_____________________________
LEMMINGS REVOLUTION
FAQ/Walkthrough, v1.0
Written by Snow Dragon İ 2004
All rights reserved
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= | =================
= | TABLE OF CONTENTS
= | =================
1 Intro
2 Basic Lemmings Concepts
2a How to Play
2a-1 Controls
2a-2 What to Watch For
2a-2a New Objects
2a-2b Traps
2a-2c Differences
2b The Various Functions
> Climbers > Miners
> Floaters > Diggers
> Bombers > Water Lemmings
> Blockers > Acid Lemmings
> Builders > Speed Up
> Bashers > Nuke
3 Useful Strategies
4 Walkthrough*
5 Credits and Stuff
* Mini-Table of Contents provided within.
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= | =====
1 | INTRO
= | =====
Hello there! Welcome to my 41st FAQ/walkthrough, for Lemmings Revolution, the
successor to the PC throne held by the puzzle classics Lemmings and Oh No! More
Lemmings. Being the Lemmings god that I am (and not choosing to put on any airs
of modesty, as you can see), I've decided that this game shall be the target of
my next FAQ, and it's been a blast to write for. Hopefully you'll have half as
much fun reading as I did writing it.
If you need to contact me about this FAQ for any reason - whether it's because
you want to use it on your website, you have a suggestion or an addition to
make, or you just want to shower me with praise and gifts, you can e-mail me
day or night at [eubanks1084@hotmail.com]. That's about all there is to say;
the rest is more thoroughly explained within the FAQ. Thanks for checking this
out. Now let's get on with it!
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ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
= | =======================
2 | BASIC LEMMINGS CONCEPTS
= | =======================
Everybody should by now be familiar with the basic gist of Lemmings; if you're
not, then I strongly urge you to stay away from this game since it will
overwhelm non-fans of the series greatly. Lemmings is so familiar to the gaming
world that it doesn't need a story, but Lemmings Revolution provides with one
anyway. Pop a bag of popcorn and sit back for the opening cinema.
After arriving in their promised land, the Lemmings colonize every corner of it
and start mining the stones peppered on the walls like polka dots. However,
they learn that their exploits have become famous among the weasels, a group of
sly, evil folks who like wearing mustard yellow turtlenecks. As we learn, the
weasels have been watching films of the Lemmings in action, and we even get to
see clips from two classic stages ("Just dig!" and "Steel Works") where the
Lemmings both succeed and fail during their courageous adventures. Because
they're a bunch of frumpy meanie-heads, the weasels decide to invade the
Lemming utopia and trap them in boxes.
To further complicate matters, the weasels wish to see if the Lemmings are as
brave and resourceful as the movies have shown, and so they situate the boxes
that the Lemmings are trapped in around dangerous traps and harrowing land
arrangements to make them earn their freedom. Can the Lemmings escape the traps
the weasels have laid out for them? Will they ever get home? Won't everyone
just leave them alone? Only you, as the constant savior of the Lemmings, can
provide an answer these questions.
If you're not sure how to play but are interested, well then, there's always
the section below to get you started.
-- | -----------
2a | How to Play
-- | -----------
I hate to be spouting clichés this early in, but Lemmings Revolution is an easy
game to get the hang of, but a very difficult one to truly master. People who
have spent a lot of time immersed in Lemming lore will get the hang of it much
faster and probably figure out some of the more obtuse solutions without so
much as a single flex of the gray matter (experience helps immensely when
dealing with this game). On the other hand, if this is your first experience
with any part of the Lemmings saga ...... well, let me just add a disclaimer
right now, that being that I'm not liable for your Lemmings Revolution CD if
you decide to snap it violently in half.
As with all other games in the Lemmings tradition, the object is to direct all
the blue rodents (and white and green, as you'll see in this game) to a common
destination. Most previous installments had it as a door that you had to get
them to, but here you'll find that it's a hot air balloon that your Lemmings
must repair to. In every level you are given a set number of each type of task
that your Lemmings can perform (more on them below). With the materials given,
you must get the number of Lemmings commanded of you to the hot air balloon in
the amount of time provided. Sound easy? Well of course it doesn't, I already
told you it wasn't.
And of course, what with the weasels and traps and such, life only gets harder
from there. Perhaps I should reveal a purpose behind all this rigmarole.
---- | --------
2a-1 | Controls
---- | --------
Rarely will you use the keyboard in this game. Most movement is restricted to
the mouse, but there are a couple of functions you can perform with the
keyboard as well.
LEFT MOUSE BUTTON:
> Click menu buttons.
> Choose a level to begin playing.
> Click task icons to choose a task for a Lemming to perform (climber, floater,
and so on).
> Hold down when the cursor is over an entrance (box that the Lemmings fall out
of) to lower the release rate.
> Hold down on the Options menu to lower the volume of the music and sound
effects.
> Click on a Lemming to make him do the task you have chosen on the toolbar to
the left.
RIGHT MOUSE BUTTON:
> Hold down when the cursor is over an entrance to increase the release rate.
> Hold down on the Options menu to increase the volume of the music and sound
effects.
> Hold down and drag the mouse to rotate a level, which you can do since the
levels are circularly oriented.
KEYBOARD:
___
|Esc| Bring up a menu during a level that allows you to resume the game, try
ŻŻŻ it again (if you screwed up or did irreparable damage), go back to the
branching level map, or access the music/sound volume menu.
When on the branching level map or at the title screen, Esc will quit
the game instantly and boot you to Windows.
_
|P| The P key pauses the game, but allows you to rotate the level, click task
Ż icons, and select Lemmings to do certain tasks - a trick that is handy in
case you want to handle matters simultaneously. Click a Lemming or press
Esc (or P again) to unpause.
