A Walkthrough for 3D Lemmings

By Nancy B. Linsley (Mayhem levels) and Sally Cort (the others)

This walkthrough also contains the codes to the 3D Lemmings levels, but there is yet another code list


Fun

1 - TAKE A DIVE

Drop off the 3rd level and divert accordingly.

2 - BLIMBING - THAT'S RIGHT

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.

3 - FANAGALO - 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.

4 - DRICKSIE - 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.

5 - KURTOSIS - 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.

6 - GREGATIM - 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.

7 - WALLAROO - 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.

8 - AVENTAIL - 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.

9 - GAZOGENE - 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.

10 - JINGBANG - 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.

11 - DIALLAGE - 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.

12 - BUNODONT - 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.

13 - NAINSOOK - 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.

14 - YAKIMONA - 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.

15 - FUMITORY - 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.

16 - CINGULUM - 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.

17 - BESLAVER - 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.

18 - ANABLEPS - 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.

19 - QUINCUNX - ATTACK OF THE 50FT 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.

20 - TARLATAN - ALILEMM'S

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.


Tricky

21 - KAMACITE - JELLY CLIMBER

Make each lemming a climber and make the first a left turner at the top of the small ramp so that they reach the transporter nearest to camera 1. When they reappear over the far side they should be directed to the exit on top of the black/white striped blocks.

22 - GUMMOSIS - WHICH EXIT?

Make the first lemming a blocker. When they fall to the next level, block again. They will now find the correct exit.

23 - PRODNOSE - THIS IS THE ARMY

Make the first 2 lemmings climbers and floaters. Have the first turn around and mine through the wall, and blow up the second along the ramp. Have a lemming on the other side of the wall build up to the hole. They walk across the bridge and turn towards the green wall. Build up to this wall, then bash through it (it can't be bashed through at ground level).

24 - NGULTRUM - FORE!

Make the first lemming a left turner when he drops on to the target and use the next to mine down. They will walk through the middle of the trees, turn them at the last but one, then build at the water's edge. Make the first to land a virtual lemming. He drops down the hole and is deflected right - then almost immediately make him a left turner. The rest will now emerge opposite the final island - build across the water and they will reach the exit.

25 - COTTABUS - BREAKOUT

Make the first lemming a bomber a few steps before the blue blocks so that he blows all the way through them. They enter the splitter:-
Right hand lemmings - blow up the green block, then turn immediately so that they head towards the yellow block just left of the exit, then turn them right and blow up the red block, then turn into the exit.
Left hand lemmings - blow up the red block, then turn them right. Let them bounce off both green blocks then immediately turn them right so they end up with the right hand group.

26 - BEDAGGLE - LEMMHANGER

Have the first lemming build straightaway, then make him a turner at the top of the bridge so that they fall onto the body of the plane. Using camera 2, turn them over the opening, then make the first to fall a blocker so that they enter the opening. Once inside the plane, turn them towards the rear. They will slide down the rope. Turn them towards the plane and build up. Turn them towards the rear of the plane, then bash through the white tail. Make the first to fall onto the grid a blocker.

27 - EPICALYX - FOLLOW THE YELLOW BRICK ROAD

Make a builder at the green trees to build X4 up to the top. Meanwhile make a climber to go up and dig down at the yellow brick. Using a virtual lemming, bash, dig and turn etc as required through the yellow bricks. They will emerge level with the exit.

28 - HOMALOID - ALL AROUND THE WATCHTOWER

Splitters to the left - make a bomber just before the ramp
Splitters to the right - dig down about half way up the slope, so they are turned around.
Now as they split again, bash the wall in front of the exit, and use a blocker to stop them walking off the opposite edge.

29 - LALLYGAG - LAND AHOY

After they land on the target and walk down the ramp, use a virtual lemming to follow them and use turners to guide them around the blocks, along and out. Punch the next block, then turn them at the last but one block, bash through it and build over the quicksand.

30 - BILABIAL - TOOTEN LEMMING

Dig down at the top of the first pyramid, and turn them along the path to second pyramid, then turn them into the entrance, just before the trap. Using a virtual lemming, follow them inside and bash through the wall. Outside, turn and build across the gap. Turn towards the third pyramid and immediately build X2 up to the exit. Increase the release rate.

