The Amstrad version of Lemmings features sixty levels, so it is only half the
size of most other versions of Lemmings (and about a third of the size of the
mammoth Genesis version). The graphics and sound quality are also very basic in
comparison, but the same addictive gameplay that makes Lemmings so playable is
here in all its glory. There are some new levels here that aren't available in
most other versions, and even the old levels have had some interesting changes
made to them in this version. The only problem is the movement of the cursor,
which moves very sluggishly and so makes selecting the lemmings a chore. Still,
the Amstrad version of Lemmings is well worth playing if you like puzzle games.
-------------------------------------------------------------------------------
2.1. Fun
-------------------------------------------------------------------------------
LEVEL NAME LEMS SAVE RATE TIME
----- ---- ---- ---- ---- ----
Fun 1 Just dig! 10 1 50 5:00
Fun 2 Only floaters can survive this 10 1 50 5:00
Fun 3 Tailor-made for blockers 20 2 50 5:00
Fun 4 Now use miners and climbers 10 10 50 5:00
Fun 5 You need bashers this time 15 5 50 5:00
Fun 6 A task for blockers and bombers 10 4 50 5:00
Fun 7 Builders will help you here 20 10 50 4:00
Fun 8 Smile if you love Lemmings 20 10 50 5:00
Fun 9 Patience 20 10 99 5:00
Fun 10 We all fall down 10 10 1 3:00
Fun 11 Origins and Lemmings 20 15 20 5:00
Fun 12 Don't let your eyes deceive you 20 10 40 8:00
Fun 13 You live and Lem 20 14 50 8:00
Fun 14 I've lost that Lemming feeling 20 5 50 8:00
Fun 15 Don't do anything too hasty 16 10 1 8:00
The first seven levels teach all of the basic lemming skills that will be used
in the game. In this first level, have one lemming dig through the floor to
create a gap. The remaining lemmings drop down the gap and walk to the exit.
FUN 2: Only floaters can survive this
-------------------------------------
Change all of the lemmings into floaters before they reach the edge of the
pillar, and they will parachute down to the floor. If you miss a lemming as he
is walking, you can still change him into a floater when he is falling.
FUN 3: Tailor-made for blockers
-------------------------------
Put a blocker at the right side of the top platform, a blocker at the left side
of the middle-left platform and a blocker at the right side of the bottom
platform. Wait for all of the lemmings to exit and then explode the blockers.
FUN 4: Now use miners and climbers
----------------------------------
You need 100% of lemmings saved for this level, but don't worry as there is no
way that the lemmings can die (unless you use the armageddon icon). Make one
lemming a miner and he will dig diagonally down through the platform. Change
all of the lemmings into climbers and they will climb up to the exit.
FUN 5: You need bashers this time
---------------------------------
Bash through the pillar and the thick ice wall, then wait for one of the
lemmings to walk over to the right side of the pyramid. When the lemming turns
back to the left, have him bash left through the pyramid to reach the exit.
FUN 6: A task for blockers and bombers
--------------------------------------
Change one lemming into a bomber and he will make a hole on the platform. The
other lemmings will fall down to the lower platform. Wait for a lemming to walk
up to the thin wall. Just before he faces left after touching the wall, change
him into blocker, then explode the blocker to make a hole in the wall. The
lemmings can now walk to the exit. It is possible to complete the level without
a blocker. To do this, look at the block that supports the middle pillar. Just
before a lemming gets about a quarter of the way under the block, turn him into
a bomber. He will walk for five seconds before exploding the wall.
FUN 7: Builders will help you here
----------------------------------
Build a bridge up the first big step. The lemmings can walk up the small steps,
so there's no need to build bridges there. Have one of the lemmings build a
bridge over the gap at the top of the small steps to reach the exit. When the
other lemmings reach the bridge over the gap, have them build bridges as well
to prevent them from falling into the gap. If any lemmings do fall into the
gap, keep building bridges from one side to the other to escape the gap.