________
|Spacebar| Press the Spacebar to zoom in on the part of the stage that your
ŻŻŻŻŻŻŻŻ cursor is focused on. While zoomed in, you can perform tasks with
more precision and drag the level around in all directions. Press
Spacebar again to return to normal view.
---- | -----------------
2a-2 | What to Watch For
---- | -----------------
This ain't your grandpappy's Lemmings, no sir! Let it be known that there's a
lot of new stuff added to this game that brings the gameplay to a whole new
dimension and will change the light in which you view Lemmings. One of the
great things about Lemmings Revolution is the way it manages to add so many
weird and cool twists while retaining the series's core simplicity. That
quality is reflected here in this section as we run through a list of the new
objects, both helpful and harmful, that our blue charges will encounter in the
course of their travels. Let's start with the things that don't hurt your
Lemmings (or aren't intended to, anyway).
----- | -----------
2a-2a | New Objects
----- | -----------
SWITCHES
Switches are the addition that probably have the most impact on the slightly
revised Lemmings. When a Lemming (or a weasel) turns a switch, it will offset
some effect in another part of the level, such as opening a door or draining a
pool of water. Sometimes switches will reverse the effect they had if they are
turned again, and sometimes they won't. You'll be seeing these things a lot as
you play this game.
LASER GATES
These have the same effect as switches, except that their effect is always
permanent. Once a Lemming or a weasel walks through it, the laser disappears
and the effect it has becomes evident.
ANTI-GRAVITY FIELDS
In the walkthrough, I'll also sometimes call these things "gravity reversal
vortex[es]", but in either case I get the gist of it. Whenever a Lemming walks
along the ground and touches one of these, his polarity will be reversed and he
will start plodding about the ceiling. Similarly, touching one situated on the
ceiling will plant him on the ground.
WATER/ACID LEMMINGS
These two new types of Lemmings differ from their blue counterparts in two
ways. First of all, they have different skin colors (white and green,
respectively). Secondly, they can each walk on the different types of surfaces
they are named after; that is, the white Water Lemmings can walk on water, and
the green Acid Lemmings can walk on the green acid. A couple of levels also
feature yellow lava, but there are no Lemmings that can walk on this stuff.
METAL DOORS/FLOORS
Anytime you see a gray metal surface with red stripes on it, it's a good bet
that it can be opened by a switch or laser gate somewhere. One must be slightly
careful of these, since if a Lemming is walking in front of one when a switch
is turned, he will be bumped off and effectively killed by the closing door.
Although rare, this concept is nonetheless the focus of many a level.
COUNTERS
Some metal doors and floors have counters nearby that keep track of how many
Lemmings walk past them. Only the number of Lemmings that the counter reads may
get through it, and the door/floor will close once the counter reaches 00,
bumping off any Lemmings that are in its way at the time. Conversely, the
counter will also go back up if the Lemmings walk backwards through a door.
SUPER-SPEED GATE
You'll know this device by the yellow and red arrows pointing out of it in
either direction. When a Lemming walks through this, he will be temporarily
endowed with the gift of super-speed, allowing him to walk, climb walls, and
perform tasks like bashing and building much faster. This object is key to
being able to beat some of the later levels.
----- | -----
2a-2b | Traps
----- | -----
WEASELS
In some levels you'll find the weasels walking about sans ultra-conservative
turtleneck sweaters but plus boxing gloves. Their purpose is basically to rough
up any Lemming they come into contact. It doesn't matter if your Lemming is a
blocker, a climber, an Acid Lemming, or whatever. If the weasels meet up with
your Lemmings, the results will not be pretty. The easiest way to get rid of
them is usually to devise some of sort of trap, such as digging a hole deep
enough for them to get caught in and then building over it. They are also
suspectible to drowning in water/acid/lava or getting hacked up by other traps
just like any Lemming is.
ANIMALS
Some levels feature giant animals sitting around the premises, including
crabs, birds, and scorpions. These animals don't do anything except bob up and
down and look pretty in most cases, but your Lemmings will still shatter if
they touch them. They are almost always easy to maneuver around, so these
animals shouldn't ever put a damper in your plans.
WATER, ACID, AND LAVA
There are three types of liquid in this game: water, acid (green), and lava
(yellow). Regular Lemmings, colored blue, cannot walk on any of these surfaces
and will drown shortly after setting foot on them. There are Water and Acid
types of Lemmings who can walk on these surfaces, and they will be instrumental
in several level solutions. However, no Lemming is impervious to the yellow
lava, which doesn't appear all that often anyway. It's best to either avoid
this stuff or build over it.
ROLLING SPIKED LOG
These blood-stained objects will roll about on a set directory that can
sometimes be expanded or shortened by turning a switch. They are voracious
devices that don't care what they're hacking through; they can even go through
land! So then imagine what they'll do to your Lemmings .... eek!
DISAPPEARING FLOORS
These don't appear until very late in the game, but they're a hassle to deal
with. They are usually comprised of several layers and will gradually disappear
as a Lemming walks over them. You had better hope there's solid ground beneath
them to catch them, because often the disappearing floors are situated over a
trap such as water. Usually you must find a switch that will open up a floor
underneath the disappearing floors, meaning you must act quickly once you
discover that the floors are fading away rapidly.
FALLING TOO FAR
Not a trap, per sé, but definitely something that will kill your Lemmings.
The poor critters can only fall so far before its throws them and causes their
bodies to shatter in pieces all over the place. Making a Lemming a floater will
prevent this, or else if you don't have any, you should find ways to make the
distance of the fall shorter.
----- | -----------
2a-2c | Differences
----- | -----------
This section is here for someone who's been raised on old-school Lemmings and
thinks they'll be able to stroll right up to this game and tell it who's boss.
Let me tell you, hoss, that ain't gonna fly. If you approach this game with the
smug attitude of a Lemmings master, it will own you plain and simple. A lot of
things changed for the Lemmings between 1991 and 2000, and here are the most
glaring differences that will both put off and please some fans of the
originals.