31 - CACOFOGO - A HEAD ABOVE THE REST!

Guide them round to the opposite side of the figure until they reach the light blue ramp. They will emerge from the viewpoint of camera 3. Turn them into the next entrance. They emerge from the 'left eye'. Turn and bash through the brown block, then turn them into the 'right eye'. They emerge at the side of the head, turn them towards the back of the head and immediately build. Make the builder turn a the top of the bridge. Turn them at the edges and bash through the green block. Guide them around the path to the very top of the head and into the exit.

32 - METAVURT - DOT TO DOT

This is just as the title says - a very long and painful process of turning and building from platform to platform in numerical order. In some cases it is necessary to drop off the platform onto the one below before building to the next.

33 - SLOWBURN - SHADOW MAZE

As soon as the first lemming lands, make him a turner so that they fall onto the middle level. Let them walk along, turn them at the corner then turn into the next right branch. When they fall to the bottom level, turn them to the exit.

34 - PELLUCID - OH NO! MORE PYRAMIDS!

Let them walk through the corridor in the pyramid, then as they emerge, turn them left and bash through the block. Guide them up to and along the bridge. When the first lemming comes off the bridge, build up to and over the gold turning block. Turn the first that lands so that they walk to the second bridge. When they turn towards the exit, mine through the obstacle.

35 - MAKIMONO - CHOCOLATE DROP

Make the first lemming a right turner on the third chocolate block from the end, then make the next mine down after turning so that they fall onto the 'wafer'. Make the first to land a blocker, so that they fall onto the next set of chocolate bricks. Turn them at the edge and build up to the next set of blocks. Mine down at the middle block so that they fall onto the double block, then onto the blocks beneath. Turn them twice at the edges then build up to the exit.

36 - KHUSKHUS - LEMLAB

Left turn them so that they walk between the 2 wooden blocks, and build when the first lemming reaches the far edge of the 'shadow' on the ground. When they reach the other side, left turn them and bash through both wooden blocks, then turn them up the ramp that leads to the exit. Increase the release rate.

37 - DISPLODE - GARDEN MAZE

Left turn them at the line of trees by the wall, then turn them again when level with wall at right angles to it. Make a climber go up and then immediately start to dig. After digging one block, make him a bomber and he should blow up leaving a 'staircase' up the wall. Turn them into the exit. Increase the release rate.

38 - RACAHOUT - PLAY TIME

Bash through the grey blocks, then continue walking. After the first lemming has turned twice, pause and increase the release rate to maximum. After he turns the 3rd time, make him a climber, and make the next lemming bash through the block (the rest of the lemmings should have passed across by now). Let the climber carry on and have the next one behind bash again through the next obstacle. When the climber reaches the top of the 'tree', dig down. Some will be lost, but there should still be more than enough left.

39 - ORGULOUS - STILT WALKERS

Turn the first lemming left at the top of the steps so that they fall onto the green/white blocks. Build across the gap then turn them just before the gap. Build at the very edge then guide them to the exit.

40 - DUNCEDOM - KING CODER'S TOMB

Let them walk almost around 2 sides, then turn them into the gap inside the pyramid. When they emerge, turn them left and continue around, building over the gap when they reach it. When they reach the half- bricks, dig down. Meanwhile, speed up the release rate to maximum. Let them carry on round, go inside the pyramid again and when they emerge, guide them to the exit.


Taxing

41 - CABOCEER - SPAGHETTI JUNCTION

Avoid the splitter altogether - make the first lemming to fall a turner, then immediately turn the second lemming, so that they're now heading in the opposite direction. As soon as the next lemming falls onto the path, turn him left (uphill). Turn them left at the top, then let them walk down to the bottom and turn to the transporter. When they reappear overhead, turn them down to the next transporter. They now appear next to the exit.

42 - GEROPIGA - PICKY PLATFORM

Go to the right hand lemmings and make the first a climber, then a bomber when it is just over half way up the second block. It should blow a hole in the green and white ledge. Make 5 more climbers, then put blockers at both the left and right edges to stop any drowning. Make the last climber a floater. When the first 4 climbers reach the platform over on the left, make them turners so that the last one falls and heads towards the middle. He can then bash through the right hand post. Have one of the freed lemmings head towards the other post and bash through it, meanwhile turn the rest towards the exit.