FUN 8: Smile if you love Lemmings
---------------------------------
This level is more complicated in other versions of the game as a blocker has
to be used. On the Amstrad version, just change all lemmings into floaters.
FUN 9: Patience
---------------
Have the first lemming bash through the wall. Put a blocker at the left side of
the entrance. Move to the right side of the wall and change one of the lemmings
into a builder when the basher finishes his tunnel. If any lemmings fall into
the gap, build bridges from one side to the other to escape from it.
FUN 10: We all fall down
------------------------
Move to the right side of the platform and change all of the lemmings into
diggers. Although you will have plenty of room to spare in this level, it is
good practice to get the lemmings digging as close as possible to each other,
as future levels will use this same level layout but with more lemmings.
FUN 11: Origins and Lemmings
----------------------------
Have the first lemming bash through the first vertical pillar. Build a bridge
over the gap after landing on the platform, then have the first lemming that
walks back to the left build a bridge over the gap so that it connects with the
first bridge. Build a bridge up to the second vertical pillar, then bash
through the second and third pillar to reach the exit.
FUN 12: Don't let your eyes deceive you
---------------------------------------
Change the first and second lemmings into builders when they reach the bottom
of the slope; the bridges should connect with the top of the gap. Have the
first lemming bash through the first pillar, then change the lemming behind him
into a blocker. Have the first lemming bash through the second pillar, then
build a bridge over the gap in the steps. Explode the blocker.
FUN 13: You live and Lem
------------------------
Put a blocker at each side of the entrance and let the first lemming continue
right. Let the first lemming walk as far right as he can and then bash through
the rock. Build a bridge over the gap on the other side of the rock, then have
him bash through the next section of rock. Build a bridge from the middle of
the flat bridge near the exit. Explode the right blocker.
FUN 14: I've lost that Lemming feeling
--------------------------------------
Change the first lemming into a blocker on the metal block. Have the second
lemming build a bridge left from the top of the right slope. After building the
bridge up to the wall, bash left through the wall to reach one of the diagonal
holes. Continue bashing left. When the basher gets near to the first zigzag,
put a blocker behind the basher. Just before the basher reaches the zigzag,
have him mine down to reach one of the slopes on the zigzag, and then build a
bridge over to the other side of the zigzag. Bash left to drop down to the
second zigzag, then bash left to reach the exit. Explode the blockers.
FUN 15: Don't do anything too hasty
-----------------------------------
Have the first lemming start building near the right side of the platform. Put
a blocker at each side of the entrance. Have the first lemming build up to the
small platform. Build over the gaps to reach the exit. Explode the blockers.
In this very easy level, have the first lemming bash through the thin ice wall.
Have the second lemming bash through the ice wall as well when he drops down to
the lower section. Some of the lemmings may walk back to the left, but they
will turn back to the right when they reach the block near the entrance.
TRICKY 2: Let's be careful out there
------------------------------------
Put a blocker at each side of the entrance and allow three lemmings to walk to
the left. Have one lemming build a bridge over the first gap. Change the left
lemming into a blocker. Wait for the two lemmings to walk back to the right and
then build a bridge up to the top platform. Change the right lemming into a
blocker at the right side of the level and have the remaining lemming build a
bridge over the gap. Explode the blocker at the left side of the entrance.
TRICKY 3: This should be a doddle!
----------------------------------
Change the second lemming into a blocker at the right side of the entrance and
let the first lemming walk right. Have the first lemming build a bridge over
the gap and then bash through the rock. Explode the blocker.
TRICKY 4: We all fall down
--------------------------
This is the same level layout as Fun 10, although now there are twice as many
lemmings. Start by having the first lemming dig at the right side of the
platform, then have the remaining lemmings dig the tunnels next to each other.
TRICKY 5: A ladder would be handy
---------------------------------
Have the first lemming start building a bridge from the right side of the path.
