Send the first lemming up to the
right as a climber. The second lemming should block off the left end of the
entrance platform. Have the climber dig through the top three platforms
above the exit (in any place), but have him turn to the left, and then bash
at the far left of the bottom platform. Turn him into a blocker once he
touches the pillar to the left of the exit, and then explode him. A large
enough hole should open up in the pillar for the others to come through.
Crazy 2: Dolly Dimple
Send the first lemming to the left as a climber.
Wait for him to stand on the left edge of the column, then dig down so that
part of the column remains to keep the others on his right. Wait for him to
step in the "valley" just to the right of the exit, and then build to the
left. He should hit a bump and turn around to his right. Starting from the
fourth or fifth "peak" from the left, build up to the right until he hits
his head and turns back to the left. Once he is about halfway down the
stairs, build up to the left so that he creates a safe fall off the left end
of the platform for the others. Click on the leftmost lemming in the pack
to turn him into a digger. The others should hit the stairs and continue to
Crazy 3: Many Lemmings Make Level Work
The first lemming should be
turned into a bomber as soon as he is a bit to the right of the silver bar
below the entrance. The second and fourth lemmings should be turned into
builders. One lemming should walk ahead of the two builders; turn him into a
bomber just before he is below the mid-point of the right side of the
triangle at the top of the screen. With proper positioning, both bombers
should take out enough of the platforms to give safe landing for the others.
Crazy 4: Lemming Express
Turn the last lemming in the pack into an
athlete. Then, turn him into a builder as soon as he is almost below the last
gap in the top platform. If necessary, have him zigzag with stairs so that
he climbs up to the right. Let him fall a bit, and when he is at the right
end of the bottom platform, have him build up to the exit. He should reach
the exits before the other lemmings are in danger.
Crazy 5: 24 Hour Lemathon
Turn the first lemming into a builder as
soon as he reaches the very right of the pillar where the lemmings land.
Have him continue to build until he is above the small pit with trees in it.
When the second lemming reaches these stairs, turn him into a digger, and
then into a builder when he is halfway down the screen (to stop the
digging). The lone lemming should build up to the obstacle on the far right of
the floor, starting as soon as possible. He should then build to the right
to reach the exit. The pack should zigzag out of the pit with builders;
begin building to the right. They will reach the smaller pit on the right
and should be able to follow the scout's path to the exit.
Crazy 6: The Stack
Turn the first lemming into a climber. When he
reaches the right end of the raised metal block, build up to the pillar.
Once the stairs are finished, turn another lemming that is heading to the
right into a climber. When that lemming has reached the right half of the
pillar, make him a digger. Turn him into a builder when he is about halfway
between the top of the stairs to the left and top of the metal platform to
the right. Have him build to the exit, starting from the right end of the
metal floor. Then, when the first climber is on top of the remainder of the
pillar, turn him into a digger to destroy the rest of the pillar. He should
build once when slightly above the stairs to the left.
Crazy 7: And Now the End is Near...
Once the first lemming heads to
the left, turn him into an athlete. Wait until he is about to hit the left
wall of the pit, and turn him into a builder. A tiny bit to right of the
center of the pit, start building until he hits the wall on the right. Either
bash immediately after finishing or build into the left wall, and wait for
him to turn around to the right. Bash to the right; there should be nothing
above the lemming's head. The others will fall and eventually reach the
Crazy 8: Keep on Trucking
Let the first lemming head to the right, and
then block off the left and right of the entrance. Have the scout bash
through the unclimbable part of the rock. Let him fall, and then bash
through the wall to the right. Turn him into a builder just before he
reaches the pit of plants. When he is on the crack just between the second
and third rocks to the right from the pit, build up to the emerald "cactus."
Do not wait for the building to stop; once one of the "arms" of the "cactus"
is below him, turn him into a basher. Once he is through the cactus, have
him build to the exit. Release the other lemmings by bombing the blocker on
Crazy 9: On the Antarctic Coast
Turn the first lemming into a digger
just as he falls, and turn him into a builder after he has created a pit
deep enough to hold the others. Use the second lemming (who will escape the
pit) as a scout, and bash through the first two obstacles to the right.
Then, bash from the flat valley just to the left of the spike trap. Make
him bash when he reaches the location where the hill begins, so that he does
not climb it. In the meantime, turn one of the pack into a miner; if the
miner goes in the wrong direction, turn him into a builder to stop him and
try again. Then, bash through the wall blocking the exit.
Crazy 10: Rocky VI
On this level, two lemmings will have to work
together to reach the exit. Each lemming should perform his tasks in the
order listed here, although he may not be ready to do so when indicated in
this walkthru. If this happens, perform the next task for the other lemming,
and return to the first when he is ready. Turn the first lemming into an
athlete. Then, after the second lemming enters, build so that the hole in
the floor is covered. Place a blocker below the entrance that traps one
lemming to his left; this is the second working lemming. Leave this lemming
a bit of room, since he will need to build up to the green crystals.
Increase the release rate now. Then, the top lemming should build twice to
reach the one-way obstacle. The bottom lemming should build over the plant
trap. Let him climb and turn around, then build to the right from the steel
to a platform. Build again, starting from the right end of this platform.
Wait until he turns left and right again, and then bash through the one way
obstacle. If the stairs were built properly by the top lemming, the pack
should have a path to the exit. Release the blocker and build to the left
near the exit to climb over the last obstacle.