43 - BONTEBOK - LET THE RACE BEGIN

Bash through the first set of blocks, build over the next and use bombers to blow up the last set.

44 - EMPYREAL - POLES APART

Make one a climber and a floater from the blocks opposite the exit. When he gets to the edge, build. He will pass through the splitter - build at the edge. Repeat until there are steps up to each section, then punch through each section in turn. Use a turner just before the exit to direct them in.

45 - LANGLAUF - 3D - A LEMMING ODYSSEY

They split to the right first - turn them around the path, then go back to the left splitters and do the same. Switch to camera 4 and rotate 90 degrees left - that's where the left splitters end up, so keep checking to see when they appear. The right splitters are split again:
Those going left - turn and build X2 at the very edge of the water, they will now go straight to the exit.
Those going right - turn at bottom and top of ramp. They emerge at top level (90 degrees to the right of the original camera 4 position) and should be turned right twice until level with the bridge, then turn right onto it.
Similarly with the original left splitters - turn them twice so they're over the bridge. They should all now walk up the bridge to the exit.

46 - NANNYGAI - RICOCHET

Turn them in the middle so that they rebound off the 2nd red block from the right. Make the first to land on the target a turner. Make the next 2 climbers and floaters. Make the first of these a blocker just before the exit, then have the second turn back and build, starting just over half way across the bridge. Make a lemming from the landing area dig down, so that they fall onto the steps. Blow up the blocker. Go back to the start to check on those who haven't bounced yet - they will be walking back to the beginning. Make the first one a blocker, and they will all eventually get to the exit.

47 - SARATOGA - IF THE TIMING IS RIGHT!

Make the first lemming at the top build over the gap. After about 5 more have been released, increase the release rate to maximum. Use turners to guide them round to the other side, then dig down at the red cross. Using camera 2, watch carefully at the window of the tower and once the digging lemming has disappeared, start the next lot of lemmings bashing into the tower. Do the same with the next 2 levels of lemmings, using camera 3. When they reach the bottom, some will walk to the exit. Use the remaining turner to turn the rest.

48 - QUINTAIN - RESCUE TEAM

Make the first lemming a left turner at the crossroads, then blow up after 1 or 2 lemmings have turned. Now make a right turner at the same spot. Use those that turned left to bash through and rescue the 2 sets of trapped lemmings. Likewise, those that turned right. Use turners sparingly to get them back to the original path. Now blow up the right turner and let them walk through. Turn left at the crossroads, turn round the corner and build over the hole. Turn them towards the door marked Zone C and bash through to reach the exit.

49 - MUSQUASH - WHICH TRAMPOLINE?

Look closely at the trampolines - you need to use the red ones, not the blue ones. As soon as the first lemming lands, make him a right turner. Let them jump right to the last block, then turn them. Jump twice, then turn left. Jump once, then turn them towards the exit. Jump once, then turn them right. They now bounce around off the long walls and land by the exit - turn them in.

50 - ZOMBORUK - IT'S THE NAME OF THE GAME

Build at the last minute over the trampoline so that only one step is laid, then bash through the blocks. They will bounce around and then land on the purple M. Immediately build across to the yellow M. Make the first a climber and when he reaches the top of blue I, dig down and blow him up so that the others can pass. Mine at the bottom of the N, then bash through at the G. They will fall down onto the red path and can now be turned along the path and into the exit.

51 - SKILLING - CHAOS MAZE

Turn around the first 4 corners, then make a climber go on top of the wall and dig down. Turn the next corner then bash through the next wall. Guide them round to and up the dark grey ramp. Turn them right at the top (away from the overhanging structure) and then guide them around the wall until they reach the exit.

52 - WOBEGONE - TEAM WORK

Let all the lemmings fall down except the last - make him a builder, and then build to each platform in turn until he reaches the rope slide. Now make one of the others a climber. When the first lemming has reached the bottom of the rope and turned back, bash through the wall. Now go back to the climber - build across the gap and when he reaches the last wall, bash through it. He will drown, but the rest will reach the exit.