Put a blocker at each side of the entrance. Have the first lemming continue
building the bridge to the other side of the gap. Explode the right blocker.
TRICKY 6: A task for Bloemmingade
---------------------------------
Change one lemming into a bomber and he will make a hole on the platform. The
other lemmings fall down to the lower platform. Increase the release rate to
99. Just before a lemming gets about a quarter of the way under the block, turn
him into a bomber. He will walk for five seconds before exploding the wall.
TRICKY 7: Inside out world
--------------------------
Change the second lemming into a blocker at the left side of the entrance. Have
the first lemming bash through the rocks and build over the trap. Continue the
bridge to the top of the rock. When the lemming walks off the left side of the
rock, bash through the next rock to reach the exit. Explode the blocker.
TRICKY 8: Timing is critical
----------------------------
Change the first lemming into a bomber just before he reaches the middle of the
diamond-shaped dip near the spiral at the top of the mesh.
Move the cursor to the right side of the top path. Change four of the lemmings
into bombers when they reach the cursor. They should explode and create holes
in a straight line, allowing the lemmings to drop down and reach the exit.
TRICKY 10: Lost something?
--------------------------
Build a long bridge up to the rock in the middle of the level and then bash
through it to reach the exit. Put a blocker at the left side of the entrance.
Build a bridge that starts from the left side of the exit.
Change the second, third, fourth and fifth lemmings into builders as soon as
they land from the entrance hatch. Wait for the first lemming to reach the
bottom of the slope and then change him into a builder. Quickly change as many
of the other lemmings as possible into builders. By this point the first
lemming should be running out of blocks again, so make him build again. Have
any lemmings that reach the bridge of the first lemming start to build.
TRICKY 12: Postcard from Lemmingland
------------------------------------
Change the first lemming into a climber and a floater. He will climb up the big
step, walk up the little steps, drop into the gap and climb out the other side.
Just before the lemming reaches the exit, have him dig. After he creates a
small pit, have him build a bridge. When he reaches the right side of the pit
and walks back to the left, have him mine down to create a tunnel leading to
the big gap he passed earlier. Next, have the lemming bash left through the
wall to create a tunnel leading to the other lemmings. Make sure that the first
lemming is a floater, or he won't survive the fall when he climbs the pillar.
TRICKY 13: Luvly jubly
----------------------
Explode the first two lemmings as soon as they lands on the floor. Have the
third lemming walk into the pit created by the two lemmings and bash right.
The lemmings will automatically fall through the pyramid to reach the exit.
TRICKY 14: Lemming sanctuary in sight
-------------------------------------
Have the second lemming block in the middle of the platform. Have the first
lemming build bridges up to the top platform. When the lemming gets near the
exit, have the lemmings below the entrance build a bridge over the blocker.
Change the second lemming into a floater. When the first lemming reaches the
right pillar, have him dig down near the right edge of it. The other lemmings
will drop out of the gap at the right side of the pit and walk to the exit.
LEVEL NAME LEMS SAVE RATE TIME
----- ---- ---- ---- ---- ----
Taxing 1 From the boundary line 20 18 50 3:00
Taxing 2 The crankshaft 20 18 20 4:00
Taxing 3 Cascade 20 2 99 5:00
Taxing 4 Tightrope city 20 13 85 2:00
Taxing 5 Perseverance 20 20 50 1:00
Taxing 6 If at first you don't succeed... 20 20 40 2:00
Taxing 7 A memory test? 20 19 40 2:00
Taxing 8 King of the castle 20 18 40 4:00
Taxing 9 How do I dig up the way? 20 16 80 5:00
Taxing 10 The prison 15 10 50 5:00
Taxing 11 Mary Poppins' Land 20 19 50 3:00
Taxing 12 X marks the spot 20 12 50 7:00
Taxing 13 It's a race against time 10 9 50 2:00
Taxing 14 Come on over to my place 20 19 1 3:00
Taxing 15 Upside down world 20 18 50 3:00
TAXING 1: From the boundary line
--------------------------------
Have the first lemming bash through the wall. Don't worry about any lemmings
that walk back to the left as it is not possible to save them. Build over the
gap at the right side of the tunnel to reach the exit.