1. The build-one-step-and-then-mine-to-turn-around trick doesn't work anymore.
Similarly, the same goes for just mining into steel. You have to dig deep
enough to turn around now, because when a Lemming hits steel he will discard
his pick and walk forward a little bit. If the ledge he's walking to is just a
bit taller than him, he may be able to walk up it. This means that if you do
plan on mining to turn a Lemming around, the hole he digs will have to be
fairly deep. Just a single dent won't do the job anymore.
2. There's no longer a button for raising and lowering release rate.
Just place your cursor over the entry hatch you want the release rate raised on
and hold down the left mouse button to lower it and the right one to raise it.
In a way this is much more convenient since you can customize the release rates
on individual entrances whereas before raising the release rate would apply it
to all entrances where applicable. It's kind of nice.
3. There's a speed-up button now.
Tired of waiting for the all the Lemmings to walk to the exit? Sick of spending
five minutes per try on a hard level that you're slowly chipping away at? You
are in luck, my friend, because the speed-up button is situated right above the
nuke button and sends the most repetitive of elements into overdrive. This is
such a godsend, I can't even begin to tell you. It has a tendency to keep going
after you lay off the mouse button sometimes though, so use it at your own
discretion.
4. You can assign Lemmings to tasks while the game is paused. More on that in
the Useful Strategies section.
5. You can also zoom in on a particular part of the level now, which should be
a boon to those of you out there with 20/1,000,000 vision. Again, see Useful
Strategies for more info.
6. If you are digging through part ground and part steel, you will stop
instantly regardless of how much of the mixture is steel.
This is annoying, and I had to change my level strategies the first couple of
times when hoping that this would work. In previous 2D Lemmings games, you
could get by with digging through steel if you were digging through a large
enough chunk of ground at the same time. When are you digging through ground
and steel simultaneously in this game, you will hear a "shhhh" sound to denote
that you have hit steel.
Steel is much more of a nuisance in this game than it has been in previous
installments; Lemmings levels in previous games sometimes went so far as to
rely on digging partially through the steel for their solutions. Here, it does
not bend to any glitches or exceptions. Worse yet, it figures very prominently
into this game =(
7. The timer is much less forgiving in this game.
There was many a time when I had the required amount of Lemmings in the balloon
but was told I failed because it was just taking off as I'd saved every Lemming
in the level. This is a weird thing that leads to a lot of crazy losses in
stages where the timing is extremely tight (e.g. "Race Against Time", "Nice
shootin tex!"). At least in the old Lemmings you knew when your time was up
since it just booted you instantly at 0:00.
8. The F-keys no longer work as hotkey shortcuts.
This was one of the great things about the original Lemmings and Oh No! More
Lemmings. F1 through F10 allowed you to switch tasks on the fly without having
to drag the rather slow and clunky mouse to them, and F11 paused the game while
F12 instigated the famous mass nuking. No more. You must drag your mouse over
to the functions now (even while the game is paused), although to its credit
the mouse moves a lot more smoothly in this game, probably because is clearly a
Windows-based affair instead of one that runs through DOS.
Those are all the major differences between this Lemmings game and the Lemmings
games of yore. Now, for the absolute newbies, it's time for the all-important
explanation of the various tasks in the game.
-- | ---------------------
2b | The Various Functions
-- | ---------------------
For the unenlightened, a quick rundown of each task your Lemmings can perform.
CLIMBERS
Climbers have the ability, needless to say, to climb walls. Unlike most tasks
that are temporary, climbers stay that way for the duration of the level, so
you have to keep them carefully in check to make sure they don't climb
themselves into a deadly trap.
FLOATERS
Floaters can fall long distances without splatting thanks to the umbrellas
that they whip out whenever they take a dive. As with climbers, being a floater
is a full-time commitment. A Lemming can be both a climber and a floater. In
previous games, this mixture of climbing and floating gave a Lemming the
moniker of "athlete," but since that is not used within the game I didn't
bother to include here in the interest of not confusing newbies.
BOMBERS
When you click on a Lemming to make him a bomber, a timer will appear above
his head indicating that he has five seconds to live. When it counts down, he
will cower in fear shortly before his innards pop out of him in all directions.
Usually blockers are the main candidates for bombing, although you will have to
use it in circumstances where you must bomb a currently walking Lemming or one
that is performing another task.
BLOCKERS
Blockers stand in place and turn Lemmings in the other direction, often to
hold them back while a single Lemming forges a path through a level or to keep
his hapless counterparts from wandering into certain death. Nothing can remove
a blocker except bombing and weasels, who discriminate against no Lemming in
their killing frenzies.
BUILDERS
You will probably use more builders than any other task in the game. A
builder will build a bridge that goes up diagonally in the direction he is
facing when you click him. He has twelve tiles for one bridge. When he's about
to run out, you'll hear three chinking sounds on the 10th, 11th, and 12th
tiles. He will then shrug, and you can either choose to continue making him
build or allow him to walk off his finished bridge. If a Lemming builds into a
wall, he will stop instantly.
BASHERS
Bashers use their mighty fists to tunnel horizontally through walls. They
will keep going until they reach open air or steel (Lemmings can't bash through
steel).
MINERS
Miners use pick-axes to tunnel diagonally through the ground. They will keep
going until they reach the bottom or side of whatever they are mining through,
and as with bashers they cannot run through steel.
DIGGERS
Diggers dig straight down through the ground on their hands and knees until
they reach the underside of the ledge they are digging through or until they
run into steel, which like miners and bashers they cannot burrow through.
