news
  • recent
  • archives
  • info
  • F.A.Q.
  • website
  • guestbook
  • sign
  • view
  • walkthroughs
  • Lemmings
  • Oh No! More Lemmings
  • Holiday Lemmings 94
  • Lemmings 2: The Tribes
  • The Lemmings Chronicles
  • Lemmings 3D
  • Lemmings Paintball
  • Lemmings Revolution
  • SNES Lemmings
  • codes
  • Lemmings
  • Oh No! More Lemmings
  • Holiday Lemmings 1993
  • Holiday Lemmings 1994
  • Lemmings 3D
  • Lemmings Paintball
  • SNES Lemmings
  • Genesis Lemmings
  • Playstation Lemmings 3D
  • downloads
  • demos
  • media
  • links
  • lemmings
  • gaming
  • e-mail
    Built with HomeSite
    The Space Levels Walkthrough

    Space 1: Hit the Space Bar

    Let the leader zigzag down the ramp to the platform below and to the right of the AirLock sign. Delay any lead lemming behind him by making them Jumpers so they will hit their heads on projections above them, becoming stunned for a bit. Make the lead scout Platform to the left to close off the pit below. One or two lemmings may still fall in. If so, make them Fillers while waiting for all the rest to finish using the platform over their head(s). When everyone has gone by, make one of the lemmings in the pit fire a mortar from the far left to make an opening in the platform overhead. Then as each lemming walks right, make him a Superlem and guide him to where he will be stopped over the platform above.

    Space 2: Perpetual Motion

    To the right of the entrance is a ramp leading up to 2 small pits. Make the first lemming Jump out of the first pit to the 2nd pit. Make him a Filler in the 2nd pit. Make him a Platformer when he is about a 3rd of the way down the ramp. Next, make him a Jumper to jump on the small platform held up by 2 steel legs. Then make him a Platformer over the gap to the right. Make him an Exploder as he is laying the last two platform planks. Now go back and have anyone Jump across the pit where everyone is trapped. Have him Jump onto the platform with legs, then Jump across the opening created by the Exploder. When he turns to the left, let him drop down and walk along until he gets to the gap ahead of the exit. Make him a Platformer to bridge the gap. As soon as he is finished, make someone trapped in the pit overhead, a Filler. If everyone walks out to the right instead of the left, use 2 more Fillers, one in each pit so everyone can get out to the left.

    Space 3: The Lemmings Have Landed

    Let the lead scout walk to the left end of the landing pit. As soon as he turns to the right, make him a Stomper. When he is about 2/3 of the way through the pipe network underneath, make him a Fencer. Now go back up to the entrance, make a Rock Climber out of any lemming who is starting to fall from the entrance. Also make him a Slider. Just before he falls off the end of the landing platform, make him a Jumper. He should land on a ledge attached to a stack of metal blocks. After he climbs to the top and is on the right edge of the stack of blocks, make him a Jumper again to land on the next ledge. Let him climb this stack too and then make him a Jumper once again to land on the next ledge. When he starts climbing this 3rd stack of metal blocks, make him a Runner. Let him Slide down the right side, then Jump across the gap below. When he gets to the pit clear on the lower right, make him Jump over to the column with the Airlock sign on it. He will climb up and start running along a long platform. Just before he gets to the end, make him a Shimmier. When he ends his Shimmying and drops down, make him a Platformer. When he gets to the red bricks ahead, make him a Fencer. Next, go over to where the lemmings are all walking back and forth in a tunnel. There is a place between 2 metal blocks where a Stomper can stomp through. When the stomping is complete, have someone Fence to the right. (If you prefer, this last bit of Stomping and Fencing can be done before sending the Rock Climber/Slider on his journey). You should have well over a minute left (and a Gold Medal) when all lemmings pass through the exit.

    Space 4: The Vortex

    When the 1st lemming lands and walks up to the high point to the right of the entrance, make him Rope to the right. Then have someone Rope to the top of the pedestal on the left. Make the leader Club Bash through the obstacle ahead, then again through the wall ahead. As soon as anyone drops down, make another lemming an Attractor before he drops down. Now Club Bash through the wall on the left. Make someone a Platformer before he drops down. Stop the Platformer when he is over the ledge below, but before he gets to the wall, by making him a Filler. There are 6 pyramids below. Club Bash through 2 of them and Mortar through 4 others. At the far right, make someone a Stomper to get to the exit. Go back and make the Attractor a Spearer. Go to the landing area and have a lemming in the pit Rope to the rope above so he can get out.

    Space 5: The Stainless Steel Lemm

    Make the 1st lemming a Stacker just to the right of the entrance. Make the 2nd lemming a Jumper as as he lands, then make him rope to the top of the pedestal on the right. Another lemming will be right behind him. Make one of them a Slider and make the other one Rope to the platform on the right. When the slider walks left to the other side of the pedestal he slid down, make him a Ballooner. Use the fan to blow him onto the first platform on the left. Next, make him a Roper after he turns back to the right, but just before he walks down the slanted ramp. Have him rope to a point just across from or slightly lower than the bottom of the next platform up. When he walks up the rope and back down, make him a Bomber at the base of the rope. Do the same at the base of the rope above which is anchored to the landing platform. Release the rest of the lemmings by making someone a Bomber at the base of the stack.