Crazy 11: No Problemming!
Ignore the entrance on the left, and
concentrate only on the right one. Once the first lemming lands in the small
ditch, build up to the right. Increase the release rate.
Crazy 12: Lemming Friendly
Wait for the first lemming to fall down the
pit on the left, and then bash to the right. Hold back the rest of the
lemmings with a blocker just to the right of the pit. Bash through the first
column and turn the basher into a builder when it has broken through the
column. Build up to the second column starting from the middle line on the
platform. Then, bash and build to the exit. Release the blocker.
Crazy 13: It's a Trade-off
Turn the first lemming into an athlete.
Turn the second lemming into a digger when he is slightly to the right of
the entrance. Pause to increase the release rate to 99 (use the function
keys). Wait for the athlete to come just to the left of the third hole in
the brick. Mine to the right into the pit, and when he falls, mine to the
left. Mine to the left at the very end of the brick formation. The other
lemmings should be able to climb into the tunnel. Turn the miner into a
builder to stop him.
Crazy 14: Time Waits for No Lemming
Turn the first lemming into a
blocker when he is right of the entrance. Turn the second lemming into an
athlete, and dig down just after he has finished climbing. He should dig
completely through the post. When the other lemmings can get over the post,
turn the digger into a basher to stop his work. Then bash to the left
through the next post, and put a blocker on the left of the platform that is
to the left of the ramp. Build twice up to the right to the next floor
starting three vertical lines from the right. Then, wait for the pack of
lemmings to come to the right of the platform and build twice to the exit,
using the first lemming in the pack. Use floaters to save lemmings if
Crazy 15: Worra Load of Old Blocks!
Build to the right in the pit
three blocks to the left of the steel block above the pit. Build a second
time to seal off the traps to the right. Create a climber. When he reaches
the far right edge of the left brick shaft, dig. While he is digging, use a
lemming in the pack to start building toward the entrance level; start five
blocks to the right of the cliff, but do not finish yet. Then, when the
digger is almost through, turn him into a builder. Let this lemming turn to
the right and back to the left. When he is in the pit, wait until he is on
the left edge and dig down. Finish the steps so the others can get out. They
should land on the small ledge and reach the exit.
Crazy 16: Across the Gap
Have the first lemming bash to the right. The
second lemming should dig down; turn him into a builder when he has dug one
lemming height. No lemming should be able to climb out of the pit that has
just been created. Then, turn the basher into a builder when he has reached
the edge of the brick; build up to the next wall. Turn one of the lemmings
that has just entered into a climber and use him to bash through the next
two columns of obstacles. When he is finished, have one of the lemmings in
the pit build out to the right.
Crazy 17: Digging for Victory
Send one lemming to the right. Use a
blocker to hold back the rest, and increase the release rate, now. Use the
scout to dig down twice and then bash through to the right. Build up once,
so the scout can get over the barrel. Wait until the scout gets on the
platform, and then build (while he is just to the left of the platform's
center) until he touches the wall. Once he has a solid foundation (e.g., a
second step that appears to touch the wall), bash through. Bomb the blocker
to free the others. Then, have the scout dig down when he is over solid
Crazy 18: No Problem
The first lemming should build up to the right,
starting from the top of third ball from the left of the wall. Use the next
available lemming to block when he is on the top of the second ball from the
right. Turn one lemming into a bomber as he is heading to the left, and is
three balls to the left of the blocker. When he explodes, he will take out a
chunk of the stairs. Before the bomber explodes, bash to the right at the
top of the stairs, so only one lemming heads on to the right. Wait until the
scout is above the tall plateau on the ground below (and to the right of the
strange device), and mine. Build three times to make sure that the scout is
over the water; start from as far right as possible. When the scout has
finished, free the other lemmings by turning one into a bomber as he is
heading left and is just to the right of the blocker. Also, turn him into a
climber so that when he explodes, he takes out part of the wall and lets
the others through. Wait until the scout is next to the columns with the
balls on top, mine a bit, and bash to the exit.
Crazy 19: Don't Panic!
Have the first lemming block on the bottom of
the two platforms near the entrance (on its left). The fifth lemming should
block on the top platform, just to the left of the entrance. Use two of the
three trapped lemmings to block and bomb when they are as far right as
possible. They should break through the wall on the right. Have the third
lemming in this pack build through the hole and over the gap in the walkway.
Build over the "water" from as far right as possible. Then, when he is near
the column, dig until he is just about to break through the floor, and
change him into a basher. Free the rest by bombing the blocker.
Crazy 20: Ice Ice Lemming
On the left entrance, let the lemmings fall
one platform, and then build to the icicle. When the lemming is heading back
to the left, build to the platform so that he is trapped in a valley of
stairs. Use a blocker on the top platform to hold the other lemmings back.
Do the same thing on the right side. Bash through the icicle on the right
side of the left lemming, and then build when finished. Turn him into a
basher to stop the building, and then build, bash, and build through the
next icicle. On the right, build over the gaps so the lemming always stays
on the top platforms. On the left, start zigzagging near the platform with
the right entrance so the lemming is trapped in a valley (as before). With
the right lemming, build to the tall column and bash through. Build over the
gap to the exit. Then, have the free lemming continue to zigzag so he
reaches the platform on the right. Free both blockers on the right platform
and the one on the right of the left platform so that all can reach the exit.