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* Taxing 23, ''King of the Castle'', is a major pain. You have to get all your lemmings across a medium-sized gap, and you have only builders to work with- no blockers or digging skills to keep the others penned up while you build your bridges. Even worse, you have a small number of builders to complete the level with, and the level is designed so that you have to use nearly all of them, so you can't waste any, either.

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* Taxing 23, ''King of the Castle'', is a major pain. You have to get all your lemmings across a medium-sized gap, and you have only builders to work with- - no blockers or digging skills to keep the others penned up while you build your bridges. Even worse, you have a small number of builders with which to complete the level with, level, and the level is designed so that you have to use nearly all of them, so you can't waste any, either.



* Mayhem 5, ''Down, along, up. In that order'', is a massive headache of a level. In its original version as Fun 28, ''If only they could fly'', you have thirty Builders and can simply send one ahead to build a giant bridge for the other lemmings, freeing them once the bridge is ready. But in the second version, you only have ''five'' Builders. This time around, you must use each Builder after the first to build up to the next platform in a zigzag arrangement directly below the exit (which requires sending one lemming ahead to build the first staircase and trapping a group of at least four more lemmings to build the remaining staircases when the first one is in place); because the platforms are too narrow to accommodate a full staircase, you must instead place a Blocker at the edge of each platform and have the Builder build into it in such a way that he turns around in time to reach the next platform up. Get the timing wrong, and either the Builder will turn around too early and hit his head on the underside of the platform before the staircase is finished, or he will turn around too late and finish the staircase in midair. Either one means restarting the level.

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* Mayhem 5, ''Down, along, up. In that order'', is a massive headache of a level. In its original version as Fun 28, ''If only they could fly'', you have thirty Builders and can simply send one ahead to build a giant bridge for the other lemmings, freeing them once the bridge is ready.lemmings. But in the second version, you only have ''five'' Builders. This time around, you must use each Builder after the first a carefully placed combination of Builders and Blockers to build up to the next platform in a zigzag arrangement directly below the exit (which requires sending one lemming ahead to build the first staircase and trapping a group of at least four more lemmings to build the remaining staircases when the first one is in place); because to the platforms are too narrow to accommodate a full staircase, you must instead place a Blocker at below the edge of each platform exit. The precision involved in positioning the Blockers and have the Builder build into it in such a way that he turns around in time to reach the next platform up. Get the timing wrong, and either the Builder will turn around too early and hit his head on the underside of the platform before the staircase is finished, or he will turn around too late and finish the staircase in midair. Either one means restarting the level.staircases can be frustratingly unforgiving.



* Mayhem 21, ''With a twist of lemming please''. In the level's original version as Tricky 12, ''Bitter Lemming'', you have enough Builders that it is easy to stop the initial fall from being fatal to non-Floaters in fairly short order. But in the second version, you have just enough Builders to create the path to the exit, so all 50 lemmings must be turned into Floaters straight out of the gate. Miss one, and you have to start the level over. But that's not the end... once you send a lemming on ahead to build the bridges to the exit, you must bash through the wall of the pit under the entrance to reach the bridges - and you only have one Basher. Click on a lemming facing away from the wall instead of toward it - which is very easy to do in a pit of 49 lemmings with no way of selecting a specific one (or, for that matter, seeing which way any of them are facing) - and you have to start the level over.

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* Mayhem 21, ''With a twist of lemming please''. In the level's original version as Tricky 12, ''Bitter Lemming'', you have enough Builders that it is easy to stop the initial fall from being fatal to non-Floaters in fairly short order. But in the second version, you have just enough Builders to create the path to the exit, so all 50 lemmings must be turned into Floaters straight out of the gate. Miss one, and you have to start the level over. But that's not the end... once you send a lemming on ahead to build the bridges to the exit, you must bash through the wall of the pit under the entrance to reach the bridges - and you only have one Basher. Click on a lemming facing away from the wall instead of toward it - which is very easy to do in a pit of 49 lemmings with no way of selecting a specific one (or, for that matter, seeing which way any of them are facing) - and you have to start the level over.



* ''Save me!'', the second-last level of the original, is a lot harder than the final level. In particular, there are two platforms directly over the exit, and the first lemming to land on each one must begin building the instant he lands and then turn into a Blocker so that the other lemmings will turn around and walk over the opposite edge. The time window available for these actions can be extremely unforgiving on some versions.

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* Mayhem 29, ''Save me!'', the second-last level of the original, is a lot harder than the final level. In particular, there are two platforms directly over the exit, and the first lemming to land on each one must begin building the instant he lands and then turn into a Blocker so that the other lemmings will turn around and walk over the opposite edge. The time window available for these actions can be extremely unforgiving on some versions.



** SUNSOFT 27, ''Two heads are better''. Three bombers must be activated so that they blow through three platforms in such a way that a fourth Lemming can fall through the holes and walk to the exit - get the positioning slightly wrong and either the later bombers will fall to their deaths before they blow up or one or more of the lemmings will walk into a spinning incinerator.

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** SUNSOFT 27, ''Two heads are better''. Three bombers must be activated so that they blow through three platforms in such a way that a fourth Lemming can fall through the holes and walk to the exit - get the positioning timing slightly wrong and either the later bombers will fall to their deaths before they blow up or one or more of the lemmings will walk into a spinning incinerator.



* Havoc 19, ''Looks a bit nippy out there'', requires that the first lemming build across a small gap at the bottom of a narrow pit; get the timing wrong and you won't be able to finish the level. Then, you must wait until the 79th lemming (of 80) has fallen out of the entrance and have him start building a bridge the instant he hits the ground (in other words, over the pit containing the other 78 lemmings) so that the final lemming can cross the gap and be available for other tasks to complete the level. Both of these final two lemmings must complete a series of further precision building manoeuvres to both pave the way to the exit and free the other 78 lemmings. This time you have a whole ''3 minutes'' to finish.