_______________________________________________________________________________
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
= | =================
3 | USEFUL STRATEGIES
= | =================
As with all Lemmings games, there are a couple of simple tricks you can use to
get by a little more easily in this game. There aren't so many since most of
the commands that worked in previous Lemmings installments seem to be less
merciful, but there are still some things that make this game a lot easier and
even a couple of ideas that are unique to this game. Hopefully some of the
following suggestions will make the whole Lemmings experience a little less
grueling for newbies and even easier than it already will be for the masters of
the game.
1. Let Him Go
This one's been obvious to fans since the beginning of time, but it's a good
nugget of information for newbies to absorb. Usually in the earlier levels, it
is possible to have one Lemming go ahead while you hold the rest back with a
blocker or some such method. That Lemming can then create a path for the rest
to follow.
2. Hold 'Em Back (Blockers)
Most times you can set up one or two blockers so as to hold several back to
keep them from wandering into certain death. Although this is doable early on,
you often won't be so lucky later.
3. Hold 'Em Back (Diggers)
In cases where the release rate is very low, you can often get away with
digging a hole straight down so that it catches the other Lemmings, and then
build to stop the digger from going on and on forever.
4. Hold 'Em Back (Miners)
A tad more complicated, but often more effective than the Digger variation of
Hold 'Em Back since it allows more space for building out of the hole if/when
the time for that arises. It takes two miners to do this usually, one going to
the left and one going to the right. If there's no steel to build down to (and
if you're using this method, there usually is), use builders to keep them from
going forever.
5. Freezing Time
Unlike in previous Lemmings games, you can select Lemmings to perform tasks
while the game is paused, making it possible to do several things within the
space of a second or two. To pause the game properly, press the P key. (I say
"properly" because you can also pause with the Escape key, but that brings up a
menu that you can't scroll around). With the word "Paused" appearing at the
bottom of the screen, you are free to rotate the level, select tasks, and
assign them to individual Lemmings. This function is mostly a luxury throughout
most of the game and doesn't really become a necessity until the very end.
To unpause, press P again or click on a Lemming to assign him a task.
6. A Closer Look
Remember how in the old Lemmings games it was impossible to tell whether a
Lemming was walking left or right and so building out of a pit crammed with 80
of them was pure guesswork? That's no longer the case. Press Spacebar to zoom
in on the portion of the level you currently have the cursor over. You can
rotate while the zoom is activated, and can also drag it around up and down as
well. Combining this with the pause tool makes a potent combination that
ensures 100% accuracy in assigning tasks.
7. Stretching Bridges
A good way to get more length out of your bridges is to let the builder shrug
after he lays down his twelfth tile, then let him walk for about a second
before making him build again. This will expand the length of your bridges at
the expense of a little bit of their height. If you're trying to get across to
a ledge, it's a good idea, but it's typically not recommended if you're aiming
for something really high from a very low part of the level. In some cases it
is necessary to do this when pits are aligned just so and you only have just
enough builders to get the job done.
8. Keeping the Weasels at Bay
It is not always possible to drown the weasels or get around them, so here's a
way to dispatch of them that will almost always work. Dig a hole deep enough to
contain the weasel, then build to cut it off or go all the way through to kill
him as well. With the former way, you can at least salvage your Lemming by
making him climb out to the safe side, but if that's not possible, it's not
possible. You will have to do this on occasion.
9. Surveying the Landscape
Before a level begins, you can pause the game using the P key and rotate the
level to get a good view of it. This will also give you time before the
Lemmings come out and start wandering around to devise a plan and figure out
potential ways to beat the level.
10. Today, the Digger Will Be Playing the Part of the Basher
As in the Lemmings games of yore, sometimes it is necessary to climb up very
thin walls and dig through them when a basher is not available. This shouldn't
have to be used until near the very end of the game, but all the same it's a
good one to remember.
11. A Bomber Granted Life at the Last Second
This is more the result of a glitch than anything, but the creators of the game
are actually so mean as to make you use this apparent glitch to beat at least
one level in the game ("Two Laps Finale"). What you do is bomb a blocker, then
equip your builder function and keep the cursor on the blocker. The timer will
count down from 5 to 1 as usual. The trick is executable in the small space of
time where the Lemming cowers in fear before exploding. When you see him put
his hands on his head, you will find that he is selectable for a split-second.
Click him in this small frame of time to nullify the bombing and start him
building, thus giving him a second chance at life!
Weird, I know, but it's necessary in at least one case - the one mentioned
above. Remember these words for when you get to that point.
And you're set! Are you ready to start playing Lemmings Revolution? All right!
_______________________________________________________________________________
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
= | ===========
4 | WALKTHROUGH
= | ===========
To jump immediately to a certain level solution, find the level number for it,
then enter that number into the box in your browser that allows you to search
for keywords (CTRL+F in Internet Explorer).
I have kept the names of the levels as they are spelled in the game. Don't
blame me for the atrocious grammar; it's the folks that made the game that need
to go back to grade school.
