left of (and slightly above) the exit. Build to the
exit and remove the blocker on the right.
Tricky 13: Lemming Drops - 100% Solution by Adcsw (webmaster)
Despite the comments on saving 100% in this level in Lemmings: The Official Companion, saving 100% on this level is actually quite easy.
Make Lemmings No. 1 a floater. Make the first three lemmings build to the steel. Lemming 1 should finish first and will fall down to the "wooden spiral" below the entry. Make #1 build so it doesn't die. Make #2, #3 & #4 build across to the wood pit. All your Lemmings should currently be safe. Make #1 bash at the centre of the right wooden spiral. If when doing so he removes the ground beneath him, build to rectify. Zig-zag up using builders to the extend portrayed in the below diagram.
Lemmings #1 should walk across to the edge of the wood, just to the left of and above the exit. Build to the exit at the edge of the wood. Use a combination of diggers & miners to free the other Lemmings.
Tricky 14: MENACING!!
Send a scout to the right and block off the
left edge of the floor. Build over the gap in the middle of the floor and
then build over the obstacles in the exit to reach the exit. Bomb the
blocker on the right.
Tricky 15: Ozone Friendly Lemmings
Pick any point and bomb four
lemmings as the cross through this point. They should create a hole through
the floor that allows the others to reach the exit.
Tricky 16: Luvly Jubly
Bomb one lemming just as it has entered. Once
another lemming is in the pit created by the first and is heading to the
right, turn it into a basher. It will bash through the floor and the wall in
the middle of the screen. The pick a point and set other lemmings to explode
as they pass through. They should create a hold that reaches the exit. (You
may have to move the point slightly closer to pit the previous lemming
created.)
Tricky 17: Diet Lemmingaid
Turn a lemming into a bomber just as he
enters. Then set a second lemming to bomb when it is halfway under the
fire-shooting object overhead. It should break through the thin obstacle to
the right when it explodes.
Tricky 18: It's Lemmingentary, Watson
When the first lemming is near
the right end of the last column on the right, mine. There should be enough
of the column left to the right to prevent any lemmings from jumping to the
exit. Set the miner to explode just after he starts mining. You will
probably also have to turn a few lemmings into builders (when they are on
the left and middle columns) to give the miner time to finish his job. You
might also need to use the floater to save one lemming.
Tricky 19: Postcard from Lemmingland
Create an athlete, and once he
has climbed over his first wall, start bashing through the bricks to the
right into the pit. After the athlete has climbed out of he pit and is about
half of the way to the exit (from the pit), turn him into a digger. After
four or five digs, turn him into a builder. He will turn to the left after
building. Make him mine into the pit to meet with the other lemmings. You
will have to find the precise location where the miner will meet with the
others and give them a path to the exit, but not mine to oblivion.
Tricky 20: One Way Digging to Freedom
Bash through the first obstacle
to the right and block off the platform to the left. Create two athletes.
Once the first one has climbed over the one-way obstacle, it should block
while over a thick part in the floor. The other should bash through the
one-way object when it heads to the left. Remove the blocker nearer to the
exit.
Tricky 21 (Amiga & PC): All the 6's...
Send a scout to the right. Bash
through the right side of the first 6 and build to the middle 6. Bash
through the left and then right sides of the middle 6. Then build to the
third 6 and bash through to the exit. Free the blocker.
Make the first lemming a floater and the
next ten climbers. While lemmings two through eleven are arriving, number one should be building across the gaps toward the left exit. Twelve through twenty should be floaters. To slow them down a bit, make them build anywhere along the way until the bridges to the exit are complete.
Tricky 22: Turn Around Young Lemmings
Set the first two lemmings to
explode from any point. They will create a pit from which the lemmings
cannot escape. Build to the left out of this pit.
Tricky 23: From the Boundary Line
Turn the first lemming into an
athlete and have the second athlete bash through the obstacle in the middle.
Once the athlete has climbed out of the pit and is ear the exit, turn him
into a digger. After digging a few times, turn him into a builder, and he
will eventually turn back to the left. Get him to mine so that he hits the
empty space underneath the pit and turns around towards the exit. From the
pit, bash towards the hole the miner has created. (Even with this technique,
some people have had a lot of trouble finishing this level. If you are
also having trouble, the access code for #24 is "NMBMJNNGFW.")
