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    Built with HomeSite
    The Tricky Levels Walkthrough

    Tricky 1: This Should Be a Doddle

    Send a scout to build over the gap to the right of the entrance. Then bash through the obstacle blocking the exit and free the blocker.

    Tricky 2: We All Fall Down

    This is essentially the same as Fun 13, only with more lemmings to save. See the above solution.

    Tricky 3: A Ladder Would Be Handy

    Send a scout to the right and block off the left end of the hill where the lemmings enter. Build up to the exit level. If you cannot reach the exit with one scout, send two, with one blocking the right end of the platform. This will give you more room to build since you can start off from the left. Remove the blocker to let the lemmings reach the exit.

    Tricky 4: Here's One I Prepared Earlier

    Block off the left end and send 2 scouts to the right. Bash through the first obstacle. Turn both scouts into athletes, and after one has passed the second obstacle, make it a blocker. Bash through the second obstacle when the other scout reaches it, heading left. Bomb the scout that you turned into a blocker. Build over the gaps, letting the builder land on each of the objects along the way.

    Tricky 5: Careless Clicking Costs Lives

    Send a scout to the right, but place the blocker on the arch, and not on the thin lattice. Bash through the chain connected to the first ball. Bash through the next three balls. Build to the ice crystals and then to the exit.

    Tricky 6: Lemmingology

    Make one of the lemmings an athlete, making sure that it heads to the right. Build a bridge between the second and third platforms, and then between the fourth platform and the exit. Turn the remaining lemmings into athletes, again making sure they are heading to the right.

    Tricky 7: Been There, Seen It, Done It

    Block off the right edge of the first pillar. Then, use two lemmings to build up to the next pillar. (The second builder will only repeat the first's work, but he will not fall off the edge of the stairs under construction.) Use a blocker to keep the other lemmings back, but make sure not to place it too close to the stairs (or else the blocker will take part of the stairs when it is removed). You can put the blocker slightly to the right of where it lands. Use both lemmings to build between each of the pillars. Make sure not to leave any gaps between the bridges and the next pillars. You do not need to build over a completed bridge, by the way. Also build once at the end of the last pillar (so the lemmings will land on solid ground), and turn the builders into floaters before they land. One lemming should block close to the exit, while the other should build as soon as it reaches the right end of the floor. The builder will hit the pillar and turn to the left. After it bounces off its partner, have it build to hit the pillar again. (This time, you will have to use several sets of stairs.) Once the builder has completed its task, it will turn back to the left. Build so that the lemmings who will eventually jump from overhead will land onto the new staircase. (If you have used two builders on each pillar, you should use all of your building points.) Then free the blocker holding the others back.

    Tricky 8: Lemmings Sanctuary in Sight

    Send a scout to the left, but place the blocker as close to the gap in the floor as possible. Have the scout build over the gap. Let it turn back to the right, and build over the gap in the other direction. (Start the building early enough that the builder will not hit his head on the other bridge.) Now have one of the trapped lemmings build over the blocker. The scout should then build up to the higher platform from the far left of the first platform. On the next platform, build to the right when the lemming is standing over the middle of the entrance. When he hits the wall and turns to the left, immediately build to the next platform. Repeat this for this new platform, although start building only when the lemming approaches the gap in the floor. To reach the highest platform, you will should build over the gap, and then build up to the platform after the lemming has walked off the stairs.

    Tricky 9: They Just Keep On Coming

    Block to the right, and send a scout to the left (as a floater). Build a bridge over the gap. Once the scout bounces off the first obstacle, build up to the left to provide a safe landing for the others. Then bash through the next obstacle and build over another gap. Remove the blocker to let the others through.

    Tricky 10: There's a Lot of Them About

    Send one scout from each entrance to the exit in the center and bash through the obstacle blocking the way. (It is easier to work one side at a time.) Then build up to the pillar next to the exit and finally to the exit. You may need to turn the scout into a basher after it has reached the exit, to stop it from building past the exit. Free the blockers on both sides.

    Tricky 11: Lemmings in the Attic

    Build over the gap at the left end of the floor. When the second lemming is standing slightly to the left of the line between the first and second bricks to the left, turn it into a blocker. (If the blocker is in the correct position, the lemmings will fall on top of each other as they enter, making it easier to see their direction.) Once the builder on the left turns back to the right and is about one third of the way to the blocker, start him building until he reaches the wall on the right. Bash through to the exit. Then, one of the trapped lemmings should build over the blocker.

    Tricky 12: Bitter Lemming

    Turn all lemmings into floaters. Bash through the wall to the right and through the two pedestals on the left. Once one of the lemmings hits the pedestal on the right (where the exit is), make him build to the left to the pedestal in the middle. Place a blocker on the left end of this pedestal and build to the exit. (You might want to create the path to the exit while turning the other lemmings into floaters, since there is less chance for mistake when there are fewer lemmings wandering around.)

    Tricky 13: Lemming Drops

    Send a floater to land on the staircase to the right and block off both ends of the entrance platform. Build in a zig-zag pattern to create a safe landing for the other lemmings and to get out of this are. Continue building towards the top through the space in the middle of the screen. You should eventually create a path to a wooden platform just to the left of (and slightly above) the exit. Build to the exit and remove the blocker on the right.