53 - BINDIEYE - MOTHERBOARD

Let the lemmings walk right to the end of the brown wall and drop off. Then make the first a blocker. When they pass back between the brown walls, turn them towards the transporters. Build over the first one then let them walk onto the second. They emerge above the exit. As they walk off the pad, turn them right. They will drop down and be reflected back into the exit.

54 - FRAXINUS - AWAY TEAM

Turn each set of lemmings into the centre at the same point - 4 or 5 blocks in, so that they land on the body. Use 1 turner in the middle to point them towards the saucer section. When they emerge, turn them left and left again to reach the transporter. Those that pass over the pad will fall back onto the body - use the remaining turner to turn them back towards the middle turner so that they rejoin the stream.

55 - LINDWORM - BIRTHDAY CAKE

Make the first lemming a climber, so that he climbs up the coloured wall. When he's half way down the slope, dig down a few blocks and then mine to provide a 'turning' wall. Meanwhile, make the first of the other lemmings bash through the pink/white striped 'cake'. Go back to the climber. When he turns towards the blue/white striped 'cake', build up to it. They can now all reach the exit.

56 - CURLICUE - THE ARENA

Blow up the very first block they come to, then continue on around until they hit the back wall and then pass behind the long set of blocks. As they emerge from these, make a bomber to blow up the next block. They will walk around and hit the L-shaped sandstone blocks, then carry on around. After they have hit the back wall again and turned, blow up the next block ( just in front of the right-hand figure carved on the side wall). They should now hit the inside of the L-shaped sandstone block and can be turned towards the exit. Build a bridge from the top of the small sandstone block.

57 - HANEPOOR - T MINUS FIVE AND COUNTING

Let the first lemming almost reach the first turning block, then pause and increase the release rate to maximum. Let him turn at the next block, reflect then bash through the turning block. If the timing is right, all the other lemmings should just about squeeze past before he breaks through it. They'll now all reach the exit.

58 - IDEMQUOD - SNAKE

Guide the top lemmings along the path using turners and put a blocker at the far left of the lower level. As you turn the upper lemmings, keep and eye out for the last lemming out - he must be blown up each time the top path intersects with the lower path (make him a bomber one block before he reaches the middle). Keep doing this all the way along until they reach the end. They will all fall to the ground and walk to the exit.

59 - BLANDISH - LEMMTRIS

Make the first lemming a floater and let him fall. Make the second immediately build up to the light blue blocks. They will then fall stunned onto the purple blocks. Go back to the floater. When he starts walking back towards the red blocks, mine down so that he lands on the grey blocks. Let him walk back, fall onto the bottom level, turn and then build up to the light blue blocks. Then mine down to the exit. Go back to the others, highlight one, then as he walks to the right, make him a bomber. They should now all reach the exit.

60 - MALAGASY - DEATH SLIDE

Make the first and fourth lemmings climbers. Turn the second lemming towards the water when he's directly under the rope slide (by the first part of the last grassy knoll). Keep an eye on the first climber and make him a turner directly opposite the arrowed wall. Make the third lemming build at the water's edge up to the hill. Make the second climber build after being turned, but before the very edge, so that he lands on the lower part of the arrowed wall. Immediately mine through it. Go back to the other lemmings and have one mine through the hill. When they emerge at the other side, make a blocker close to the far right edge, then build X2 up to the rope slide. Some will slide, those that don't will fall onto the bridge then go back to have another go. Eventually, they'll all reach the exit.


Mayhem

61 - CHORIAMB - The Five Arches

Make the 1st Lemming a climber to the right. When he's walked around the corner and climbed up another wooden box, make him a digger. When he's started digging into the cement, make him a builder. When he's walked around the corner and climbed to the top of the 1st wooden box, make him a bomber - he should blow up when he's between the 2 boxes and open a path under them both.

Return to the rest. Make 2 Lemmings climbers to the right. Let the first one go, but make the 2nd one dig down through the box - when he's about 3/4 of the way down, make him a bomber. Hit the + sign to get all the Lemmings out of start.

Go back to the other climber, and when he reaches the space just over home, make him a digger. The rest will make it in time.

62 - GARGANEY - Brechin's Staircase

Make the 1st 2 Lemmings climbers to the right after being catapulted. Make the 1st of these a blocker when he reaches the end of the walkway. After the 2nd climber bounces off the blocker, blow

up the blocker, and make the other bash through the 1-way obstacle.