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* Havoc 19, ''Looks a bit nippy out there'', requires that the first lemming build across a small gap at the bottom of a narrow pit; get the timing wrong and you won't be able to finish the level. Then, you must wait until the 79th lemming (of 80) has fallen out of the entrance and have him start building a bridge the instant he hits the ground (in other words, over (over the pit containing the other 78 lemmings) so that the final lemming can cross the gap and be available for other tasks to complete the level. Both of these final two lemmings must then complete a series of further precision building manoeuvres to both pave the way to the exit and free the other 78 lemmings. This time you have a whole ''3 minutes'' to finish.
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* In Taxing 21 (''Feel the heat!''), you have to get the Builders to make ladders in such a way that, when the Lemmings arrive to the end of the big ladder, they fall down exactly on top of the exit. If you make the ladder too short or too long, they get scorched by the fire blasters on either side, and there isn't a lot of room for error either.

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* In Taxing 21 (''Feel the heat!''), you have to get the Builders to make ladders in such a way that, when the Lemmings arrive to the end of the big ladder, they fall down exactly on top of the exit. If you make the ladder too short or too long, they get scorched by the fire blasters on either side, and there isn't a lot of room for error either. (Still, you can just assign the Basher skill to make your builder stop building.)
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The ''Lemmings'' series' simplistic but addictive gameplay has made it one of the most fondly remembered puzzle games of recent times. All of the games share the same small furry creatures plodding through dangerous territories, the same goal to guide all of them to the exit safely, and the same head-scratching difficulty. How difficult are they? The fact that this game needs its ''own subarticle'' under ThatOneLevel speaks volumes.

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The ''Lemmings'' ''{{Lemmings}}'' series' simplistic but addictive gameplay has made it one of the most fondly remembered puzzle games of recent times. All of the games share the same small furry creatures plodding through dangerous territories, the same goal to guide all of them to the exit safely, and the same head-scratching difficulty. How difficult are they? The fact that this game needs its ''own subarticle'' under ThatOneLevel speaks volumes.
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* Slightly weirder physics and mechanics made the ZXSpectrum Level 27 (Tricky 12), ''Postcard From Lemmingland'', monumentally irritating. The solution turned out to be synching the release rate with a Basher such that the lemmings pass through the scoop of the ramp he digs as a small enough step to get up onto the ledge. (Setting the rate to 97 did it.)

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[[AC:Other Lemmings games]]

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[[AC:Other Lemmings games]][[AC:Lemmings 3D]]


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* ''Dot to Dot''. One of the space levels with awesomely creepy music. It's a matter of building bridges from platforms labelled 1 to 12. Sounds simple enough, but this is 3D - the numbered platforms often require turners to access and loads of camera rotation to make sure you're letting your lems fall in the right direction. Miss a platform and they fall into the abyss below. To make things worse, though, the 12 minute time limit isn't enough - adjusting the release rate at the beginning is necessary to get enough lemmings to the end in time. Of course, adjusting it too much will mean your lemmings are too close together and too many will die before you get to the end.
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* Sometimes the creators are particularly sadistic, giving you a 100% option, but a level where you have blockers and exploders to tantalize you.
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** Tricky 28, ''Everyone turn left''. 60 Lemmings, 60 Miner skills, a release rate of 80, and an expanse of one-way terrain pointing the opposite direction the Lemmings walk in, at the end of which lies a lava pit. The goal is to have each Lemming mine into the one-way ground so that, well, everyone turns left. However, you have to save ''every'' Lemming in this stage, so not one Lemming can get scorched or you'll have to start all over - and if you accidentally select the same Lemming twice, well... Evidently, Sunsoft decided we needed ''two'' such levels - however, ''Everyone turn left (Part two)'' exists much later in the game, so its high difficulty is more forgiveable.

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** Tricky 28, 27, ''Everyone turn left''. You have 60 Lemmings, 60 Miner skills, a release rate of 80, and an expanse of one-way terrain pointing the opposite direction the Lemmings walk in, at the end of which lies a lava pit. The goal is to have each Lemming mine into the one-way ground so that, well, everyone turns left. However, you have to save ''every'' Lemming in this stage, so not one Lemming can get scorched or you'll have to start all over - and if you accidentally select the same Lemming twice, well... Evidently, Sunsoft decided we needed ''two'' such levels - however, ''Everyone turn left (Part two)'' exists much later in the game, is level 7 on SUNSOFT (the highest difficulty), so its high difficulty is more forgiveable.
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** Tricky 28, ''Everyone turn left''. 60 Lemmings, 60 Miner skills, a release rate of 80, and an expanse of one-way terrain pointing the opposite direction the Lemmings walk in, at the end of which lies a lava pit. The goal is to have each Lemming mine into the one-way ground so that, well, everyone turns left. However, you have to save ''every'' Lemming in this stage, so not one Lemming can get scorched or you'll have to start all over - and if you accidently select the same Lemming twice, well... Evidently, Sunsoft decided we needed ''two'' such levels - however, ''Everyone turn left (Part two)'' exists much later in the game, so its high difficulty is more forgiveable.

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** Tricky 28, ''Everyone turn left''. 60 Lemmings, 60 Miner skills, a release rate of 80, and an expanse of one-way terrain pointing the opposite direction the Lemmings walk in, at the end of which lies a lava pit. The goal is to have each Lemming mine into the one-way ground so that, well, everyone turns left. However, you have to save ''every'' Lemming in this stage, so not one Lemming can get scorched or you'll have to start all over - and if you accidently accidentally select the same Lemming twice, well... Evidently, Sunsoft decided we needed ''two'' such levels - however, ''Everyone turn left (Part two)'' exists much later in the game, so its high difficulty is more forgiveable.



* ''[=LOoK BeFoRe YoU LeAp!=]'', the final level of ''Oh No! More Lemmings''. You have to use about a dozen bombers to dig a downward path through several layers of rock, but you don't get any blockers to help you place them precisely; you have to time them to explode at a certain place while they're still moving. If just one or two explode in the wrong place, you can either send them all plummeting to their doom, trap them somewhere with no way out, or simply end up falling short of the completion percentage because you wasted too many bombers.

