Make the 1st Lemming a climber to the right. When he's walked
around the corner and climbed up another wooden box, make him a digger.
When he's started digging into the cement, make him a builder. When
he's walked around the corner and climbed to the top of the 1st wooden
box, make him a bomber - he should blow up when he's between the 2
boxes and open a path under them both.
Return to the rest. Make 2 Lemmings climbers to the right.
Let the first one go, but make the 2nd one dig down through the box
- when he's about 3/4 of the way down, make him a bomber. Hit the +
sign to get all the Lemmings out of start.
Go back to the other climber, and when he reaches the space
just over home, make him a digger. The rest will make it in time.
Mayhem 2 (Level 62) - Brechin's Staircase
Make the 1st 2 Lemmings climbers to the right after being
catapulted. Make the 1st of these a blocker when he reaches the end
of the walkway. After the 2nd climber bounces off the blocker, blow
up the blocker, and make the other bash through the 1-way obstacle.
Make the 1st in line a right-turner at the end of the walkway.
After the turn, make the 1st in line a climber, and a blocker at the
end of that walkway - the original remaining climber will come along
in a moment, and after he bounces off this blocker, blow up the
blocker and have the climber bash through the 1-way obstacle.
Make the 1st in line a left turner at the end of the walkway.
After the turn, make the 1st in line a climber, and a blocker at the
end of that walkway. The original remaining climber will come along
in a moment, and after he bounces off this blocker, blow up the
blocker and have the climber bash through the 1-way obstacle.
All should now reach home.
Mayhem 3 (Level 63) - Tower of Lemlab
Let the 1st Lemming walk to the wall, turn back, walk under the
start, and make him turn to the right just before the step. Make the
next Lemming a right turner after he drops off, before he reaches the
edge of the walkway.
Make the next Lemming a left turner on the 2nd step. After the
next recovers from the fall, make him a left turner at the bottom of
the steps.
Make the 1st 2 Lemmings who turn there climbers - make the 1st
of these a blocker at the end of the walkway, and make the 2nd bash
through the 1-way obstacle after bouncing off the blocker. Make any
Lemming turn the rest towards the transporter.
At the other end of the transporter, make the 1st Lemming a
left turner anywhere before the edge. Make the next Lemming a left
turner to head the rest of them to the door marked quot;Airlock" - this is
home.
Mayhem 4 (Level 64) - Ski Jump
Make the 1st Lemming to reach the top a floater, then a climber
when he's moving towards the cliff. When he reaches the bottom,
bounces off the obstacle and reaches the green patch, make him a
basher. When he gets to the green patch on the other side of the
tunnel, make him a builder, then turn him left.
Returning to the others, make the 1st one bash through the
obstacle before the big slide. Make the 1st Lemming turn left after
he's reached the other turner. Make the 1st Lemming build up to the
ski jump, and they'll all slide up to home.
Mayhem 5 (Level 65) - The Prisoner
Camera 1 - position forward and slightly to the left so you can
make 5 floaters of the lemmings that will shortly arrive there from
the left and start walking up the incline - they'll all reach their
home.
Go to Camera 3 - position forward and right to make bombers of
the 1st 3 Lemmings who'll shortly arrive from the right, so they'll
blow up the 3 blocks to the right of the block with the face on it
(home).
Make the 1st a bomber when he's at the leftmost gold torch.
Make the next a bomber when he's halfway between that torch and the
edge of the first block. Make the next a bomber when he's halfway
under the remains of the 1st block - the rest of this group will now
reach their home.
Go to Camera 4 - position forward and to the right to make the
1st Lemming dig down the block with the vines on it - the block with
the face on it is this group's home, and they'll all make it there.
Go to Camera 2 - make 1st Lemming build just before he reaches
the 2 gold torches - they'll all make it to their home.
Mayhem 6 (Level 66) - Family Tree
There's no one solution. As soon as the Lemmings start coming
out onto the field, start using turners to merge the lines together,
pausing after each turn to set up the next turn so they don't make too
much headway, and aim the last line into home.
Mayhem 7 (Level 67) - Driving Range
Go to Camera 2, and work with this group first. Make the 1st
Lemming build to the left when he's just past the halfway point of the
rightmost gray block.
After the Lemmings turn at the brown wedge, make the 1st in
line build when he's halfway across the middle gray block. While he
builds, make him "virtual," and make him build again just after he
drops and turns at the next 2 brown wedges, and at the end of the gray
blocks after the next 2 brown wedges. This gets him to the island
- unclick "virtual" and make the 1st in line turn the others into
home.
