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Keep an eye on Mr. Climber | |
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Statistics | |
Difficulty | Tricky |
Level # | 1 |
No. of Lemmings | 100 |
To be Saved | 100 |
Time | 10 Minutes |
Level Chronology | |
Previous | Beam me up lemmy (Fun) |
Next | A change of direction |
Keep an eye on Mr. Climber is the first level of the Tricky difficulty in Lemmings (PS3).
This level is playable on the demo version of Lemmings. This level is unlocked from the start.
Strategy[]
The Lemmings spawn onto a long platform hanging off of the larger floor. They are surrounded by a small wall to their left and a tall box to their right. There is a Teleporter on top of the tall box. Assign the Climber skill to a Lemming that is walking to the right.
When the Climber enters the Teleporter, it is taken to the floor at the level’s far right edge. To its right is a pole with an overhang at its top; this prevents the Climber from going over it. The Exit portal is ahead of the pole. To the Climber’s left is a brick wall separated from the floor by a pit. Assign a Builder to the Climber to allow it to walk over. Assign a second Builder to the Climber when it is done. Once the gap is sealed, assign a Basher to the Climber.
At the other end of the brick wall, there is another floor, which the Climber falls into. Allow the Climber to climb over the box at the left side of this floor. Ahead of this box, there is a wooden wall, separated from the box by a gap. Assign a Builder to the Climber, then another when it is done. Assign a Basher when it closes the gap, and it will reach a floor that is right ahead of where the rest of the Lemmings are. Make sure not to start building at the very edge of the box, so that the Climber does not fall into the swinging axes below the floor when it is bashing.
If the Climber is still bashing through the floor after it has gone through the wall, wait for it to be below the box with the Teleporter. Then, assign a Builder to the Climber to make it stop bashing. It will then start moving to the right. Once the Climber is near the brick wall again, assign a Builder to it so that it reaches the hole it bashed through earlier. Once the Climber is at the pole, assign a Basher to it.
The Climber reaches the Exit, and the way has been made for the other Lemmings. Assign a Basher to one of the Lemmings walking towards the box with the Teleporter. This will allow all of the Lemmings to walk across the path made by the Climber and reach the Exit. The player can have one Builder and one Basher remaining.
Notes[]
- This level's name is similar to that of the level Keep your hair on Mr. Lemming.