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* And finally, Havoc 20, ''[=LOoK BeFoRe YoU LeAp!=]'', the final level of ''Oh No! More Lemmings''.LeAp!=]''. You have to use about a dozen bombers to dig a downward path through several layers of rock, but you don't get any blockers to help you place them precisely; you have to time them to explode at a certain place while they're still moving. If just one or two explode in the wrong place, you can either send them all plummeting to their doom, trap them somewhere with no way out, or simply end up falling short of the completion percentage because you wasted too many bombers.
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* The infamous ''We all fall down''. Unless you have the Windows version and [[GoodBadBugs its increased fall distance]], these levels are incredibly annoying, and worst of all, you have to do it ''four'' times, saving an increasing number of lemmings each time. And worse yet, you have to save 100%. One screwup, which is very easy to do, and all your hard work is for nought.

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* The infamous ''We all fall down''. Unless you have the Windows version and [[GoodBadBugs its increased fall distance]], these levels are incredibly annoying, and worst of all, you have to do it ''four'' times, saving an increasing number of lemmings each time. And worse yet, you have to save 100%. One screwup, which is very easy to do, and all your hard work is for nought.naught.
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** Tricky 28, ''Everyone turn left''. 60 Lemmings, 60 Miner skills, a release rate of 80, and an expanse of one-way terrain pointing the opposite direction the Lemmings walk in, at the end of which lies a lava pit. The goal is to have each Lemming mine into the one-way ground so that, well, everyone turns left. However, you have to save ''every'' Lemming in this stage, so not one Lemming can get scorched or you'll have to start all over - a. Evidently, Sunsoft decided we needed ''two'' such levels - however, ''Everyone turn left (Part two)'' exists much later in the game, so its high difficulty is more forgiveable.

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** Tricky 28, ''Everyone turn left''. 60 Lemmings, 60 Miner skills, a release rate of 80, and an expanse of one-way terrain pointing the opposite direction the Lemmings walk in, at the end of which lies a lava pit. The goal is to have each Lemming mine into the one-way ground so that, well, everyone turns left. However, you have to save ''every'' Lemming in this stage, so not one Lemming can get scorched or you'll have to start all over - a.and if you accidently select the same Lemming twice, well... Evidently, Sunsoft decided we needed ''two'' such levels - however, ''Everyone turn left (Part two)'' exists much later in the game, so its high difficulty is more forgiveable.

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The ''Lemmings'' series' simplistic but addictive gameplay has made it one of the most fondly remembered puzzle games of recent times. All of the games share the same small furry creatures plodding through dangerous territories, the same goal to guide all of them to the exit safely, and the same head-scratching difficulty. How difficult are they? The existence of this page says quite a lot.

to:

The ''Lemmings'' series' simplistic but addictive gameplay has made it one of the most fondly remembered puzzle games of recent times. All of the games share the same small furry creatures plodding through dangerous territories, the same goal to guide all of them to the exit safely, and the same head-scratching difficulty. How difficult are they? The existence of fact that this page says quite a lot.game needs its ''own subarticle'' under ThatOneLevel speaks volumes.


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** Tricky 28, ''Everyone turn left''. 60 Lemmings, 60 Miner skills, a release rate of 80, and an expanse of one-way terrain pointing the opposite direction the Lemmings walk in, at the end of which lies a lava pit. The goal is to have each Lemming mine into the one-way ground so that, well, everyone turns left. However, you have to save ''every'' Lemming in this stage, so not one Lemming can get scorched or you'll have to start all over - a. Evidently, Sunsoft decided we needed ''two'' such levels - however, ''Everyone turn left (Part two)'' exists much later in the game, so its high difficulty is more forgiveable.
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* ''Hunt the Nessy''. Not a hard level in terms of pure difficulty, just mind-numbingly tedious and not fun to play, unless you're the rare player who can't get enough bridge building.

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* Taxing 14, ''Hunt the Nessy''. Not a hard level in terms of pure difficulty, just mind-numbingly tedious and not fun to play, unless you're the rare player who can't get enough bridge building.



* On the black-and-white Mac version, ''Pea Soup'' is virtually impossible, as the "peas" that you need to build to are completely indistinguishable from the muck that surrounds them due to the port's graphical limitations.

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* On the black-and-white Mac version, ''Pea Soup'' Mayhem 14 (''Pea Soup'') is virtually impossible, as the "peas" that you need to build to are completely indistinguishable from the muck that surrounds them due to the port's graphical limitations.



* For the Mac version, it is of course ''The Steel Mines of Kessel'' -- due to higher-resolution graphics, some stalks on the ground were made impassable, so you have to use extra bombers to get past them. Trouble is, you're limited to eight bombers for the level, instead of ten as on other versions.

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* For the Mac version, it is of course Mayhem 26, ''The Steel Mines of Kessel'' -- due to higher-resolution graphics, some stalks on the ground were made impassable, so you have to use extra bombers to get past them. Trouble is, you're limited to eight bombers for the level, instead of ten as on other versions.



* ''The Hangar'' sticks out in Lemmings 3D.

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* ''The Hangar'' sticks out in Lemmings 3D.''Lemmings 3D''.

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* ''Save me!'', the second-last level of the original, is a lot harder than the final level.

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* ''Save me!'', the second-last level of the original, is a lot harder than the final level. In particular, there are two platforms directly over the exit, and the first lemming to land on each one must begin building the instant he lands and then turn into a Blocker so that the other lemmings will turn around and walk over the opposite edge. The time window available for these actions can be extremely unforgiving on some versions.