Go to Camera 3 - highlight a Lemming and make him turn the
others to continue on the green path. Turn another to head them under
the bridge. Turn the 1st in line after he's crossed the bridge, the
next at the other end of the bridge, and the next at the bottom of the
bridge.
Turn the next once he's on the island, and the next to head the
others home.
Go to Camera 4 - highlight a Lemming to climb up the brown wall
and dig down at the top. Let him climb the next brown wall, and walk
to the other end and back down. After he passes the gray wedge at the
bottom, have him mine down to the left so the others can walk up - the
climber will go off and die.
When the 1st in line passes the gray wedge on the top, make him
mine down to the left so the others can walk down and safely fall off
the edge - they'll all find their way home.
Mayhem 8 (Level 68) - Five Towers
When the 1st ground-walking Lemming reaches the wall of the 2nd
tower, make him a right-turner. Make the next a left turner just
after he's turned right, to aim the others at the slanting part of the
tower wall. Make the 3rd Lemming a right turner just at the water's
edge.
Make the 4th Lemming build the instant he's been turned by this
last turner. Build him all the way to the tower - he'll end just
short of the roof and turn back. When he's stepped down 1 step, build
him again to the walkway near where the other group of Lemmings is
trapped. While he's building, highlight the Lemming behind him to
turn the others left on the pathway, as he'll overtake the builder.
After all the Lemmings have reached this upper walkway, make
any one of them a miner immediately after exiting the tunnel, to mine
down and free the trapped Lemmings. Make any freed Lemming a left
turner before the entrance to the tunnel - they'll all walk off the
end hit the trampoline, and get bounced toward home.
Mayhem 9 (Level 69) - Over the Top
Make 1st and 2nd Lemmings climbers. Make the 1st climber turn
to the left when he's on top of the small wooden block. Make the 2nd
climber build over the 2nd gray wedge so he gets over it and keeps
walking. When he gets back to the middle of the high wooden obstacle,
make him a digger when he reaches the middle. He'll eventually walk
off and die, but all the others will now trampoline through the
opening and get home.
Mayhem 10 (Level 70) - The Hanger
Make the 1st Lemming a blocker as soon as he recovers and takes
a step. Make the 2nd Lemming turn to the left at the wall. Make the
3rd Lemming a builder at the edge of the green pool. None should fall
in.
As the Lemmings approach the place where they must be turned to
the right to reach the steps to the tunnel, make one turn them. Make
the 1st in line a blocker after he's taken a few steps - the idea is
to clump them as closely together as possible while still allowing
enough room for a builder to build over the blocker. When they're all
packed in, highlight one, and have him build to the right over the
blocker. Enough should survive the hole in the floor to make it.
Mayhem 11 (Level 71) - Across the Network
After the 1st Lemming has walked through the splitter box, over
the bridge and hit the turning wedge, turn him right immediately to
force the others back across the bridge. Ignore this batch, and make
the 1st Lemming who walked the other way through the splitter box a
blocker to force the others back the way they came.
Find the 1st Lemming who has crossed the middle bridge, and
turn him left towards home. Make the 1st Lemming to approach the
obstacle build over it.
Mayhem 12 (Level 72) - Raiders of the Lost Lemming
Make the 1st lemming turn left when he reaches the wall of the
inner building. Make the next 2 lemmings climbers, and ignore the
others for now. When the 1st climber reaches the top of the wall,
turn him right. When the 2nd climber reaches the highest spot on the
wall, make him a miner - he'll mine down to the other side so the
others will have access to the wall, and then walk off and die.
Returning to the others, make any Lemming turn right at the
wall where the other 2 climbed - find one who'se walking in the
correct direction so as not to waste time.
Make the 1st one in line turn left at the end of the corridor.
Make the next one turn left so the others walk up the wall. Make the
1st one to reach the high spot on the wall turn left. Make the next
one build to the roof.
Now make the 1st a left turner when he nears the edge of the
building; make the next one turn left when he nears the next edge;
make 1 more turn left so the others are walking over the tunnel.
Make the 1st in line a digger, and all will reach home.
Mayhem 13 (Level 73) - The Catacombs
You need to make the 1st Lemming in line virtual, and turn him
where appropriate. Then click on the next one in line to be the 1st,
etc. Turn right, left, left, right, take 1st right, right, left,
left, right, right, left, left, right, right, right, right, 2nd left,
build over trap and click on Lemming who passes you so he's the 1st in
line, right, 1st right, left, right, right, right, left, and left
again before you reach the wall.
Mayhem 14 (Level 74) - Jelly Belly Islands
Make the 1st Lemming turn right at the first turnoff. Make the
2nd and 4th Lemmings climbers. Make the 3rd one a turner to the left
after he's bounced off the tower, to turn the rest back towards start.