Sub-TOC
ŻŻŻŻŻŻŻ
First Group
001. Just Climb
002. Just Float
003. Just Bomb
Second Group
004. Just Block
005. Just Build
006. Just Mine
007. Just Bash
Third Group
008. Just Dig
009. Introducing - Water Lemmings
010. Block and Bomb
011. Bash and Mine
012. Sometimes up..sometimes down.
Fourth Group
013. Bash and Dig
014. Float and Climb
015. Build and Block
016. Seafood Sarnie
017. A Long and Lonely Road
018. Lems at Loggerheads
Fifth Group
019. The Abyss
020. Kriss Kross
021. Sergeant Bash
022. The Crowded House
023. One Way Ticket
024. Swings Both Ways
025. Wandering Free
Sixth Group
026. The Iron Curtain
027. Make Mine a Large One
028. Now you're stalking
029. Escape to victory
030. Lets play 'catch'.
031. 2 sides to every story
032. Wood you believe it?
033. Wheelbarrows of Doom
Seventh Group
034. Designed with love
035. Penelope Lem Stop
036. How do we get up there!
037. There's only one way down!
038. What a Fantastic Pair of Birds
039. The Lone Ranger
040. Swarthy Seadogs!
041. Build 'em up ....then bring em down
042. Love train boogie
Eighth Group
043. Bounce around the world!
044. Lock In
045. Under and Up.
046. Nice shootin tex!
047. Water way to go.
048. Quick as you can!
049. Watch Out! Evil about!
050. Take Her to Warp Speed, Captain
051. Bridges
052. Walk the plank or join the crew?
Ninth Group
053. Bamboo Maze
054. Can't Get There From Here
055. Lemmings Four the Drop
056. Booby trap.
057. Hit 'n' Run
058. The high dive**
059. Battle o' Lemmuckburn
060. Feeling Gravity's Pull
061. It's a hard life
062. Waste not...want not.part 1
063. Ouch me head.
Tenth Group
064. Topsy Turvy
065. The Legend of Smelly Belly
066. Where's Carol Vorderlem?
067. Use the Force Lem...
068. Scale that wall....
069. Going in all directions
070. Rocket Science.
071. Time is of the essence!
072. Odd Jobs.
073. Reduce and Simmer
074. Waste not...want not.part 2
075. Touch the ground turn around.
Eleventh Group
076. Which Switch is Which?
077. When Two Tribes go to War
078. Bash Street Kids
079. Lets get those fingers moving
080. Something Fishy!
081. T is for Teamwork.
082. Don't Let them out!
083. Speedy Gonzalez
084. Goonies
085. Lemming be thy name...
086. 'Tanks' a Lot
087. Two Laps Finale
088. The Diving Board
Twelfth Group
089. Green with Envy
090. Anger, Love, Hate
091. All in..
092. LEMTRIS
093. No clues ... hee hee hee hee!
094. Last one to the top.....
095. The Long and Winding Road
096. Just you wait
097. Turn on! Tune in! Switch on!
098. My friend the end.
099. My finest moment
100. Mission Impossible
101. Race Against Time
102. It's Going to Take Time
** Level 058 ("The high dive") is unplayable due to a glitch in the program
that causes Lemmings Revolution to shut down immediately when you try to
load it. A patch on the Internet is supposed to fix this, but it doesn't
work either. Fortunately, thanks to the way you open up two levels for
every one level you beat, you can easily play around this one and beat
all the others.
There's a nice little statistical box included with each level walkthrough,
just for your convenience. It's located next to the name of the stage, and in
it you'll find three important tidbits of information:
1) how many Lemmings are in the level
2) how many you're required to save in order to beat it, and
3) the amount of time you have to get through the stage.
It looks a little something like this:
_____________ _________ ______
000. Name of Level | X# Lemmings | Save Y# | Z:00 |
ŻŻŻŻŻŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻ
where X# is the amount of Lemmings total, Y# is the amount that require saving,
and Z is the number of minutes you have to complete the level. This time limit
is usually a nice round number - you'll rarely have, say, 6 minutes and 20
seconds to beat a level, always something digestible like 8 or 10.
With that diagram explained, let's get on with the walkthrough!
FIRST GROUP
ŻŻŻŻŻŻŻŻŻŻŻ
_____________ ________ ______
001. Just Climb | 10 Lemmings | save 1 | 5:00 |
ŻŻŻŻŻŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻ
This is the very first tutorial level, located in the yellow dot at the top of
the first group of three levels. It's an easy one, and almost anyone ought to
be able to figure it out, but since Lemmings Revolution is an entirely new
beast, I think they require explaining.
As you're well aware by now, you need to get a certain amount of Lemmings to
their hot-air balloon destination. This level, being unbelievably easy, only
asks you to deliver one measly Lemming to that safe zone. To the left you'll
see your inventory and the 10 climber Lemmings available to you. Click one of
the little rodents to make him climb the wall. He'll keep climbing walls until
he makes it to the exit. With the one Lemming rescued, you can now either
decide to make them all climb the walls (you have enough climbers to do so, and
it always looks good to save them all) or blow them up with the Nuke button on
the toolbar at left (the very bottom button - explosions are cool).
As a final note, to monitor the progress of any climbers you make as they trek
through the level, hold down the right mouse button and drag the mouse to spin
the level around.
With one Lemming saved, you'll have beaten your first tutorial level. Easy,
wasn't it?
_____________ ________ ______
002. Just Float | 10 Lemmings | save 1 | 5:00 |
ŻŻŻŻŻŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻ
Like the last stage, you're only required to save one rodent here - it's easy
to see that they're just trying to ease you in and get used to the mechanics of
it all before they launch you into the hard stuff.
At the left you'll see your toolbar and 10 available floaters. Floaters are
used to keep Lemmings from biting the dust when they fall from too high a
distance. You can test it out if you like! Notice that when the Lemmings fall
from the very high ledges to the ground below, their bodies can't handle the
impact, and they go KERSPLAT! Equipped with the ability to float, however, a
Lemming will brandish a cute martini umbrella and land primly on safe ground.
Apply this knowledge to the aimlessly wandering rats and you know what to do!
_____________ _________ ______
003. Just Bomb | 20 Lemmings | save 10 | 5:00 |
ŻŻŻŻŻŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻ
Another relatively simple level. Your Lemmings are closed in, so they can't
walk into the line of danger or anything. The only caution to take is making
sure that you don't bomb one hole directly over another, as this will create a
large drop that will cause Lemmings to splat. If you can avoid this hazard, you
will perform admirably.
SECOND GROUP
ŻŻŻŻŻŻŻŻŻŻŻŻ
_____________ _________ ______
004. Just Block | 30 Lemmings | save 15 | 5:00 |
ŻŻŻŻŻŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻ
When the Lemmings come out of the hatch, you'll notice that they alternate
between walking right and left. To herd all the Lemmings to the hot air balloon
you will need blockers on both sides of the level.
