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    The Egyptian Levels Walkthrough

    Egyptian 1: Two's Company

    The 1st lemming will land from the upper right entrance. When he walks to the right a little ways, make him digger. Go to the upper left entrance and choose any Ground Removing Skill (GRS) in the inventory and have the lemming cut through the wall on the right. Choose another GRS and have a lemming from the bottom entrance cut through the wall on his right. Similarly choose other GRS's and have lemmings cut thru to the left wall above the lower entrance (or to the right, if you prefer) and the remaining walls on the right.

    Egyptian 2: Glued to the Goal!

    When the 1st lemming from the lowest entrance gets to the right end of the large block in the floor with a picture of a beetle, make the 2nd lemming an Attractor. Go up to the top entrance and make the leader a Glue Pourer. Go to the bottom floor again and make the leader a Jumper, then a Flame Thrower, then a Platformer (to get over the water). When he gets up to the top of the ramp on the right, make him a Glue Pourer twice. When he walks up to the end of the next ramp and turns around, make him a Platformer. While he's doing that have any lemming from the top entrance Flame Throw 3 times to get to the exit. Make the lemming coming from the opposite direction a Flame Thrower to get to the exit. Have anyone from the middle entrance Stomp through to the lower entrance. Release the Attractor by making him a Jumper.

    Egyptian 3: Labrynth of Fun

    Make the 3rd or 4th lemming an Attractor. Release the leader by making him a Jumper. Make him a Platformer before he can go down the steps leading down to the right. He will fall down a fairly long shaft and yell "OUCH!" A little later on he will fall down a shorter shaft and walk to the right. When he turns to the left again, make him Platform over the next two gaps. When he gets to the Sphinx, make him a Fencer. When he starts fencing go up and release the Attractor. When the Fencer finishes, make him a Fencer once more. When he finishes this time, make him a Scooper.

    Egyptian 4: Spiralling DNA

    This level pretty well speaks for itself. Make the first lemming a Stacker as soon as he touches down. Make the next lemming a Twister when he reaches the top of the ramp and before he can turn left. You must now use the fan to guide the Twister up to the right at an angle, then straight across (the easy part) so he cuts between the 2 pits - one above the other - then up at an angle again to the exit. If he's still whirling when he gets there, blow him straight up.

    Egyptian 5: Echo of Light

    Make the lead lemming a Slider and Rock Climber, then have him Bash through the palm tree. When he slides down the pedestal on the right side, make him a Stomper, then make him Bash through the left wall. When gets through it, make him a Glue Pourer. As he's walking across the glue, make him a runner, then make him Bash through the wall on the right, Jump over the pit, and Bash thru the next wall. Now in successive Jumps make him Jump across the pit, Jump past the exit, Jump by the exit again (going left this time), and over the pit. Have him Jump over the next large pit. When he turns back to the right, make him a Glue Pourer before he arrives at the large pit again. Now release the rest of the lemmings by having someone Stomp through the low end of the ramp on the left.

    Egyptian 6: Ruper'z Questling

    When the 4th lemming gets down to the pit under the entrance, make him an Attractor. When the leader gets to the top of the pyramid, make him a Filler over and over again until every pit and depression ahead of him is filled with sand. When he gets back to the small pit ahead of where the water was, make him Rope to the ledge above, then release the Attractor. (Now wasn't that fun? And the easiest solution and execution yet?)

    Egyptian 7: The Egypt Cottage

    Make the first lemming a Parachutist and Swimmer. When he walks left, make him a Ballooner. Blow him over the ramp on the left side. Now go to down to the bottom and await his descent to take him down to where you're waiting. When he comes into sight, blow him over to the sloped platform between the 2 water tanks. He will be walking to the right when he lands. When he gets over on the down slope, make him a Rock Climber and a SuperLem in that order. (If he falls into the water on the right side he will swim across and climb out. As soon as he is on the bank, be sure he is a Rock Climber and make him a SuperLem). As a Superlem, he must be guided up and to the left so he lands on the ramp below the colorful column above. He will climb up to the top of the column and then start to Parachute down. Blow him over to the right side of the exit. When he drops off the wall again and turns to the left, make him a JetPacker and blow him on to the ledge above and to the left. He will climb to the top of the wall. When he starts to chute down, blow him over to the UPPER LEFT half of the Sphinx. When he walks to the top of the head, make him a Laser Blaster to release the lemmings above. You can ignore all those who go to the left. Make a lemming a Stomper right next to the right foot of the Sphinx which will release everyone except the Rock Climber/Parachutist. When he gets to the top of the wall and starts to chute down, blow him over to the LOWER RIGHT half of the Sphinx so he will fall thru the stomped opening. When he walks off the platform on the left, blow him over to the wall again on the right side of the exit.

    Egyptian 8: Heroe'z Quest

    When the lead scout (our hero here) walks left, make him Jump over the little block on the left. Have him Stomp twice. When he gets down lower and drops into a little notch, as he walks left in the notch, make him a Jumper. When he falls into the next notch below, make him a Fencer as he walks left. When he walks to the right again, make him a Jumper then a Fencer to destroy the small block on the platform. When he walks to the right again, make him a Jumper then a Stomper before he turns to the left. Before he can Stomp all the way through, make him a Fencer. When he turns to the left again, make him a Jumper after he walks back down the ramp a short distance. When he turns back to the right, make him PoleVault up to the ledge on the right. When he turns left again, make him Jump to the next ramp. He'll have two more short Jumps to make (one to the right, and one to the left) before he heads up over the roof of the exit. Make him Platform over the gap on the left, then Scoop to the left (watch out for the metal block over head when he starts Scooping - 'nuff said). When he breaks through the wall, make him a Platformer. Now release the rest of the lemmings by having someone Stomp down through at the only place he can.

    Egyptian 9: Wave Pathway

    Make the 1st lemming a Stacker as soon as he touches down. When he completes stacking and pauses, make him a Jumper. When he gets between the metal blocks on the right, make him a Stomper. When he is down to the 2nd layer of blocks, make him a Basher. When he gets almost to the metal block on the right, make him a Stomper again. When he gets down to the metal block or just above it, make him a Basher to the right. When he is clear of the metal blocks below, make him Stomp down to the next metal block. When he walks all the way left, make him a Bomber. Then make him Stomp down to the next metal block. Once again, make him a Bomber on the left side, then make him Bash left. When he gets above the next platform below, make him a Stomper. Make him Platform all the way across the gap. After he completes the platform, turns around and comes back, make him a Basher. When he is all the way over the second block on his right, make him a Stomper then a Basher. Go up and release everyone else by having someone Bash through the block on the right.

    Egyptian 10: Pyramid of Despair!

    Make the 1st lemming a Rock Climber, then make him a Hopper to get across the stepping stones over the pit underneath. He'll walk down a set of stairs. When he turns around make him Jump back up on the stairs. When he gets about 5 or 6 steps from the top, have him fire a Mortar round. Now he'll go back down the stairs again. Make him Jump back up on them a 2nd time (use a Shimmier skill). This time he will drop into the pit below the hole created by the explosion. As soon as he's in the pit, make him a Glue Pourer twice in succession. Now comes the hard part. You must use a succession of Sand Pourers in the pit with the rest of the Lemmings to release them out the left side without trapping any of them, which is mandatory to getting the gold medal.


    This walkthrough was written by Warren Buss. All rights reserved.