Make the 1st climber a builder after he comes through the
transporter. After he recovers from the fall, have him build again to
the next tower, and let him go. Make the climber who follows him turn
to the left towards home.
Go back to the others, and make any Lemming a basher when he's
halfway up the little slope shortly after the start. Once he bashes
under the 2 turners, most of the rest will head for the splitter box,
however, you'll lose the 2nd turner that was turning them back towards
home - you have time to make another one.
Make the 1st Lemming who comes through the transporter (the one
high on the right when facing home) a builder.
Make the 1st Lemming who comes through the other transporter
(the high one on the left when facing home) a builder also - all who
follow him are heading home now.
Go back to the others who are coming down the previously-built
bridges and turn the 1st one right to get the others home.
Mayhem 15 (Level 75) - Hole in One, Two, Three!
Make the 1st Lemming a builder just as he walks over the
sloping edge of the island. Make the 3rd Lemming bash through the
stairs when he reaches the 3rd step. Only 1 should reach the top -
the rest will drop to the ground.
Let the builder go for a moment, and make the 1st Lemming in
line bash through the wedge that will otherwise turn them all to the
right. (They should all keep going straight, but if any have turned
right, *you'll have to keep your eye on him*, and build him over the
block that will otherwise turn him back).
Return to the builder - as soon as he drops down out of the
tunnel after being catapulted, make him build again before he gets to
the edge of the quicksand. While he's building, quickly pause and
return to the Lemmings walking over the original bridge. Highlight
one who'se on the bridge, make him virtual, and make him bash through
the brown spot that faces him as soon as he jumps down.
Return to the builder, and make him a digger when he reaches
that brighter green square.
Return to the others - find the 1st one who missed the
catapult, and make him bash through the wooden block.
Return to the digger, and make him build when he reaches the
edge of the quicksand.
Return to the basher, and find the 1st Lemming who's walking
towards the catapult in the wrong direction - make him a builder on
the square just before he reaches it.
Now speed them up, and everyone should get home in time.
Mayhem 16 (Level 76) - Fun Fair
Make the 2nd and 3rd Lemmings climbers to the left as soon as
they drop out. Make the 1st a builder as soon as he's underneath the
right edge of the square shape on the ferris wheel above him. Make
him virtual; after he reaches the first car on the wheel, build him
again to the next one - then turn him to the right.
Go back to start, and make 2 more climbers to the left. Return
and make 2 more climb to the left as soon as you get a chance - don't
forget!
Return to the turner on the ferris wheel car - make the next
Lemming to walk up the stairs turn the others to the right when he
reaches the red walkway.
Go to your first climber and make him turn to the left. Ignore
this side for now, as 2 more climbers will show up there eventually,
but can't go anywhere lethal.
Go to your 2nd climber on the other side of the ferris wheel,
and make him turn to the left after he's walked across the striped
roof of home, and is on top of the other red wheel. Make the next
climber that comes up there a blocker when he's down along the
diagonal drop of the wheel. Make the next climber to arrive there a
miner after he bounces off the blocker, just as he reaches that notch
in the red wheel. He'll mine down and expose home, plus open a place
where a bridge can reach, then fall and die.
Return to the 2 other climbers on the other side of the wheel.
When they're both visible walking to the right, make the 2nd one in
line virtual. He'll climb a small white section in the middle of the
span - make him a digger as soon as reaches the top of this little
climb; this will open the path to all the others.
The other of those 2 solitary lemmings should be ahead of the
pack; make him build for home from the edge of that little flat spot,
and make him turn the others to the left to get to home.
Mayhem 17 (Level 77) - Critical Path
Credit is given to Warren Buss for this level, as I was unable
to solve it myself! As soon as the 1st Lemming is lined up with the
Exit in the background, make him a Digger. Let him dig only once,
then make him a basher. When the new leader gets near the 1st turning
block, make him a bomber so he blows away a large portion of the
turning block. Now increase the release count to max. The last
obstacle will be the turning block just in front of the Exit. Have the
leader bash through it.
Mayhem 18 (Level 78) - Castle Peralus
Make the 1st 2 Lemmings from the center start climbers. Make
the 2nd of these a bomber just when he reaches the wall - he'll blow a
wide hole that other climbers can get through later. Make the 1st
climber a digger when he's at the last section of light-colored
pavement before the end of the roof - he'll walk back and forth
between the 2 walls for the time being.