TAXING 2: The crankshaft
------------------------
Have the first lemming mine down through the first vertical pillar. Build a
bridge over the gap from the left side, but don't worry about building a bridge
from the right side of the gap as the lemmings will walk safely across. Change
three lemmings into climbers as they walk right and wait for both of them to
climb over the second vertical pillar. Change the first climber into a digger
before the trap and the second climber into a blocker on the middle of the
platform. Wait for the third climber to reach the blocker and turn left, then
have him mine down through the second vertical pillar. Build the bridge up to
the tunnel that the miner just dug and then explode the blocker.
TAXING 3: Cascade
-----------------
Change the first lemming and the last four lemmings into floaters. Wait for the
first lemming to walk up the second set of stairs, then have him build a bridge
over the gap. Let him walk back to the left when is finished building. Change
one of the four floaters into a climber, and have another of the floaters bash
through the pillar at the top of the bridge. Change the basher into a builder
at the other side of the pillar to build a bridge over to the exit platform.
When the climber falls and starts walking back to the left, build a bridge left
to the pillar above to make him turn to the right.
TAXING 4: Tightrope city
------------------------
Put a blocker at each side of the entrance hatch and leave one lemming walking
to the right. Have the first lemming build a bridge up to the exit platform.
Have the other lemmings build a bridge over the right blocker.
TAXING 5: Perseverance
----------------------
This is a very difficult level as you only have a minute to complete it. Change
the first lemming into a digger in the middle of the platform. Increase the
release rate to 99. Move the cursor over the digger and press L to lock on to
him. When he reaches the top of the third block, change him into a builder.
When he walks left, mine left so that the lemmings drop down to the floor.
TAXING 6: If at first you don't succeed...
------------------------------------------
Change the first lemming into a builder on the slope. Change the second lemming
into a blocker at the right side of the bottom step. Increase the release rate
to 99. Have the first lemming bash through the first pillar. While the first
lemming is bashing, have one of the lemmings mine under the blocker to free
him. Have the first lemming bash through the second pillar and then build a
bridge over the gap at the top of the steps to reach the exit.
TAXING 7: A memory test?
------------------------
Wait for the first lemming to reach the rock at the right side of the level and
turn back to the left. Increase the release rate to 99. Have him build a bridge
left toward the rock above the exit, then mine down through the rock. Change
the second lemming into a blocker at the left side of the entrance.
TAXING 8: King of the castle
----------------------------
Change the first lemming into a builder as soon as he drops out of the entrance
hatch. Change the second lemming into a builder just before he reaches the gap;
the second lemming will turn around when he hits the floor above. Have the
third lemming also build a bridge near the gap. Have the first lemming continue
his bridge up to the second floor. Keep building bridges to reach the exit.
TAXING 9: How do I dig up the way?
----------------------------------
Put a blocker at each side of the entrance and let the first lemming walk
right. Have the first lemming build over the big gap. Explode the blocker.
TAXING 10: The prison
---------------------
Put a blocker at the right side of the path. Have a lemming build a bridge left
starting from the right side of the first metal block below. When the lemming
reaches the pillar and turns right, have him build a bridge right. After the
bridge has passed the entrance hatch, put a blocker on the bridge to prevent
any other lemmings from passing. Keep building the long bridge up to the top of
the metal block. Bash through the bars and then build another bridge toward the
top exit. Bash through the bars to make a tunnel to the exit. Explode the
lemming on the bridge and have the other lemmings build a bridge over the gap.