* ''Where Lemmings Dare'' from ''ONML''. The first part of the level is moderately challenging, but the endgame is where it gets rough: you have to dig a path downward and then mine diagonally so that you come out right above the exit. And I mean ''right'' above the exit; seriously, one pixel off and your lemmings get mangled in one of the two traps on either side of the exit, forcing you to do the whole stupid level again.

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* Havoc 16, ''Scaling the Heights'', requires turning the first lemming into a Blocker just before he walks off the edge of the very narrow platform under the entrance, trapping the other lemmings against a wall. After a lemming has been sent on ahead to create the path to the exit, the other lemmings must be freed by building out of the pit. Because of the difficulty in assigning a job to a particular lemming in a large group in a small area, it is extremely easy to inadvertently build over the Blocker and send all of the lemmings marching off to their deaths, without the resources to make them turn around. And, of course, you only have 2 minutes to complete the level, so the clock often ends up being your worst enemy.
* Havoc 17,
''Where Lemmings Dare'' from ''ONML''.Dare''. The first part of the level is moderately challenging, but the endgame is where it gets rough: you have to dig a path downward and then mine diagonally so that you come out right above the exit. And I mean it really must be ''right'' above the exit; seriously, one pixel off and your lemmings get mangled in one of the two traps on either side of the exit, forcing you to do the whole stupid level again.again. Oh, and you only have 2 minutes to finish the level again.
* Havoc 18, ''Lemmings in a situation'', is not so much difficult as long and complicated, and building the many bridges and digging through the many pillars required to get to the exit can be tricky, particularly with only 4 minutes to finish.
* Havoc 19, ''Looks a bit nippy out there'', requires that the first lemming build across a small gap at the bottom of a narrow pit; get the timing wrong and you won't be able to finish the level. Then, you must wait until the 79th lemming (of 80) has fallen out of the entrance and have him start building a bridge the instant he hits the ground (in other words, over the pit containing the other 78 lemmings) so that the final lemming can cross the gap and be available for other tasks to complete the level. Both of these final two lemmings must complete a series of further precision building manoeuvres to both pave the way to the exit and free the other 78 lemmings. This time you have a whole ''3 minutes'' to finish.
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Changed "I" to "we" (with apologies to the admin since I'm the one who wrote this entry to begin with); for all I know, even this may not be quite in keeping with the writing/editing practices.


** SUNSOFT 29, ''I am A.T.'' This essentially requires creating a diagonal staircase of Diggers to allow Lemmings to climb out of a pit and walk to the exit -- except that as they reach the top, they must be turned into Diggers to keep the staircase climbable. Even if you get the basic pattern down, get the timing wrong (or set the release rate too low or too high) and either the final step will be too high by the time the first lemmings reach the top of it, some of the intended Diggers will fall to their deaths at the beginning of the staircase, you will run out of Diggers too early, or too few lemmings will have climbed the staircase by the time the final step becomes too high permanently (there are 100 lemmings, of which 80 must be saved). Did I mention the 2 minute time limit?

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** SUNSOFT 29, ''I am A.T.'' This essentially requires creating a diagonal staircase of Diggers to allow Lemmings to climb out of a pit and walk to the exit -- except that as they reach the top, they must be turned into Diggers to keep the staircase climbable. Even if you get the basic pattern down, get the timing wrong (or set the release rate too low or too high) and either the final step will be too high by the time the first lemmings reach the top of it, some of the intended Diggers will fall to their deaths at the beginning of the staircase, you will run out of Diggers too early, or too few lemmings will have climbed the staircase by the time the final step becomes too high permanently (there are 100 lemmings, of which 80 must be saved). Did I we mention the 2 minute time limit?
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* ''Snow More Lems'', the third level of the Polar tribe. The meat of the level is a twisting metal-walled passageway that you have to use ropers to create a path through. The problem is, due to the angles you have to work with and the depth of some of the pits, it's extremely difficult to shoot your ropes so that they land in the right spots. Aim too high and your anchor fails to stick, wasting a roper. Aim too low and your lemmings don't have enough room to climb out of the pits.
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The ''Lemmings'' series' simplistic but addictive gameplay has made it one of the most fondly remembered puzzle games of recent times. All of the games share the same small furry creatures plodding through dangerous territories, the same goal to guide all of them to the exit safely, and the same head-scratching difficulty. How difficult are they? The existence of this page says quite a lot.
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Steel Mines of Kessel was from the first game.


* ''Hunt the Nessy''. Not a hard level in terms of pure difficulty, just mind-numbingly tedious and not fun to play, unless you're the rare player who can't get enough bridge building.



* For the Mac version, it is of course ''The Steel Mines of Kessel'' -- due to higher-resolution graphics, some stalks on the ground were made impassable, so you have to use extra bombers to get past them. Trouble is, you're limited to eight bombers for the level, instead of ten as on other versions.



* ''Hunt the Nessy''. Not a hard level in terms of pure difficulty, just mind-numbingly tedious and not fun to play, unless you're the rare player who can't get enough bridge building.

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* ''Hunt the Nessy''. Not a hard level in terms of pure difficulty, just mind-numbingly tedious and not fun to play, unless you're the rare player who can't get enough bridge building.



* For the Mac version, it is of course ''The Steel Mines of Kessel'' -- due to higher-resolution graphics, some stalks on the ground were made impassable, so you have to use extra bombers to get past them. Trouble is, you're limited to eight bombers for the level, instead of ten as on other versions.
Is there an issue? Send a MessageReason:
None


* Taxing 26, ''Triple trouble''. It's ExactlyWhatItSaysOnTheTin. You're given three Lemming spawn points but only one exit, blocked off by a ring of stone in the center of the stage. It's easy to save all the Lemmings coming out of the topmost hatch, since you can just dig through the upper edge of the ring, but the other two hatches are a nightmare. You have a severely limited amount of Builders (12 on most versions, ''10'' on the SNES and Genesis versions), and you need two of them to get those groups past otherwise-impassable steel walls and one to build up to the exit once you've Bashed away the ground beneath it. In other words, you have only seven Builders to get up to the ring in the center, and if a Lemming runs out of building room when he nears the goal, you're pretty much screwed. Why this level isn't in Mayhem is a mystery for the ages.