Make a Lemming from the rightmost start (the one nearest to you
in Camera 1 position) a climber - he'll climb through the hole the
bomber created - when he turns at the gray wedge at the next obstacle,
make him bash through the 1-way obstacle. (This will allow the digger
to climb over this wall now, but he'll be back). When he climbs the
high tower and turns around, make him build back to the roof - he'll
climb over the turning wedge - when he reaches the little tower
obstacle, make him mine through it. As soon as he says "OK," pause
and go back and find the original climber/digger - he should be just
climbing the little wall where the bashed 1-way block was. Make him
build at the edge of the wall, then when he reaches the doors in the
tower, bash through them to reach home.
Go back to the line of Lemmings from the leftmost start. Find
one that's just turning back from the gray wall behind start, and make
him a builder when he's just past the back edge of the center start
structure - he'll need to build twice to reach the top. While he's
building the 1st stairs, make a Lemming from that same line who'se
approaching the bombed out wall, a climber - then return to make the
builder build a second time. All the other Lemmings from this line
will make their way home.
Go back to the new climber, and bash him through the wall under
the bashed 1-way block. While he's walking, return to the group, and
make a Lemming from the center start build to the bomb hole - then
build him again when he's walked about a third of the way across the
space to the bashed wall. All the other Lemmings from this line will
make their way home.
Go back to the climber/basher - after he's climbed the big
tower and turned around, make him build back to the roof. He too will
climb over the gray turning wedge, but let him climb the small tower
and make him a digger when he reaches the top.
Go back to the remaining line of Lemmings. Again find one
that's just turning back from the gray wall behind start. Make him
build twice when he reaches the same spot under the center start as
the other builder.
All Lemmings should reach home in time, with 1 extra.
Mayhem 19 (Level 79) - T'uther Circus Level
Make the 1st Lemming climb to the right - as soon as he's
climbed to the other side of the small blue & orange wedge, make him a
builder. When he comes back, bash him through the 1-way obstacle.
After he's climbed to the left, make another Lemming a climber to the
left.
Go down to the small blue & yellow 1-way obstacle. Let the 1st
climber bounce off it - make the 2nd climber bash through it - he'll
open the path to home.
Go back to the other climber. After he's hit the last turning
wedge and is heading downhill, make him a bomber when he's halfway
across the 2nd block of the descent to blow a hole through the small
obstacle in front of him.
Go back to the rest of the Lemmings - highlight one, and bash
him through the green and white blocks. They should fall through the
bomb hole to get home. Hit the + sign to get the rest of the Lemmings
out quickly, or you'll run out of time.
Mayhem 20 (Level 80) - Final Maze
Make the 1st Lemming a right turner after he walks off the
block. When the 6th turned Lemming has stepped onto the 1st step,
blow up this turner.
Concentrate now on the 3 Lemmings that are walking forward from
the landing pad. Make the 2nd of these a basher just after he turns
at the wedge - the 1st and 3rd will turn back. Make the 2nd of these
bash through the 1-way block that's trapping the main group near
start.
Return to the 1st basher - when he's catapulted, let him drop
to the next lower level and make him a blocker when he recovers and
starts walking.
Return to the area of the catapult that launched him ... allow
the single Lemming to be catapulted and ignore him for now. Highlight
the 1st Lemming in the approaching pack, and make him a bomber after
he turns towards this catapult to prevent any others from reaching it.
Find 3 Lemmings that are walking towards the pathway to the
other 2 catapults and make them climbers. Make the 1st of these a
left turner at the end of the path. The other 2 will slide to the
catapult. Go up to where they land, and make the 1st a turner at the
corner. Make the 2nd a digger when he reaches the block with the face
on it. Go back and blow up the turner, and then go to the area of the
blocker, and make the trapped Lemming bash through the 1-way block.
Go back to the main pack and make one Lemming build up to the
path that the 3 climbers climbed earlier. Make the 1st in line a
right turner at the end of this path. The Lemmings that are
catapulted will get home - make the 1st Lemming that walks past the
catapult a blocker. (**)
Make the 1st Lemming that walks back across the catapult a left
turner before the ice. From this point, enough Lemmings will reach
home to win.
(**) You still have 2 climbers left. You can't save any of
the Lemmings that walked the wrong way off the 1st landing pad, nor
can you save the one that's trapped by the tree, but you have a chance
at the 2 that are trapped near home. The main pack of Lemmings is far
enough away from the catapult at this time so you have time to make
both trapped Lemmings climbers with a time interval in between (so
they both land facing in the right direction). They have a chance to
get home only if they merge with the walking pack. This gives them
the possibility of only being launched towards home after hitting the
blocker - if they launch the 1st time across the catapult, they'll
land facing the other 1-way block and will climb over it and wind up
hitting the catapult on the ice, and will die.