Make the 1st in line a right-turner at the end of the walkway. After the turn, make the 1st in line a climber, and a blocker at the end of that walkway - the original remaining climber will come along in a moment, and after he bounces off this blocker, blow up the blocker and have the climber bash through the 1-way obstacle.

Make the 1st in line a left turner at the end of the walkway. After the turn, make the 1st in line a climber, and a blocker at the end of that walkway. The original remaining climber will come along in a moment, and after he bounces off this blocker, blow up the blocker and have the climber bash through the 1-way obstacle.

All should now reach home.

63 - KAOLIANG - Tower of Lemlab

Let the 1st Lemming walk to the wall, turn back, walk under the start, and make him turn to the right just before the step. Make the next Lemming a right turner after he drops off, before he reaches the edge of the walkway.

Make the next Lemming a left turner on the 2nd step. After the next recovers from the fall, make him a left turner at the bottom of the steps.

Make the 1st 2 Lemmings who turn there climbers - make the 1st of these a blocker at the end of the walkway, and make the 2nd bash through the 1-way obstacle after bouncing off the blocker. Make any Lemming turn the rest towards the transporter.

At the other end of the transporter, make the 1st Lemming a left turner anywhere before the edge. Make the next Lemming a left turner to head the rest of them to the door marked "Airlock" - this is home.

64 - MAROCAIN - Ski Jump

Make the 1st Lemming to reach the top a floater, then a climber when he's moving towards the cliff. When he reaches the bottom, bounces off the obstacle and reaches the green patch, make him a basher. When he gets to the green patch on the other side of the tunnel, make him a builder, then turn him left.

Returning to the others, make the 1st one bash through the obstacle before the big slide. Make the 1st Lemming turn left after he's reached the other turner. Make the 1st Lemming build up to the ski jump, and they'll all slide up to home.

65 - OBTEMPER - The Prisoner

Camera 1 - position forward and slightly to the left so you can make 5 floaters of the lemmings that will shortly arrive there from the left and start walking up the incline - they'll all reach their home.

Go to Camera 3 - position forward and right to make bombers of the 1st 3 Lemmings who'll shortly arrive from the right, so they'll blow up the 3 blocks to the right of the block with the face on it (home).

Make the 1st a bomber when he's at the leftmost gold torch. Make the next a bomber when he's halfway between that torch and the edge of the first block. Make the next a bomber when he's halfway under the remains of the 1st block - the rest of this group will now reach their home.

Go to Camera 4 - position forward and to the right to make the 1st Lemming dig down the block with the vines on it - the block with the face on it is this group's home, and they'll all make it there.

Go to Camera 2 - make 1st Lemming build just before he reaches the 2 gold torches - they'll all make it to their home.

66 - TASTEVIN - Family Tree

There's no one solution. As soon as the Lemmings start coming out onto the field, start using turners to merge the lines together, pausing after each turn to set up the next turn so they don't make too much headway, and aim the last line into home.

67 - VELLOZIA - Driving Range

Go to Camera 2, and work with this group first. Make the 1st Lemming build to the left when he's just past the halfway point of the rightmost gray block.

After the Lemmings turn at the brown wedge, make the 1st in line build when he's halfway across the middle gray block. While he builds, make him "virtual", and make him build again just after he drops and turns at the next 2 brown wedges, and at the end of the gray blocks after the next 2 brown wedges. This gets him to the island - unclick "virtual" and make the 1st in line turn the others into home.

Go to Camera 3 - highlight a Lemming and make him turn the others to continue on the green path. Turn another to head them under the bridge. Turn the 1st in line after he's crossed the bridge, the next at the other end of the bridge, and the next at the bottom of the bridge.

Turn the next once he's on the island, and the next to head the others home.

Go to Camera 4 - highlight a Lemming to climb up the brown wall and dig down at the top. Let him climb the next brown wall, and walk to the other end and back down. After he passes the gray wedge at the bottom, have him mine down to the left so the others can walk up - the climber will go off and die.

When the 1st in line passes the gray wedge on the top, make him mine down to the left so the others can walk down and safely fall off the edge - they'll all find their way home.