Let's look at the level's composition to make this easier. It consists of three
long ledges in the middle flanked by six smaller platforms. To get as many as
possible to the safety of the balloon, put one blocker on each of these six
smaller platforms. That will get 24 of the 30 Lemmings to the exit, and you
only need 15, so that's more than enough.
_____________ _________ ______
005. Just Build | 20 Lemmings | save 10 | 5:00 |
ŻŻŻŻŻŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻ
Along the way there are two pits that the Lemmings cannot escape upon falling
into them. Simply build your way out of these holes with the builders provided
in the toolkit on the left side of the screen. Lemmings aficionados will be
insulted by this level's ease, and newbies can chalk up another easily learned
lesson.
(In case you are a newbie who is unaware of the builder function, here's a
little reminder: The builder constructs a diagonal bridge consisting of 12
steps. When you hear clicking noises, the builder is nearing the end of his
12-tile set, thus alerting you to make him continue building if need be.)
_____________ _________ ______
006. Just Mine | 20 Lemmings | save 10 | 5:00 |
ŻŻŻŻŻŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻ
Few levels in this (or any) game are so unabashedly easy. Simply use miners to
go down through the floor, which conveniently has arrows pointing downward.
(Memo to novices: This is relatively insignificant now because it makes no
difference here, but it's important to note for later levels that arrows in a
wall or floor indicate that a Lemming can only dig through it in that specific
direction. For example, if you encounter a wall with arrows that point left,
you cannot bash through it to the right. Got it?)
_____________ _________ ______
007. Just Bash | 10 Lemmings | save 10 | 5:00 |
ŻŻŻŻŻŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻ
Another simple level that doesn't require a full brain cell to complete. The
Lemmings will walk to the left, and all you have to do is make them bash
through the walls to safety. Some will turn around and walk the other way while
the bashers are doing their job, but no immediate threat is posed to them, and
they'll eventually turn around and head to the exit. Keep in mind that you do
need to save all 10 Lemmings in this level to complete it, so no premature
nuking allowed.
THIRD GROUP
ŻŻŻŻŻŻŻŻŻŻŻ
_____________ _________ ______
008. Just Dig | 20 Lemmings | save 10 | 5:00 |
ŻŻŻŻŻŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻ
This is the last of the incredibly simple levels (soon to be followed by the
slightly less simple levels), so enjoy it while you can. As with "Just Bomb,"
you need to be careful that you don't dig one hole directly below another, as
this creates a long drop that the Lemmings' bodies can't sustain (i.e. they
splatter on impact). Also, it is important to point out that as in previous
series installments, Lemmings can't dig through steel. Knowing all this, even
the greenest Lemmings apprentice should be able to tackle the level.
_____________ _________ ______
009. Introducing - Water Lemmings | 20 Lemmings | save 10 | 5:00 |
ŻŻŻŻŻŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻ
Don't panic at the fact that the Lemmings' entry hatch is positioned right over
a body of water. These are Water Lemmings we're dealing with! Needless to say,
this particular brand of Lemming, distinguished by a white body as opposed to
the normal blue one, can walk on water (as you'll see within the first second
of the stage).
The other thing of note in this stage are the switches you see positioned
strategically throughout it. When the Lemmings walk into them, certain empty
tanks will fill with water. These are necessary to getting to the balloon at
the end and are activated simply by having a Lemming walk into them.
As for the level solution, you'll have to scramble between scrolling left and
right since the Lemmings walk in both directions. However, the same strategy
applies to both sides: let them walk off the ledges that branch out from the
pool, then create a blocker on the next one down so that they walk either left
or right (depending). The Lemmings will turn around and drop to the next ledge
(on both sides, this will be the one with the switch). Place a blocker here
also so that a Lemming can turn the lever that makes the water level rise. This
sets up the rest of the level, and you can just speed it up and watch them do
their thing. Done this way, you should save 16 Lemmings - more than the minimum
by far.
After all the walking Lemmings have escaped, click the Nuke button on the tool
bar (below the Speed Up arrows) to eradicate the remaining blockers.
_____________ _________ _______
010. Block and Bomb | 20 Lemmings | save 10 | 10:00 |
ŻŻŻŻŻŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻŻ
This is a slightly more complicated level than the ones you've had to traverse
thus far, and can be annoying if you aren't keeping track of both sides.
However, the idea of symmetrical solutions on both sides of the level again
works out here.
On the right side and the left side of the level, plant a blocker, but NOT at
the far right/far left edges of this first ledge. Somewhere to the right and
left of the starting point, but not that far.
Blow up said blockers and let a Lemming on each side drop into the resultant
holes. The one on the right will continue walking right as he drops into the
hole, and the left one to the left, etc. Make these two blockers as well. When
the next two Lemmings to come around hit these blockers and turn around, turn
them into walking bombers. One will blow up and make a hole, and the other will
drop into this hole and make another that makes the falling distance to the
hot-air balloon non-splattable. If you must use blockers for this exercise, do
so, but things will get done faster using walking bombers. This one may take a
few tries to get right if you're not acclimated to the Revolution control
scheme.
_____________ _________ _______
011. Bash and Mine | 20 Lemmings | save 10 | 10:00 |
ŻŻŻŻŻŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻŻ
This is a substantially easier level than the last one, mostly because all the
pressure of Lemmings dying out of your control is completely removed. Any
number of routes through this level will work, even ones that go across the
water, since you are given Water Lemmings here. The fastest and most obvious
route entails bashing to the right twice, then mining down to the hot-air
balloon.
______________ _________ ______
012. Sometimes up..sometimes down. | 100 Lemmings | save 50 | 3:00 |
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻ
Here's a concept that might even confuse long-time Lemmings fanatics: the
reversal of gravity, as executed by a small section of white rings. When they
move up, Lemmings will begin walking on the ceiling when they step into this
vortex, and will continue doing so until they find a set moving down that will
return them to the ground.