    Space 6: Lunar Olympics

    Make the first Lemming a Runner as soon as he starts to drop from the entrance. Then as he runs to the right, make him a Jumper. He should end up across the gap. Make him Polevault over the obstacle to the right. Make him a Shimmier to cross the large gap to the next platform. Make him a Hopper to get across the stepping stones. When he gets to the bottom platform, make him a Climber. After he crosses the rough terrain and gets over to a smooth surface, make him a Spearer and have him set his spear as low as he can in the single brown block above the exit. Now make a lemming in the landing pit a Filler. All the lemmings will drop down to the spear and walk off the end to the floor below. If they don't survive the fall, you will have to set the spear lower next time. (I managed to set the spear in the extreme lower right corner of the block, so I don't really know how low it has to be before the lemmings will survive the fall).

    Space 7: Gosh, It's Full of Lemms

    Make the 1st lemming a Stacker the instant he touches down. Make the 2nd lemming a Jumper so he lands at the left end of the pedestal on the right. Make him a Jumper again immediately. He should land on the ramp of the 2nd platform down and on the right. Make him a Platformer at the right end of this platform. When he turns around and walks back to the left end, make him a Platformer again at point where his platform will just barely clear the underside of the pedestal on the left. When he drops down and walks left, have him Platform over to the wall. After he turns around and walks up the ramp ahead of the exit, make him a Stomper before he gets to the top of the ramp. Now go back to the landing area, make someone in the CENTER of the pack a Platformer, then make someone a Filler.

    Space 8: Odyssey

    Note: This level has 4 pairs of tele-transporters and every one of them will be used. The level will use every skill available, is quite difficult to execute, and time can expire before you're done if you're not very careful!

    First, ignore the right entrance and let the lemmings on that side proceed unhindered. Make the lead lemming out of the left entrance a Slider. When he gets under the platform over the right side of the landing area, make him a Stacker. The 2nd lemming will get by him and become the lead scout. The leader will go through a tele-transporter and drop into a pit underneath the right landing platform. When he is in the pit and walking to his right, make him a Stomper. Now wait for the 2nd lemming to arrive in the pit. While waiting you can use the fan to start the chain swinging down below. Since the 2nd lemming is a Slider, he will go to the left out of the pit. Ultimately you must catch him fairly low on the swinging chain. If he misses, you'll have to begin again.

    As soon as he is safely on the chain, leave him there and go quickly to make the lead scout a Rock Climber as he is walking right. He will come to 2 places in the "maze" where he must jump up in order to continue thru the maze. Eventually he will enter another transporter which will transport him up underneath the 1st transporter he used. When he gets to the bottom of the ramp ahead, make him a Laser Blaster to release the lemmings overhead. The instant he starts blasting, pause the game and move down to the lemming still hanging on the chain.

    Use the fan to swing the chain as hard as it can go and release the lemming at a point where he will land on the sloped ledge above the platform on the left. Since he is a Slider, he will drop down and walk to the left down a short ramp. Make him a Stacker about half way down the ramp. (If he turns back to the right after stacking, you'll have to start over and adjust the stack starting point slightly the next time). If he keeps going left, make him a Laser Blaster to release the lemmings trapped overhead (they came from the right entrance). Everyone will now be tele-transported to the platform above the left landing area and proceed directly to the exit except for the Slider.

    The Slider, identified by a green shirt, will drop down from the landing platform with everyone else, but will walk to the RIGHT instead of the left. When he comes back to the left, make him a Jumper or Shimmier (whichever skill is remaining) and have him jump over the gap so he will be going in the correct direction after he slides down. You should have about 8 seconds remaining and a Gold Medal when he goes through the exit. (Pant, pant, pant!)

    Space 9: Inside the Steel Box

    Here we go again with lots of tele-transporters. Make the lead scout a Stacker when he gets to the extreme right of the landing platform. Leave no space between the stack and the pedestal on the right. When he finishes stacking and walks off the pedestal, make him a Roper and have him rope to the next ramp above and to the right (watch out for the trap below). Make him a Roper again and have him rope to the next ramp up. Now make him a Runner. He will be tele-transported to the transporter directly above the one he left (high overhead). Do nothing now until he turns to the right. When he gets back to the right edge of the platform he landed on, make him a Platformer twice to get beyond the machine gunner below. When he runs up the ramp on the right and turns around, make him Build to the ramp on the left. When he next turns to the right and starts back down the ramp, make him build to the tele- transporters on the platform to his right. Now go down to the landing platform and make some lemming a Roper and have him rope to the top of the stack at the right end of the platform.

    Space 10: Frontier of Surreality

    There are a pair of tele-transporters in this level which you won't want to use.

    Make the first lemming a Jumper as soon as he lands. Make him a Jumper a 2nd time from the small block in the landing pit to get him out of the pit. Now make him a Runner and then make him Jump left twice to get up on the platform below the landing pit. As soon as he is going to the right again, make him a Rock Climber. Let him jump on his own (no assistance, please) off the end of the platform. After his little jump to the platform below, make him Jump up to the right where he will do some running and climbing. When he finally turns left again he will reclimb a narrow blue pedestal. When he gets over it and starts to run again, make him jump over to the wall ahead of him where he will begin to climb up to the exit. When he gets up to the top, he will jump by himself (unassisted again) and land beyond the exit where he will lie stunned for a couple of seconds. The instant he stands up, make him a Glue Pourer to create a bridge from where he is standing over to the entrance.

    To release everyone from the pit move your cursor to the far left edge of the pit and make someone fire a Bazooka to the left (hopefully). The reaction from the Bazooka firing will virtually empty the pit by tossing lemmings out to the glue bridge. (If the Bazooka shot goes to the right and blows a hole in the bridge, you will have to begin again). Some lemmings will end up on the right side of the block in the middle of the pit. Make someone a Club Basher to destroy the block. Now use a series of Bazooka skills at the left edge of the pit (firing to the left) until everyone is out. (Shouldn't take more than 4 or 5 shots). Results: Gold Medal.


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