68 - BORACHIO - Five Towers

When the 1st ground-walking Lemming reaches the wall of the 2nd tower, make him a right-turner. Make the next a left turner just after he's turned right, to aim the others at the slanting part of the tower wall. Make the 3rd Lemming a right turner just at the water's edge.

Make the 4th Lemming build the instant he's been turned by this last turner. Build him all the way to the tower - he'll end just short of the roof and turn back. When he's stepped down 1 step, build him again to the walkway near where the other group of Lemmings is trapped. While he's building, highlight the Lemming behind him to turn the others left on the pathway, as he'll overtake the builder.

After all the Lemmings have reached this upper walkway, make any one of them a miner immediately after exiting the tunnel, to mine down and free the trapped Lemmings. Make any freed Lemming a left turner before the entrance to the tunnel - they'll all walk off the end, hit the trampoline, and get bounced toward home.

69 - JACKAROO - Over the Top

Make 1st and 2nd Lemmings climbers. Make the 1st climber turn to the left when he's on top of the small wooden block. Make the 2nd climber build over the 2nd gray wedge so he gets over it and keeps walking. When he gets back to the middle of the high wooden obstacle, make him a digger when he reaches the middle. He'll eventually walk off and die, but all the others will now trampoline through the opening and get home.

70 - COOLAMON - The Hanger

Make the 1st Lemming a blocker as soon as he recovers and takes a step. Make the 2nd Lemming turn to the left at the wall. Make the 3rd Lemming a builder at the edge of the green pool. None should fall in.

As the Lemmings approach the place where they must be turned to the right to reach the steps to the tunnel, make one turn them. Make the 1st in line a blocker after he's taken a few steps - the idea is to clump them as closely together as possible while still allowing enough room for a builder to build over the blocker. When they're all packed in, highlight one, and have him build to the right over the blocker. Enough should survive the hole in the floor to make it.

71 - BANAUSIC - Across the Network

After the 1st Lemming has walked through the splitter box, over the bridge and hit the turning wedge, turn him right immediately to force the others back across the bridge. Ignore this batch, and make the 1st Lemming who walked the other way through the splitter box a blocker to force the others back the way they came.

Find the 1st Lemming who has crossed the middle bridge, and turn him left towards home. Make the 1st Lemming to approach the obstacle build over it.

72 - FABURDEN - Raiders of the Lost Lemming

Make the 1st lemming turn left when he reaches the wall of the inner building. Make the next 2 lemmings climbers, and ignore the others for now. When the 1st climber reaches the top of the wall, turn him right. When the 2nd climber reaches the highest spot on the wall, make him a miner - he'll mine down to the other side so the others will have access to the wall, and then walk off and die.

Returning to the others, make any Lemming turn right at the wall where the other 2 climbed - find one who'se walking in the correct direction so as not to waste time.

Make the 1st one in line turn left at the end of the corridor. Make the next one turn left so the others walk up the wall. Make the 1st one to reach the high spot on the wall turn left. Make the next one build to the roof.

Now make the 1st a left turner when he nears the edge of the building; make the next one turn left when he nears the next edge; make 1 more turn left so the others are walking over the tunnel. Make the 1st in line a digger, and all will reach home.

73 - RECKLING - The Catacombs

You need to make the 1st Lemming in line virtual, and turn him where appropriate. Then click on the next one in line to be the 1st, etc. Turn right, left, left, right, take 1st right, right, left, left, right, right, left, left, right, right, right, right, 2nd left, build over trap and click on Lemming who passes you so he's the 1st in line, right, 1st right, left, right, right, right, left, and left again before you reach the wall.

74 - MIRLITON - Jelly Belly Islands

Make the 1st Lemming turn right at the first turnoff. Make the 2nd and 4th Lemmings climbers. Make the 3rd one a turner to the left after he's bounced off the tower, to turn the rest back towards start.

Make the 1st climber a builder after he comes through the transporter. After he recovers from the fall, have him build again to the next tower, and let him go. Make the climber who follows him turn to the left towards home.

Go back to the others, and make any Lemming a basher when he's halfway up the little slope shortly after the start. Once he bashes under the 2 turners, most of the rest will head for the splitter box, however, you'll lose the 2nd turner that was turning them back towards home - you have time to make another one.