TAXING 11: Mary Poppins' land
-----------------------------
Change the first lemming into a floater and the second lemming into a blocker
at the right side of the entrance. Change the first lemming into a builder when
he gets about quarter of the way up the steep slope, then immediately change
him into a builder again when he turns to face left. Continue the bridge so
that it connects with the wall on the left. After the first lemming reaches the
wall, he will start to walk back down the bridge. Bash right through the steep
slope when he reaches the bottom of the bridge. Explode the blocker.
TAXING 12: X marks the spot
---------------------------
Change the first lemming into a builder at the edge of the gap. Have any other
lemmings that start to build when they get near the gap. Have the first lemming
that walks back to the left build a bridge over the gap as well. When the gap
has been covered by bridges, start to build a long bridge left toward the wall
at the top-left corner of the entrance hatch. Bash through the wall, build over
the first zigzag gap, mine down to the second zigzag gap and then bash left
through the final section of the wall to reach the exit.
TAXING 13: It's a race against time
-----------------------------------
Change the first lemming into a digger as he walks left at the top of the
slope. The lemmings will all drop down to the floor below. Have a lemming bash
through the wall at the left side of the floor, then build over the gap.
TAXING 14: Come on over to my place
-----------------------------------
Change the first lemming into a floater and the second lemming into a blocker
near the right side of the platform. Before the first lemming reaches the exit,
have him dig a pit, then build a bridge right to turn back to the left. Start
building a bridge up to the metal blocks on the left. Change the lemming that
walks back to the left from the blocker into a blocker at the left side of the
entrance hatch. When the first lemming has completed his bridge, have one of
the lemmings mine down under the right blocker to free him. The rest of the
lemmings will drop down through the gap and land on the bridge.
TAXING 15: Upside down world
----------------------------
Change the second lemming into a blocker and let the first lemming walk left.
Have the first lemming mine through the first rock and bash through the second
rock. Build a bridge over the trap and another bridge up to the tall rock near
the exit. Bash through the final rock and then explode the blocker.
MAYHEM 1: Lend a helping hand
-----------------------------
I have currently been unable to complete this level on the Amstrad. On many
versions of this level on other platforms there are twenty builders, so there
are enough bridges to be able to build up through the gap. The ZX Spectrum
version is similar to the Amstrad version as there are five builders, but there
are also no traps on the walls. This means that you can build a bridge up to
the right wall, have one lemming climb up the right wall, then mine down to the
left to create a tunnel that joins the bridge. But on the Amstrad version, the
climber will fall off the right wall when he hits the trap and there are not
enough bridges to build any further up the wall. So, currently I haven't found
a way of completing this level with the small number of builders available.
Change the first lemming into a floater, then change him into a builder as soon
as he reaches the floor. Build bridges right to the pillar, left to the block,
right to the pillar and left to the top of the block. At this point, the other
lemmings should land safely on the top bridge. Wait for the first lemming to
turn back to the right then change him into a climber. Wait for him to reach
the top of the pillar, then mine down through the block on the right. Build a
bridge from the other end of the block to land on top of the diamond. Have the
other lemmings build a bridge to the top of the pillar.
MAYHEM 3: Speed trap
--------------------
Let the first lemming walk right and change the second lemming into a digger
above the mesh. When he is overtaken by the third lemming, change the third
lemming into a digger. Finally, change the fourth lemming into a digger. By
doing this, there should be a large space between the first lemming and the
lemming behind him. Have the first lemming build a bridge over the gap.
MAYHEM 4: Is this a doddle?
---------------------------
Change the first lemming into a builder on the middle of the flat section just
before the gap. Change the second lemming into a digger on the path, then when
he is dug down enough to contain the lemmings, change him into a builder. Have
the first lemming continue building his bridge all the way to the top of the
rock. Have the lemmings in the gap build bridges to exit the gap.
MAYHEM 5: No added colours or Lemmings
--------------------------------------
Change the second lemming into a blocker and let the first lemming walk right.
