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    The Crazy Levels Walkthrough

    Crazy 1: Quote: 'That's a Good Level'

    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 the left.

    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 exit.

    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 the right.

    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 needed.

    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 ground again.

    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.


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