Make the 1st Lemming who comes through the transporter (the one high on the right when facing home) a builder.

Make the 1st Lemming who comes through the other transporter (the high one on the left when facing home) a builder also - all who follow him are heading home now.

Go back to the others who are coming down the previously-built bridges and turn the 1st one right to get the others home.

75 - OPAPANAX - Hole in One, Two, Three!

Make the 1st Lemming a builder just as he walks over the sloping edge of the island. Make the 3rd Lemming bash through the stairs when he reaches the 3rd step. Only 1 should reach the top - the rest will drop to the ground.

Let the builder go for a moment, and make the 1st Lemming in line bash through the wedge that will otherwise turn them all to the right. (They should all keep going straight, but if any have turned

right, *you'll have to keep your eye on him*, and build him over the block that will otherwise turn him back).

Return to the builder - as soon as he drops down out of the tunnel after being catapulted, make him build again before he gets to the edge of the quicksand. While he's building, quickly pause and return to the Lemmings walking over the original bridge. Highlight one who'se on the bridge, make him virtual, and make him bash through the brown spot that faces him as soon as he jumps down.

Return to the builder, and make him a digger when he reaches that brighter green square.

Return to the others - find the 1st one who missed the catapult, and make him bash through the wooden block.

Return to the digger, and make him build when he reaches the edge of the quicksand.

Return to the basher, and find the 1st Lemming who's walking towards the catapult in the wrong direction - make him a builder on the square just before he reaches it.

Now speed them up, and everyone should get home in time.

76 - BIMBASHI - Fun Fair

Make the 2nd and 3rd Lemmings climbers to the left as soon as they drop out. Make the 1st a builder as soon as he's underneath the right edge of the square shape on the ferris wheel above him. Make him virtual; after he reaches the first car on the wheel, build him again to the next one - then turn him to the right.

Go back to start, and make 2 more climbers to the left. Return and make 2 more climb to the left as soon as you get a chance - don't forget!

Return to the turner on the ferris wheel car - make the next Lemming to walk up the stairs turn the others to the right when he reaches the red walkway.

Go to your first climber and make him turn to the left. Ignore this side for now, as 2 more climbers will show up there eventually, but can't go anywhere lethal.

Go to your 2nd climber on the other side of the ferris wheel, and make him turn to the left after he's walked across the striped roof of home, and is on top of the other red wheel. Make the next climber that comes up there a blocker when he's down along the diagonal drop of the wheel. Make the next climber to arrive there a miner after he bounces off the blocker, just as he reaches that notch in the red wheel. He'll mine down and expose home, plus open a place where a bridge can reach, then fall and die.

Return to the 2 other climbers on the other side of the wheel. When they're both visible walking to the right, make the 2nd one in line virtual. He'll climb a small white section in the middle of the span - make him a digger as soon as reaches the top of this little climb; this will open the path to all the others.

The other of those 2 solitary lemmings should be ahead of the pack; make him build for home from the edge of that little flat spot, and make him turn the others to the left to get to home.

77 - CAATINGA - Critical Path

Credit is given to Warren Buss for this level, as I was unable to solve it myself! As soon as the 1st Lemming is lined up with the Exit in the background, make him a Digger. Let him dig only once, then make him a basher. When the new leader gets near the 1st turning block, make him a bomber so he blows away a large portion of the turning block. Now increase the release count to max. The last obstacle will be the turning block just in front of the Exit. Have the leader bash through it.

78 - PENSTOCK - Castle Peralus

Make the 1st 2 Lemmings from the center start climbers. Make the 2nd of these a bomber just when he reaches the wall - he'll blow a wide hole that other climbers can get through later. Make the 1st climber a digger when he's at the last section of light-colored pavement before the end of the roof - he'll walk back and forth between the 2 walls for the time being.

Make a Lemming from the rightmost start (the one nearest to you in Camera 1 position) a climber - he'll climb through the hole the bomber created - when he turns at the gray wedge at the next obstacle, make him bash through the 1-way obstacle. (This will allow the digger to climb over this wall now, but he'll be back). When he climbs the high tower and turns around, make him build back to the roof - he'll climb over the turning wedge - when he reaches the little tower obstacle, make him mine through it. As soon as he says "OK", pause and go back and find the original climber/digger - he should be just climbing the little wall where the bashed 1-way block was. Make him build at the edge of the wall, then when he reaches the doors in the tower, bash through them to reach home.