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* Taxing 26, ''Triple trouble''. It's ExactlyWhatItSaysOnTheTin. You're given three Lemming spawn points but only one exit, blocked off by a ring of stone in the center of the stage. It's easy to save all the Lemmings coming out of the topmost hatch, since you can just dig through the upper edge of the ring, but the other two hatches are a nightmare. You have a severely limited amount of Builders (12 on most versions, ''10'' on the SNES and Genesis versions), and you need two of them to get those groups past otherwise-impassable steel walls and one to build up to the exit once you've Bashed away the ground beneath it. In other words, you have only seven nine/seven Builders to get up to the ring in the center, and if a Lemming runs out of building room when he nears the goal, you're pretty much screwed. Why this level isn't in Mayhem is a mystery for the ages.
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* Taxing 26, ''Triple trouble''. It's ExactlyWhatItSaysOnTheTin. You're given three Lemming spawn points but only one exit, blocked off by a ring of stone in the center of the stage. It's easy to save all the Lemmings coming out of the topmost hatch, since you can just dig through the upper edge of the ring, but the other two hatches are a nightmare. You have a severely limited amount of Builders (10), and you need two of them to get those groups past otherwise-impassable steel walls and one to build up to the exit once you've Bashed away the ground beneath it. In other words, you have only seven Builders to get up to the ring in the center, and if a Lemming runs out of building room when he nears the goal, you're pretty much screwed. Why this level isn't in Mayhem is a mystery for the ages.

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* Taxing 26, ''Triple trouble''. It's ExactlyWhatItSaysOnTheTin. You're given three Lemming spawn points but only one exit, blocked off by a ring of stone in the center of the stage. It's easy to save all the Lemmings coming out of the topmost hatch, since you can just dig through the upper edge of the ring, but the other two hatches are a nightmare. You have a severely limited amount of Builders (10), (12 on most versions, ''10'' on the SNES and Genesis versions), and you need two of them to get those groups past otherwise-impassable steel walls and one to build up to the exit once you've Bashed away the ground beneath it. In other words, you have only seven Builders to get up to the ring in the center, and if a Lemming runs out of building room when he nears the goal, you're pretty much screwed. Why this level isn't in Mayhem is a mystery for the ages.

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Organizing.


* ''[=LOoK BeFoRe YoU LeAp!=]'', the final level of ''Oh No! More Lemmings''. You have to use about a dozen bombers to dig a downward path through several layers of rock, but you don't get any blockers to help you place them precisely; you have to time them to explode at a certain place while they're still moving. If just one or two explode in the wrong place, you can either send them all plummeting to their doom, trap them somewhere with no way out, or simply end up falling short of the completion percentage because you wasted too many bombers.

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* ''[=LOoK BeFoRe YoU LeAp!=]'', the final level of ''Oh No! More Lemmings''. You have to use about a dozen bombers to dig a downward path through several layers of rock, but you don't get any blockers to help you place them precisely; you have to time them to explode at a certain place while they're still moving. If just one or two explode in the wrong place, you can either send them all plummeting to their doom, trap them somewhere with no way out, or simply end up falling short of the completion percentage because you wasted too many bombers.[[AC:Lemmings]]



* In Taxing 21 (''Feel the heat!''), you have to get the Builders to make ladders in such a way that, when the Lemmings arrive to the end of the big ladder, they fall down exactly on top of the exit. If you make the ladder too short or too long, they get scorched by the fire blasters on either side, and there isn't a lot of room for error either.



* Taxing 26, ''Triple trouble''. It's ExactlyWhatItSaysOnTheTin. You're given three Lemming spawn points but only one exit, blocked off by a ring of stone in the center of the stage. It's easy to save all the Lemmings coming out of the topmost hatch, since you can just dig through the upper edge of the ring, but the other two hatches are a nightmare. You have a severely limited amount of Builders (10), and you need two of them to get those groups past otherwise-impassable steel walls and one to build up to the exit once you've Bashed away the ground beneath it. In other words, you have only seven Builders to get up to the ring in the center, and if a Lemming runs out of building room when he nears the goal, you're pretty much screwed. Why this level isn't in Mayhem is a mystery for the ages.



* On the black-and-white Mac version, ''Pea Soup'' is virtually impossible, as the "peas" that you need to build to are completely indistinguishable from the muck that surrounds them due to the port's graphical limitations.



* ''Save me!'', the second-last level of the original, is a lot harder than the final level.




[[AC:Oh No! More Lemmings]]
* For the Mac version, it is of course ''The Steel Mines of Kessel'' -- due to higher-resolution graphics, some stalks on the ground were made impassable, so you have to use extra bombers to get past them. Trouble is, you're limited to eight bombers for the level, instead of ten as on other versions.



* For the Mac version, it is of course ''The Steel Mines of Kessel'' -- due to higher-resolution graphics, some stalks on the ground were made impassable, so you have to use extra bombers to get past them. Trouble is, you're limited to eight bombers for the level, instead of ten as on other versions.
* On the black-and-white Mac version, ''Pea Soup'' is virtually impossible, as the "peas" that you need to build to are completely indistinguishable from the muck that surrounds them due to the port's graphical limitations.

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* For ''[=LOoK BeFoRe YoU LeAp!=]'', the Mac version, it is final level of course ''The Steel Mines ''Oh No! More Lemmings''. You have to use about a dozen bombers to dig a downward path through several layers of Kessel'' -- due rock, but you don't get any blockers to higher-resolution graphics, some stalks on the ground were made impassable, so help you place them precisely; you have to use extra bombers to get past them. Trouble is, you're limited to eight bombers for the level, instead of ten as on other versions.
* On the black-and-white Mac version, ''Pea Soup'' is virtually impossible, as the "peas" that you need to build to are completely indistinguishable from the muck that surrounds
time them due to explode at a certain place while they're still moving. If just one or two explode in the port's graphical limitations. wrong place, you can either send them all plummeting to their doom, trap them somewhere with no way out, or simply end up falling short of the completion percentage because you wasted too many bombers.

