Get 1st lemming to dig as soon as he is above the lower blocks, make the
lemming that passes him a floater. Make the 1st one to turn back a
blocker at the edge. When they fall through to the next level, dig down
again, and use blockers to stop any from falling off the edges.
Fun 3 (Level 3) - The Bean Machine
Make the 1st lemming build when level with the lollipop markers. Let
him bounce off the wall then build X2, starting about 1/2 way along the
red and white striped blocks.
Fun 4 (Level 4) - It's a Run-Around
Let them go around the 1st corner then dig down, go round 2 more corners
and dig down again. Let them walk around until directly opposite the
exit, then turn them in.
Fun 5 (Level 5) - Bounce, Bounce
Use turners to get them onto the 3rd trampoline (with the highest ramp),
when the 1st lands turn towards the next set of ramps. Direct them to
the left ramp ( the highest) then turn them to the exit.
Fun 6 (Level 6) - It's a Blast
Make the 1st Lemming a bomber level with the 'round' tree. Let them
walk up the ramp then make a bomber just before he's over the 2nd level.
Let them fall onto this level then turn them to walk up the steep ramp -
make a bomber about 2/3rds up the ramp. Now as they walk along towards
the ramp that leads to the exit, make a bomber when level with the right
hand edge of the house.
Fun 7 (Level 7) - Candyland Climber
Make the 1st lemming a climber and make him a bomber just before the top
of the arrows. Make another climber who will pass through the gap, then
when he turns around have him punch through the blocks.
Fun 8 (Level 8) - Lemmings Inside
Bash through the small block then turn them at the edge towards the
keyboard. Let them walk past the keyboard until they're on the left
side of the monitor before turning again. Build across the gap and turn
them into the exit at the back of the monitor.
Fun 9 (Level 9) - A Short Cut Through the Forest
Use turners to guide them along the path. As they turn the corner
immediately after the well, build over the trees, then continue to
follow the path to the exit.
Fun 10 (Level 10) - Castle Lemmalot
As soon as the 1st lemming steps onto the grass, build X2 up to the
battlements, then turn (left or right). Let them walk around until
they're opposite the exit then turn them towards it.
Fun 11 (Level 11) - It's a Classic
Make the 1st lemming out a blocker. Make the next a turner on the
corner of the green/white blocks so that they fall onto the pink/white
blocks. Make the 1st a blocker so they fall onto the red/yellow blocks.
Again block so that they fall onto the orange/blue blocks. Block again
and then turn them at the corner. Block on the blue/yellow blocks, then
guide them to the exit.
Fun 12 (Level 12) - Alpine Assault Course
Make the 1st lemming a bomber just to the left of the trees, so he blows
up exactly on the red cross. Make the next a right turner on the
exposed grass. Make a bomber half way up the slope before the next red
cross. Make a bomber about 1/3 way across the path before the next red
cross. At this point speed up the release rate to maximum. Make
another bomber just before he turns on the last leg before the 'wrong'
exit, so that they turn around and double back. Make a bomber just
before he turns for the last time towards the 'right' exit.
Fun 13 (Level 13) - Tower of Stone
Guide the lemmings to the top of the tower using the turners and
builders as necessary. Turn 20 lemmings into floaters, the rest will
die.
Fun 14 (Level 14) - Slippery Maze
As you look at the lemmings from camera 1 :-
Let the 1st lemming slide onto the 1st green patch, then turn to the
left. Then turn towards the exit, turn right, turn back towards the
trapdoor, turn left, turn towards the exit, walk across the 1st green
patch and slide to the 2nd, turn right, then turn to the exit. Increase
the release rate.
Fun 15 (Level 15) - The M-A-Z-E
Make the 1st lemming turn left at the gap to the transporter. When they
materialize on the other pad, turn them left (as you look out to sea),
then turn towards the middle of the maze just before the gap and punch
through the block. Then turn them through the archway into the exit.
Fun 16 (Level 16) - Down the Middle We Go
Make the 1st lemming build across the gap. Use turners to guide them
round the parapet. Meanwhile increase the release rate to maximum. Have
the 1st lemming dig down at the red cross.
Fun 17 (Level 17) - Hole in Ten
Make the first lemming a blocker and a floater after it has landed on
the target and walked to the edge. Let the others walk around until
they are nearly back to the blocker, then bash the small block he is
standing on. The others will all now reach the exit. The blocker will
float to the ground, turn around at the grey block and then turn through
90 degrees. Bash through the next obstacle and now he will be able to
reach the exit too.
Fun 18 (Level 18) - Corkscrew Digger
Use a combination of miners and turners to mine all the way round the
block until they reach the ground (a few will be lost). Increase the
release rate to maximum.
Fun 19 (Level 19) - Attack of the 50 ft. Lemming
Make a turner at the edge so that the lemmings fall onto the 'arm'. Dig
down through the half-brick and they will walk inside the body, emerging
again under the 'arm'. Direct them right around the body until they
reach the arrowed brick, then punch through it. Then divert them to the
next arrowed brick and bash through this and they will end up at the
bottom and can be turned into the exit.
Fun 20 (Level 20) - Alilemms
When they get to the T-junction, turn them left, then guide them along
the path until they reach the water's edge, then build across the gap
and turn towards the exit.