Go back to the line of Lemmings from the leftmost start. Find one that's just turning back from the gray wall behind start, and make him a builder when he's just past the back edge of the center start structure - he'll need to build twice to reach the top. While he's building the 1st stairs, make a Lemming from that same line who's approaching the bombed out wall, a climber - then return to make the builder build a second time. All the other Lemmings from this line will make their way home.

Go back to the new climber, and bash him through the wall under the bashed 1-way block. While he's walking, return to the group, and make a Lemming from the center start build to the bomb hole - then

build him again when he's walked about a third of the way across the space to the bashed wall. All the other Lemmings from this line will make their way home.

Go back to the climber/basher - after he's climbed the big tower and turned around, make him build back to the roof. He too will climb over the gray turning wedge, but let him climb the small tower and make him a digger when he reaches the top. Go back to the remaining line of Lemmings. Again find one that's just turning back from the gray wall behind start. Make him build twice when he reaches the same spot under the center start as the other builder.

All Lemmings should reach home in time, with 1 extra.

79 - SPRINGAL - T'uther Circus Level

Make the 1st Lemming climb to the right - as soon as he's climbed to the other side of the small blue & orange wedge, make him a builder. When he comes back, bash him through the 1-way obstacle. After he's climbed to the left, make another Lemming a climber to the left.

Go down to the small blue & yellow 1-way obstacle. Let the 1st climber bounce off it - make the 2nd climber bash through it - he'll open the path to home.

Go back to the other climber. After he's hit the last turning wedge and is heading downhill, make him a bomber when he's halfway across the 2nd block of the descent to blow a hole through the small obstacle in front of him.

Go back to the rest of the Lemmings - highlight one, and bash him through the green and white blocks. They should fall through the bomb hole to get home. Hit the + sign to get the rest of the Lemmings out quickly, or you'll run out of time.

80 - BABIRUSA - Final Maze

Make the 1st Lemming a right turner after he walks off the block. When the 6th turned Lemming has stepped onto the 1st step, blow up this turner.

Concentrate now on the 3 Lemmings that are walking forward from the landing pad. Make the 2nd of these a basher just after he turns at the wedge - the 1st and 3rd will turn back. Make the 2nd of these bash through the 1-way block that's trapping the main group near start.

Return to the 1st basher - when he's catapulted, let him drop to the next lower level and make him a blocker when he recovers and starts walking.

Return to the area of the catapult that launched him ... allow the single Lemming to be catapulted and ignore him for now. Highlight the 1st Lemming in the approaching pack, and make him a bomber after he turns towards this catapult to prevent any others from reaching it.

Find 3 Lemmings that are walking towards the pathway to the other 2 catapults and make them climbers. Make the 1st of these a left turner at the end of the path. The other 2 will slide to the catapult. Go up to where they land, and make the 1st a turner at the corner. Make the 2nd a digger when he reaches the block with the face on it. Go back and blow up the turner, and then go to the area of the blocker, and make the trapped Lemming bash through the 1-way block.

Go back to the main pack and make one Lemming build up to the path that the 3 climbers climbed earlier. Make the 1st in line a right turner at the end of this path. The Lemmings that are catapulted will get home - make the 1st Lemming that walks past the catapult a blocker. (**)

Make the 1st Lemming that walks back across the catapult a left turner before the ice. From this point, enough Lemmings will reach home to win.

(**) You still have 2 climbers left. You can't save any of the Lemmings that walked the wrong way off the 1st landing pad, nor can you save the one that's trapped by the tree, but you have a chance at the 2 that are trapped near home. The main pack of Lemmings is far enough away from the catapult at this time so you have time to make both trapped Lemmings climbers with a time interval in between (so they both land facing in the right direction). They have a chance to get home only if they merge with the walking pack. This gives them the possibility of only being launched towards home after hitting the blocker - if they launch the 1st time across the catapult, they'll land facing the other 1-way block and will climb over it and wind up hitting the catapult on the ice, and will die.