[[AC:Lemmings 2: The Tribes]]



* ''Save me!'', the second-last level of the original, is a lot harder than the final level.

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* ''Save me!'', the second-last level of the original, is a lot harder than the final level.
[[AC:Other Lemmings games]]



* This troper still remembers one level in the original Lemmings (don't remember the name) where you had to get the Builders to make ladders in such a way that, when the Lemmings arrived to the end of the big ladder, they had to fall down exactly on top of the exit.
** That would be "Feel the heat!".
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** That would be "Feel the heat!".
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* This troper still remembers one level in the original Lemmings (don't remember the name) where you had to get the Builders to make ladders in such a way that, when the Lemmings arrived to the end of the big ladder, they had to fall down exactly on top of the exit.
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* ''LOoK BeFoRe YoU LeAp!'', the final level of ''Oh No! More Lemmings''. You have to use about a dozen bombers to dig a downward path through several layers of rock, but you don't get any blockers to help you place them precisely; you have to time them to explode at a certain place while they're still moving. If just one or two explode in the wrong place, you can either send them all plummeting to their doom, trap them somewhere with no way out, or simply end up falling short of the completion percentage because you wasted too many bombers.

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* ''LOoK ''[=LOoK BeFoRe YoU LeAp!'', LeAp!=]'', the final level of ''Oh No! More Lemmings''. You have to use about a dozen bombers to dig a downward path through several layers of rock, but you don't get any blockers to help you place them precisely; you have to time them to explode at a certain place while they're still moving. If just one or two explode in the wrong place, you can either send them all plummeting to their doom, trap them somewhere with no way out, or simply end up falling short of the completion percentage because you wasted too many bombers.
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* ''Look Before You Leap'', the final level of ''Oh No! More Lemmings''. You have to use about a dozen bombers to dig a downward path through several layers of rock, but you don't get any blockers to help you place them precisely; you have to time them to explode at a certain place while they're still moving. If just one or two explode in the wrong place, you can either send them all plummeting to their doom, trap them somewhere with no way out, or simply end up falling short of the completion percentage because you wasted too many bombers.

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* ''Look Before You Leap'', ''LOoK BeFoRe YoU LeAp!'', the final level of ''Oh No! More Lemmings''. You have to use about a dozen bombers to dig a downward path through several layers of rock, but you don't get any blockers to help you place them precisely; you have to time them to explode at a certain place while they're still moving. If just one or two explode in the wrong place, you can either send them all plummeting to their doom, trap them somewhere with no way out, or simply end up falling short of the completion percentage because you wasted too many bombers.



* Mayhem 5, ''Down, along, up, in that order'', is a massive headache of a level. In its original version as Fun 28, ''If only they could fly'', you have thirty Builders and can simply send one ahead to build a giant bridge for the other lemmings, freeing them once the bridge is ready. But in the second version, you only have ''five'' Builders. This time around, you must use each Builder after the first to build up to the next platform in a zigzag arrangement directly below the exit (which requires sending one lemming ahead to build the first staircase and trapping a group of at least four more lemmings to build the remaining staircases when the first one is in place); because the platforms are too narrow to accommodate a full staircase, you must instead place a Blocker at the edge of each platform and have the Builder build into it in such a way that he turns around in time to reach the next platform up. Get the timing wrong, and either the Builder will turn around too early and hit his head on the underside of the platform before the staircase is finished, or he will turn around too late and finish the staircase in midair. Either one means restarting the level.

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* Mayhem 5, ''Down, along, up, in up. In that order'', is a massive headache of a level. In its original version as Fun 28, ''If only they could fly'', you have thirty Builders and can simply send one ahead to build a giant bridge for the other lemmings, freeing them once the bridge is ready. But in the second version, you only have ''five'' Builders. This time around, you must use each Builder after the first to build up to the next platform in a zigzag arrangement directly below the exit (which requires sending one lemming ahead to build the first staircase and trapping a group of at least four more lemmings to build the remaining staircases when the first one is in place); because the platforms are too narrow to accommodate a full staircase, you must instead place a Blocker at the edge of each platform and have the Builder build into it in such a way that he turns around in time to reach the next platform up. Get the timing wrong, and either the Builder will turn around too early and hit his head on the underside of the platform before the staircase is finished, or he will turn around too late and finish the staircase in midair. Either one means restarting the level.



* ''Save Me'', the second-last level of the original, is a lot harder than the final level.

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* ''Save Me'', me!'', the second-last level of the original, is a lot harder than the final level.

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* For the Mac version, it is of course ''The Steel Mines of Kessel'' -- due to higher-resolution graphics, some stalks on the ground were made impassable. Unless you're playing the ''black-and-white'' Mac version, in which case, good luck getting past ''Pea Soup''. (In that version, the "peas" that you need to build to are completely indistinguishable from the muck that surrounds them due to the port's graphical limitations.)

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* For the Mac version, it is of course ''The Steel Mines of Kessel'' -- due to higher-resolution graphics, some stalks on the ground were made impassable. Unless impassable, so you have to use extra bombers to get past them. Trouble is, you're playing limited to eight bombers for the ''black-and-white'' level, instead of ten as on other versions.
* On the black-and-white
Mac version, in which case, good luck getting past ''Pea Soup''. (In that version, Soup'' is virtually impossible, as the "peas" that you need to build to are completely indistinguishable from the muck that surrounds them due to the port's graphical limitations.) limitations.