With that in mind, you'll easily figure out how this level works. There are two
batches of Lemmings to deal with - one group of normal ones and a set of Water
Lemmings. Concentrate on the Water Lemmings first since they come out first,
then alternate between normal and water types. You'll need four blockers among
the Water Lemmings (one for each of the first four ledges they fall down to)
and three among the normal ones (one for each of the first three ledges they
fall up to). With the blockers positioned so, you set yourself up for another
easy win.
FOURTH GROUP
ŻŻŻŻŻŻŻŻŻŻŻŻ
_____________ _________ ______
013. Bash and Dig | 20 Lemmings | save 10 | 5:00 |
ŻŻŻŻŻŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻ
Sort of like "Bash and Mine," but with more digging and more steel present.
Though this is another level that requires work with both sides simultaneously,
the solution is spelled out by the walls with arrows on them. Follow each set
of arrows, digging or bashing as dictated, until both groups of Lemmings reach
the hot-air balloon.
_____________ ________ _______
014. Float and Climb | 10 Lemmings | save 6 | 10:00 |
ŻŻŻŻŻŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻŻ
You'll have to deal with both halves of the level at once here. Make turning
the Lemmings into floaters your highest priority, since they'll go ker-splat if
you don't attend to them in time. You only have to save six Lemmings, so if the
process of multitasking is too frustrating for you at this point, save one
Lemming from one side and then concentrate exclusively on all of the others on
the other side. Once all the Lemmings are turned to floaters and are safely at
the bottom of the level, have them climb the wall to the balloon.
_____________ _________ ______
015. Build and Block | 20 Lemmings | save 10 | 5:00 |
ŻŻŻŻŻŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻ
Here's the last sort of "tutorial" level before the game moves on to standard
Lemmings-style puzzles. Position two blockers at the ends of the first ledge
just in front of the lakes so that no one falls in the water. From here, build
up to either ledge above, starting your bridge on the wide space of wood (as
opposed to the narrow ones - the difference is notable) so that you get up to
the ledge using only one bridge. Alternate between using blockers and building
up to each successive ledge until your little rodents reach their balloon.
_____________ _________ _______
016. Seafood Sarnie | 25 Lemmings | save 20 | 10:00 |
ŻŻŻŻŻŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻŻ
The best strategy here - one that was employed a lot in previous Lemmings
installments - is to enclose most of the Lemmings between two blockers while
one goes ahead and maps out a path for the rest to follow. Employ that here,
letting the first one do all the hard work while the others wait to be saved.
There are a few important details to attend to, however, so pay attention.
The first of these important details involves the laser gateway to the left of
the entry hatch. Contrary to what you may think, this is not a trap that will
turn your subjects into Kentucky Fried Lemmings, but rather a device that
lowers the water level when a Lemming passes through it. It is imperative to
your success that the water level stays low, so to keep it there, put a blocker
in the gateway. This will prove invaluable in the long run.
Now on to the Lemming that you've forced to forage the level all alone. He's
got a few things to do. First, build to the steel ledge above the dormant crab,
who IS a trap (your Lemming will shatter upon impact with his super-pointy
claw). When the Lemming drops into the tank where the water once was, build out
of it and continue right. Bash through the wall in your way after building out
of the drained pool. After bashing, build bridges in a pattern that will lead
you to the exit.
When the original Lemming has proven that the journey is safe, blow up the
blocker holding the other wanderers in, but leave the one who is standing in
the gateway making sure the pool stays drained. The other 22 Lemmings will walk
to the hot-air balloon and to safety. Blow up the gateway-holding Lemming to
end it all and put another notch on your belt.
_____________ _________ _______
017. A Long and Lonely Road | 30 Lemmings | save 20 | 10:00 |
ŻŻŻŻŻŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻŻ
As in the previous level, have the first Lemming create a path that all the
others will travel upon completion and hold the rest back with a blocker. While
the other Lemmings are thusly indisposed, concentrate on the loner. Build and
bash as necessary until reaching the hole at the end of the road, which you
must build a bridge over to seal. Close the gap, and when the builder hits the
wall and turns around, build up to the high road.
At the first ledge you come to, there is a small hole that, while almost
microscopic in size, is deep enough that a Lemming can't walk up out of it once
he falls in it. To be safe, build to the wall that requires bashing through to
the left to avoid the mess with the tiny gap, and have your basher assignment
ready while the builder is doing his stuff so that you can start bashing
through the wall as soon as you get to it.
From here, there are no more tricks up the level's sleeve, and the path to the
exit balloon is simple and straightforward. Once the trail is laid out, blow up
the blocker and hold down the Speed Up button to speed up the tedium of walking
Lemmings.
_____________ ________ _______
018. Lems At Loggerheads | 10 Lemmings | save 5 | 10:00 |
ŻŻŻŻŻŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻŻ
This is a very simple level if you don't panic at the fact that you don't have
enough floaters to match your climber supply. Again, the key is letting one go
ahead to lay out a comfy spread for the rest. Make the first Lemming both a
climber and a floater (the latter so that he does not die after making the big
drop from the high ledge).
When the climber/floater is at the bottom, wait until he turns around and
starts to walk to the left toward the hot-air balloon. Build a bridge using
your two builders that extends far enough up to allow the rest to fall from the
high log platform without splatting. When this bridge is erected and the first
Lemming makes it to the end, have the rest climb the wall and make the journey.