Increase the release rate to 99. Have the first lemming bash through the right
pillar, then build a bridge over to the exit platform. Have one of the lemmings
mine under the blocker to free him, then build a bridge to stop mining.
Change the second lemming into a blocker and let the first lemming walk right.
Have the first lemming build bridges between the stepping stones, making sure
to mine through the end of the bridge if it is going too far. When the first
lemming is getting near to the exit with his bridge, have one of the lemmings
mine under the blocker to free him, then build a bridge to stop mining.
MAYHEM 7: Heaven can wait (we hope!!!!)
---------------------------------------
Change the first lemming into a builder near the right side of the path. Change
the second lemming into a digger in the middle of the path, then have him build
a bridge to stop digging. The rest of the lemmings should fall into the pit and
stay there. Have the first lemming continue building a bridge to the platform,
then along to the exit. Have the other lemmings build out of the pit.
MAYHEM 8: Dig for victory
-------------------------
Change the first lemming into a builder at the right side of the platform. When
the builder reaches the pillar, change him into a basher. When the second
lemming reaches the tunnel, change him into a digger. It is important not to
change the basher into a digger, as the other lemmings will not be able to
access the pit. When the digger gets about half-way down the pillar, have him
build right to stop bashing, then bash left out of the pillar. Build a bridge
over the gap to the exit platform. Increase the release rate to 99.
MAYHEM 9: Take good care of my Lemmings
---------------------------------------
Put a blocker at each side of the entrance and let the first lemming walk
right. Have the first lemming bash through the rock, build a bridge over the
gap and then through the next rock. Explode the right blocker.
MAYHEM 10: The boiler room
--------------------------
Have the first lemming build a bridge from the left side of the path. Change
the second lemming into a blocker at the left side of the entrance hatch. Have
the first lemming continue his bridge until it ends near the wall. After he
drops down to the platform, have him build another bridge up through the small
gap under the chain to reach the exit platform. Explode the blocker.
Change the first lemming into a blocker at the right side of the entrance. Wait
for the second lemming to walk left, then have him build left from the bottom
of the slope. Change the third lemming into a blocker at the left side of the
entrance. Have the second lemming to build bridges between the crystals, then
build a final bridge up to the exit platform. Dig to pass the left blocker.
MAYHEM 12: With a twist of Lemming please
-----------------------------------------
Change the first lemming into a floater when he walks right. As soon as he
climbs to the top of the right wall, change him into a miner. Have him build
when he reaches the gap. The first lemming will turn around and walk back to
the left when his bridge reaches the wall. Have him mine left to connect the
tunnel with the other lemmings. When a lemming reaches the top of the bridge
that over the gap, have him bash right through the wall. Build a bridge over
the gap at the end of the tunnel to the exit platform.
Have the first lemming build a bridge over the gap from the right side of the
block. The second lemming should fall off the end of the bridge and start
walking through the mesh. Have a lemming build a bridge over the gap below the
first hanging block. When the bridge is finished, lemmings will walk up to the
gap between the second and third hanging block. Place blockers and explode them
so that lemmings drop back down to the mesh. Now have one lemming start to
build a long bridge from the top of the mesh up to the exit. Put a blocker
behind the builder, and explode him when the bridge is finished.
MAYHEM 14: Pride comes before...
--------------------------------
Change the first lemming into a bomber so that he explodes at the right side of
the platform. Have the next lemming drop into the hole and build a bridge up to
the block. The bridge should end high up the block, but not so high that the
lemmings are able to walk onto the block. Increase the release rate to 99.
Change the first lemming into a climber when he walks left. Build a bridge from
the end of the path to drop down to the top of the rock, then build two bridges
from the top of the rock to the exit platform. Build out of the gap.
This file is Copyright 2008 Tom Hayes. As it can be difficult to keep track of
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The latest version of this file can be found at www.gamefaqs.com.