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* Mayhem 21, "With a twist of lemming please". In the level's original version as Tricky 12, "Bitter Lemming", you have enough Builders that it is easy to stop the initial fall from being fatal to non-Floaters in fairly short order. But in the second version, you have just enough Builders to create the path to the exit, so all 50 lemmings must be turned into Floaters straight out of the gate. Miss one, and you have to start the level over. But that's not the end... once you send a lemming on ahead to build the bridges to the exit, you must bash through the wall of the pit under the entrance to reach the bridges - and you only have one Basher. Click on a lemming facing away from the wall instead of toward it - which is very easy to do in a pit of 49 lemmings with no way of selecting a specific one (or, for that matter, seeing which way any of them are facing) - and you have to start the level over.

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* Mayhem 5, ''Down, along, up, in that order'', is a massive headache of a level. In its original version as Fun 28, ''If only they could fly'', you have thirty Builders and can simply send one ahead to build a giant bridge for the other lemmings, freeing them once the bridge is ready. But in the second version, you only have ''five'' Builders. This time around, you must use each Builder after the first to build up to the next platform in a zigzag arrangement directly below the exit (which requires sending one lemming ahead to build the first staircase and trapping a group of at least four more lemmings to build the remaining staircases when the first one is in place); because the platforms are too narrow to accommodate a full staircase, you must instead place a Blocker at the edge of each platform and have the Builder build into it in such a way that he turns around in time to reach the next platform up. Get the timing wrong, and either the Builder will turn around too early and hit his head on the underside of the platform before the staircase is finished, or he will turn around too late and finish the staircase in midair. Either one means restarting the level.
* Mayhem 21, "With ''With a twist of lemming please". please''. In the level's original version as Tricky 12, "Bitter Lemming", ''Bitter Lemming'', you have enough Builders that it is easy to stop the initial fall from being fatal to non-Floaters in fairly short order. But in the second version, you have just enough Builders to create the path to the exit, so all 50 lemmings must be turned into Floaters straight out of the gate. Miss one, and you have to start the level over. But that's not the end... once you send a lemming on ahead to build the bridges to the exit, you must bash through the wall of the pit under the entrance to reach the bridges - and you only have one Basher. Click on a lemming facing away from the wall instead of toward it - which is very easy to do in a pit of 49 lemmings with no way of selecting a specific one (or, for that matter, seeing which way any of them are facing) - and you have to start the level over.



** Present 29, "Private room available". Two lemmings, the first and last out of the gate, must forge the path through the level while the other eighteen must be separated into individual chambers and each must then dig through the very centre of the chamber floor - too far off centre and either they will fall to their deaths or they will dig through their neighbour's wall creating another fatal fall.
** SUNSOFT 23, "Move on in two separate groups". This requires a series of quickfire bashing and building manoeuvres within the first few seconds to set everything up properly.
** SUNSOFT 27, "Two heads are better". Three bombers must be activated so that they blow through three platforms in such a way that a fourth Lemming can fall through the holes and walk to the exit - get the positioning slightly wrong and either the later bombers will fall to their deaths before they blow up or one or more of the lemmings will walk into a spinning incinerator.
** SUNSOFT 29, "I am A.T.". This essentially requires creating a diagonal staircase of Diggers to allow Lemmings to climb out of a pit and walk to the exit -- except that as they reach the top, they must be turned into Diggers to keep the staircase climbable. Even if you get the basic pattern down, get the timing wrong (or set the release rate too low or too high) and either the final step will be too high by the time the first lemmings reach the top of it, some of the intended Diggers will fall to their deaths at the beginning of the staircase, you will run out of Diggers too early, or too few lemmings will have climbed the staircase by the time the final step becomes too high permanently (there are 100 lemmings, of which 80 must be saved). Did I mention the 2 minute time limit?

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** Present 29, "Private ''Private room available".available''. Two lemmings, the first and last out of the gate, must forge the path through the level while the other eighteen must be separated into individual chambers and each must then dig through the very centre of the chamber floor - too far off centre and either they will fall to their deaths or they will dig through their neighbour's wall creating another fatal fall.
** SUNSOFT 23, "Move ''Move on in two separate groups".groups''. This requires a series of quickfire bashing and building manoeuvres within the first few seconds to set everything up properly.
** SUNSOFT 27, "Two ''Two heads are better".better''. Three bombers must be activated so that they blow through three platforms in such a way that a fourth Lemming can fall through the holes and walk to the exit - get the positioning slightly wrong and either the later bombers will fall to their deaths before they blow up or one or more of the lemmings will walk into a spinning incinerator.
** SUNSOFT 29, "I ''I am A.T.". '' This essentially requires creating a diagonal staircase of Diggers to allow Lemmings to climb out of a pit and walk to the exit -- except that as they reach the top, they must be turned into Diggers to keep the staircase climbable. Even if you get the basic pattern down, get the timing wrong (or set the release rate too low or too high) and either the final step will be too high by the time the first lemmings reach the top of it, some of the intended Diggers will fall to their deaths at the beginning of the staircase, you will run out of Diggers too early, or too few lemmings will have climbed the staircase by the time the final step becomes too high permanently (there are 100 lemmings, of which 80 must be saved). Did I mention the 2 minute time limit?
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* Mayhem 21, "With a twist of lemming please". The fall from the opening gate is fatal to non-Floaters and, in contrast to some similar levels, you do not have enough Builders to make the pit more shallow, so all 50 lemmings must be turned into Floaters straight out of the gate. Miss one, and you have to start the level over. Once you've done that (or while you're doing that), you must send a lemming on ahead to build the bridges to the exit, and finally bash through the wall of the pit under the entrance to allow the other 49 lemmings to reach the bridges - but you only have one Basher. And getting one facing the correct direction in a hazy sea of 49 lemmings is mostly down to pure luck.