    Tricky 14: MENACING!!

    Send a scout to the right and block off the left edge of the floor. Build over the gap in the middle of the floor and then build over the obstacles in the exit to reach the exit. Bomb the blocker on the right.

    Tricky 15: Ozone Friendly Lemmings

    Pick any point and bomb four lemmings as the cross through this point. They should create a hole through the floor that allows the others to reach the exit.

    Tricky 16: Luvly Jubly

    Bomb one lemming just as it has entered. Once another lemming is in the pit created by the first and is heading to the right, turn it into a basher. It will bash through the floor and the wall in the middle of the screen. The pick a point and set other lemmings to explode as they pass through. They should create a hold that reaches the exit. (You may have to move the point slightly closer to pit the previous lemming created.)

    Tricky 17: Diet Lemmingaid

    Turn a lemming into a bomber just as he enters. Then set a second lemming to bomb when it is halfway under the fire-shooting object overhead. It should break through the thin obstacle to the right when it explodes.

    Tricky 18: It's Lemmingentary, Watson

    When the first lemming is near the right end of the last column on the right, mine. There should be enough of the column left to the right to prevent any lemmings from jumping to the exit. Set the miner to explode just after he starts mining. You will probably also have to turn a few lemmings into builders (when they are on the left and middle columns) to give the miner time to finish his job. You might also need to use the floater to save one lemming.

    Tricky 19: Postcard from Lemmingland

    Create an athlete, and once he has climbed over his first wall, start bashing through the bricks to the right into the pit. After the athlete has climbed out of he pit and is about half of the way to the exit (from the pit), turn him into a digger. After four or five digs, turn him into a builder. He will turn to the left after building. Make him mine into the pit to meet with the other lemmings. You will have to find the precise location where the miner will meet with the others and give them a path to the exit, but not mine to oblivion.

    Tricky 20: One Way Digging to Freedom

    Bash through the first obstacle to the right and block off the platform to the left. Create two athletes. Once the first one has climbed over the one-way obstacle, it should block while over a thick part in the floor. The other should bash through the one-way object when it heads to the left. Remove the blocker nearer to the exit.

    Tricky 21: All the 6's...

    Send a scout to the right. Bash through the right side of the first 6 and build to the middle 6. Bash through the left and then right sides of the middle 6. Then build to the third 6 and bash through to the exit. Free the blocker.

    Tricky 22: Turn Around Young Lemmings

    Set the first two lemmings to explode from any point. They will create a pit from which the lemmings cannot escape. Build to the left out of this pit.

    Tricky 23: From the Boundary Line

    Turn the first lemming into an athlete and have the second athlete bash through the obstacle in the middle. Once the athlete has climbed out of the pit and is ear the exit, turn him into a digger. After digging a few times, turn him into a builder, and he will eventually turn back to the left. Get him to mine so that he hits the empty space underneath the pit and turns around towards the exit. From the pit, bash towards the hole the miner has created. (Even with this technique, some people have had a lot of trouble finishing this level. If you are also having trouble, the access code for #24 is "NMBMJNNGFW.")

    Tricky 24:Tightrope City

    Once the lemmings are close to the exit, make the second lemming from the right a blocker. Block the left end of the platform, and build to the exit with the scout. Then, one of the other lemmings should build over the blocker.

    Tricky 25: Cascade

    Turn the first and last nine lemmings into floaters. The first lemming should build over the gap, into the tall column blocking the exit. Bash through this column and build to the exit.

    Tricky 26: I Have a Cunning Plan

    Use two bashers to get through the column and builders to keep the other lemmings occupied. Start mining in case any of the stairs is about to hit the middle column. (This is another difficult level that cannot be solved simply with an explanation. The access code for #27 is "CAJJMFMJFR.")

    Tricky 27: The Island of the Wicker People

    Put blockers on both edges of the platform. Use any combination of diggers, miners, and bashers to give the lemmings a safe landing. (It is best to make little use of diggers, since the lemmings will huddle together and it will be harder to see individual lemmings.) Once the lemmings have fallen through, block the left end of the floor and send two athletes over the one-way obstacle. After the lemmings have climbed over it, the first one should block near the right end of the screen. The other one should bash through the one-way obstacle. Build up to the exit with any remaining lemming.

    Tricky 28: Lost Something

    Send a scout to the right, and block off the left. Build up to the rock that seems to float in the air. The exit is on the bottom off the rock (sitting on the steel floor), towards the middle. Bash, mine, or dig to find it. Free the blocker on the right.

    Tricky 29: Rainbow Island

    The first lemming should bash through the top arch. The others should dig into the arch just below the entrance on the right, into the chamber. Only the first lemming should be out of this chamber. Once he is to the right of this chamber, dig down, and almost immediately after falling, dig again, making sure not to get caught in the the grinder. Bash through three walls to the right to reach the exit. The other lemmings should bash to the right through the chamber wall, so they can follow the path created by the first lemming.

    Tricky 30: The Crankshaft

    Mine down to the right, through the column. Send two athletes over the next column to the right. After crossing over, the first should be turned into a blocker, so that the other turns to the left. Mine (to the left) through the column. One of the lemmings below should build up to the hole created by the miner. Remove the blocker and repeat to reach the exit.


    This walkthrough was written by Jason Strautman. All rights reserved.