Tricky 24:Tightrope City
Once the lemmings are close to the exit,
make the second lemming from the right a blocker. Block the left end of the
platform, and build to the exit with the scout. Then, one of the other
lemmings should build over the blocker.
Tricky 25: Cascade
Turn the first and last nine lemmings into
floaters. The first lemming should build over the gap, into the tall column
blocking the exit. Bash through this column and build to the exit.
Well, here it is for your edification and amusement. It should take about *20* tries to get 100% though, because the timing is *split second*
As the Lems first come out, you make the 2nd and 3rd "floaters" : this will give you a small space between #1 and #2.
Just as the Lems start up the steps, make #2 "build" into the stair, so that he will build one or two steps and then turn back to the left. If you hit #3 or build more than 2 steps, the solution is likely to fail.
As #1, #3 and the rest flow up the stairs, you will be making #1 "dig" *very close* to the top of the staircase, so that a hole will be created. Usually only 1 or two dig strokes will do this, and #3 is coming up fast. Once this hole lets *exactly 2 lemmings thru, (# 3 and #4)a "build" closes the hole, also creating a barrier so that all the lems except the fortunate two floaters are *turned back down the stairs*.
Meanwhile almost simulataneously that #2 who turned back at the base of the stairs reaches the end of the platform and you must "build" to the left toward the far wall : you must start this build on the *very end* of the bottom platform, as 2 complete build runs will be necessary to close this chasm before the rushing hordes get back down the steps!
Meanwhile your 2 "trailblazers" have floated down to the base of the "death drop" and one must prepare an escape for the trapped majority. Have him "build" into the base of the lower steps and turn back, making a stairway back under the high steps (conserve your builds: you have none to spare)
The two "builds" by the lem at left should seal off the left chasm *just* before the turned-back Lems reach there. It is *very close*. Now all but two lems are shuttling back and forth up and down the stairway (safe)
Meanwhile your #1 Lem has gone to prepare the way home, building, then bashing, then building to breach the wall at right. Again, you have to space your builds precisely, and some actions are at nearly the same time as your activities with the second preparer. (he just builds until he hits the underside of the stairway, then goes to join the other guy)
As the completed escape route gets the two preparers home, a properly timed "mining" by the horde leader will chop open the steps and send the remaining lems onto the prepared safety stair, and hence to home. Note that they must exit while moving to the right, since the stairs still have a hole where *leftbound* lems could face death.
(I have successfully saved 100% on only 3 occasions with this method. Slight flaws could result in saving 95 or 96%, or could ruin the try.)
Tricky 26: I Have a Cunning Plan
Use two bashers to get through the
column and builders to keep the other lemmings occupied. Start mining in
case any of the stairs is about to hit the middle column. (This is another
difficult level that cannot be solved simply with an explanation. The access
code for #27 is "CAJJMFMJFR.")
Tricky 27: The Island of the Wicker People
Put blockers on both edges
of the platform. Use any combination of diggers, miners, and bashers to give
the lemmings a safe landing. (It is best to make little use of diggers,
since the lemmings will huddle together and it will be harder to see
individual lemmings.) Once the lemmings have fallen through, block the left
end of the floor and send two athletes over the one-way obstacle. After the
lemmings have climbed over it, the first one should block near the right end
of the screen. The other one should bash through the one-way obstacle. Build
up to the exit with any remaining lemming.
Tricky 28: Lost Something
Send a scout to the right, and block off the
left. Build up to the rock that seems to float in the air. The exit is on
the bottom off the rock (sitting on the steel floor), towards the middle.
Bash, mine, or dig to find it. Free the blocker on the right.
Tricky 29: Rainbow Island
The first lemming should bash through the
top arch. The others should dig into the arch just below the entrance on the
right, into the chamber. Only the first lemming should be out of this
chamber. Once he is to the right of this chamber, dig down, and almost
immediately after falling, dig again, making sure not to get caught in the
the grinder. Bash through three walls to the right to reach the exit. The
other lemmings should bash to the right through the chamber wall, so they
can follow the path created by the first lemming.
Tricky 30: The Crankshaft
Mine down to the right, through the column.
Send two athletes over the next column to the right. After crossing over,
the first should be turned into a blocker, so that the other turns to the
left. Mine (to the left) through the column. One of the lemmings below
should build up to the hole created by the miner. Remove the blocker and
repeat to reach the exit.