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* Mayhem 21, "With a twist of lemming please". The In the level's original version as Tricky 12, "Bitter Lemming", you have enough Builders that it is easy to stop the initial fall from the opening gate is being fatal to non-Floaters and, in contrast to some similar levels, fairly short order. But in the second version, you do not have just enough Builders to make create the pit more shallow, path to the exit, so all 50 lemmings must be turned into Floaters straight out of the gate. Miss one, and you have to start the level over. Once you've done that (or while you're doing that), But that's not the end... once you must send a lemming on ahead to build the bridges to the exit, and finally you must bash through the wall of the pit under the entrance to allow the other 49 lemmings to reach the bridges - but and you only have one Basher. And getting one Click on a lemming facing away from the correct direction wall instead of toward it - which is very easy to do in a hazy sea pit of 49 lemmings is mostly down with no way of selecting a specific one (or, for that matter, seeing which way any of them are facing) - and you have to pure luck.start the level over.
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* The infamous ''We all fall down''. Unless you have the Windows version (see GoodBadBugs above), these levels are incredibly annoying, and worst of all, you have to do it ''four'' times, saving an increasing number of lemmings each time. And worse yet, you have to save 100%. One screwup, which is very easy to do, and all your hard work is for nought.

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* The infamous ''We all fall down''. Unless you have the Windows version (see GoodBadBugs above), and [[GoodBadBugs its increased fall distance]], these levels are incredibly annoying, and worst of all, you have to do it ''four'' times, saving an increasing number of lemmings each time. And worse yet, you have to save 100%. One screwup, which is very easy to do, and all your hard work is for nought.
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Click the edit button to start this new page.

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Click * ''Look Before You Leap'', the edit button final level of ''Oh No! More Lemmings''. You have to use about a dozen bombers to dig a downward path through several layers of rock, but you don't get any blockers to help you place them precisely; you have to time them to explode at a certain place while they're still moving. If just one or two explode in the wrong place, you can either send them all plummeting to their doom, trap them somewhere with no way out, or simply end up falling short of the completion percentage because you wasted too many bombers.
* The infamous ''We all fall down''. Unless you have the Windows version (see GoodBadBugs above), these levels are incredibly annoying, and worst of all, you have to do it ''four'' times, saving an increasing number of lemmings each time. And worse yet, you have to save 100%. One screwup, which is very easy to do, and all your hard work is for nought.
* Taxing 23, ''King of the Castle'', is a major pain. You have to get all your lemmings across a medium-sized gap, and you have only builders to work with- no blockers or digging skills to keep the others penned up while you build your bridges. Even worse, you have a small number of builders to complete the level with, and the level is designed so that you have to use nearly all of them, so you can't waste any, either.
* Mayhem 21, "With a twist of lemming please". The fall from the opening gate is fatal to non-Floaters and, in contrast to some similar levels, you do not have enough Builders to make the pit more shallow, so all 50 lemmings must be turned into Floaters straight out of the gate. Miss one, and you have
to start this new page. the level over. Once you've done that (or while you're doing that), you must send a lemming on ahead to build the bridges to the exit, and finally bash through the wall of the pit under the entrance to allow the other 49 lemmings to reach the bridges - but you only have one Basher. And getting one facing the correct direction in a hazy sea of 49 lemmings is mostly down to pure luck.
* There are some levels specific to the Genesis version, which has two extra difficulty settings, which could qualify here:
** Present 29, "Private room available". Two lemmings, the first and last out of the gate, must forge the path through the level while the other eighteen must be separated into individual chambers and each must then dig through the very centre of the chamber floor - too far off centre and either they will fall to their deaths or they will dig through their neighbour's wall creating another fatal fall.
** SUNSOFT 23, "Move on in two separate groups". This requires a series of quickfire bashing and building manoeuvres within the first few seconds to set everything up properly.
** SUNSOFT 27, "Two heads are better". Three bombers must be activated so that they blow through three platforms in such a way that a fourth Lemming can fall through the holes and walk to the exit - get the positioning slightly wrong and either the later bombers will fall to their deaths before they blow up or one or more of the lemmings will walk into a spinning incinerator.
** SUNSOFT 29, "I am A.T.". This essentially requires creating a diagonal staircase of Diggers to allow Lemmings to climb out of a pit and walk to the exit -- except that as they reach the top, they must be turned into Diggers to keep the staircase climbable. Even if you get the basic pattern down, get the timing wrong (or set the release rate too low or too high) and either the final step will be too high by the time the first lemmings reach the top of it, some of the intended Diggers will fall to their deaths at the beginning of the staircase, you will run out of Diggers too early, or too few lemmings will have climbed the staircase by the time the final step becomes too high permanently (there are 100 lemmings, of which 80 must be saved). Did I mention the 2 minute time limit?
* ''Hunt the Nessy''. Not a hard level in terms of pure difficulty, just mind-numbingly tedious and not fun to play, unless you're the rare player who can't get enough bridge building.
* ''Where Lemmings Dare'' from ''ONML''. The first part of the level is moderately challenging, but the endgame is where it gets rough: you have to dig a path downward and then mine diagonally so that you come out right above the exit. And I mean ''right'' above the exit; seriously, one pixel off and your lemmings get mangled in one of the two traps on either side of the exit, forcing you to do the whole stupid level again.
* For the Mac version, it is of course ''The Steel Mines of Kessel'' -- due to higher-resolution graphics, some stalks on the ground were made impassable. Unless you're playing the ''black-and-white'' Mac version, in which case, good luck getting past ''Pea Soup''. (In that version, the "peas" that you need to build to are completely indistinguishable from the muck that surrounds them due to the port's graphical limitations.)
* Nearly ''all'' of the Level 10s for each tribe in Lemmings 2, as well as that fucking Highland level that made you create a ramp with thrown rocks.
** But especially ''Take up Archery'', the final Sports level. The entire level needs split-second timing and near-perfect aim with your arrows and javelins. The slightest error will prevent you from finishing it, and even a slightly too long '''pause''' will result in the death of a lemming and thus the dreaded silver medal.
* ''Save Me'', the second-last level of the original, is a lot harder than the final level.
* ''The Hangar'' sticks out in Lemmings 3D.
* ''Five Towers'' is another stinker in 3D Lemmings' Mayhem category.
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