FIFTH GROUP
ŻŻŻŻŻŻŻŻŻŻŻ
_____________ _________ _______
019. The Abyss | 15 Lemmings | save 10 | 10:00 |
ŻŻŻŻŻŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻŻ
Disgustingly simple level right here; you have enough climbers and floaters in
your utility kit that no Lemming except one should go unsaved. Make each one a
floater as it pops out of the box at the beginning, waiting for one to fall to
the bottom. Wait for it to turn around and start walking left (you're still
making floaters as this is happening), and when it reaches the left edge of the
ledge, make him a blocker. Now exhaust your floater supply until everyone is
safely on the bottom ledge.
Have one of the Lemmings build a bridge up to the thin steel overhang jutting
out from the wall. Once the two are connected, make every Lemming except the
blocker a climber. They will climb walls and float their way through the rest
of the level without incident. Nuke the blocker using the button on the toolbar
once everyone is home free.
_____________ _________ ______
020. Kriss Kross | 30 Lemmings | save 20 | 5:00 |
ŻŻŻŻŻŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻ
Once again, you have a set of regular Lemmings and a set of Water Lemmings to
deal with. The regular Lemmings aren't suited well to life on the water though,
so let's use the white ones to get the job done. Close in the blue Lemmings
using two blockers, then concentrate on the Water Lemmings.
Wait for the Water Lemmings to get down to the very bottom of the level near
their balloon of matching color (they won't go in the blue one, only the white
one, and vice versa for our normal blue friends). When the leader of the Water
pack gets to the steel portion of floor just before the white balloon, make him
a blocker.
The others will turn around and start heading for the wall with the arrows
pointing right, which one of them needs to bash through. Once the basher
tunnels through the wall, the others will start walking to the right. Place
another blocker on the steel square past the tunnel you just made, then blow up
the Water blocker next to the white balloon.
Now that the Water Lemmings are trudging to safety, you can release the blue
ones at the top. Explode the one on the right and keep an eye on them as they
walk with ceasing toward the large water tank in the middle of the level. Put a
blocker right in front of that tank, and then put one on each of the two ledges
below that. The rest of the Lemmings will escape to their blue balloon, and you
can now either individually bomb each remaining blocker or nuke them all
simultaneously. Your choice.
_____________ _________ _______
021. Sergeant Bash | 20 Lemmings | save 10 | 10:00 |
ŻŻŻŻŻŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻŻ
Is this a joke? This isn't even hard! Bash through the first two walls, then
bash at a low point in the staircase blocking the exit - not the top, or else
your Lemmings will not live to hop in the balloon and utter that joyous
"Yippee!" that brings you such joy. You might think it's too good to be true,
but it's not. Another notch on the belt for you.
_____________ ________ _______
022. The Crowded House | 10 Lemmings | save 5 | 10:00 |
ŻŻŻŻŻŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻŻ
Make the second Lemming out of the hatch a blocker, leaving one of them to go
ahead and blaze the trail for the others to follow (as usual). The rest will
stay closed in by the one blocker, leaving you to dig, bash, and build your way
through. Dig through this large chunk of land your Lemmings start on, but about
halfway through, start bashing. If you do a straight dig, the hole will be too
long and the Lemmings will dismember themselves trying to take the plunge you
made. So bash for a little bit to create a safety zone, then start digging
again when there's a decent-sized horizontal tunnel (it doesn't have to be THAT
long, just long enough to keep the rest from biting the dust).
The level now branches off in two directions, but since both halves are 100%
symmetrical, the solution remains the same for both. Whichever way you choose
to go, bash through the wall. While the Lemming is bashing, have your builders
ready, because you'll have to start building as soon as the tunnel is finished,
or he'll fall in the water and you'll have to start over. Build three bridges
up to the skinny steel ledge at the top. Dig through when you reach the
diggable land.
Drop to the plateau below and dig again, but not directly under the small hole
you just made - as we know, that just increases the chances of mass Lemming
genocide by the splatting method. As the Lemming walks to the right, begin
digging, then bash through the wall about 3/8 of the way down. The digbasher
won't splat as he would had he walked plumb off the plateau to begin with. Let
him walk to the end of the level, where he needs to build a single bridge up to
the balloon. Once the path is proven safe, release the others.
_____________ _________ ______
023. One Way Ticket | 50 Lemmings | save 40 | 8:00 |
ŻŻŻŻŻŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻ
Dig through the square of land at the beginning that isn't steel, then assign
two climbers once the hole is complete. As they climb the wall, turn them into
floaters as well so that they don't meet an untimely demise on the other side.
As they walk along the top, they'll turn a lever that drains a pool of bright
green acid up ahead. Somehow, they can magically walk over once it's empty, so
you don't need to build a bridge over it. Have the first one dig to the bottom,
but as soon as he's about to hit steel, have him bash to the right.
While the first Lemming is digging and bashing and generally just tearing up
the ground in an orderly fashion, the other one will climb the wall, drop, and
turn around, heading for the wall with the left-pointing arrows in it. When he
gets to it, have him bash through it.
Return your attention to the Lemming on the right side of the level, who by now
should be almost through bashing. When he actually _is_ done, have him mine
through the thin ledge to the bottom. He will walk to the long staircase up
ahead. Instead of building when he turns around and walks left, have him bash
through an area near the middle of the staircase. When he hits steel, he will
turn around. Build from the opening in the staircase, but not at the edge of a
step - if you build at the edge of a step, the others will not be able to walk
up to it. Bashing through the middle of the staircase gives you a fair bit of
leeway to build from a point before that, thus ensuring that the rest can make
it.
(Around this time, the others will start coming in like a tidal wave. Make the
leader a blocker before he reaches the foot of the staircase.)
With the others safely barricaded, build three bridges up to the high road.
Bash through the wall and build up to the thin ledge. With no more diggers or
miners at your disposal, it is time to bid adieu to this poor Lemming. Make him
a blocker and bomb him so that the others can pass through the thin hole he
creates, then blow up the blocker keeping the others at bay.
_____________ _________ _______
024. Swings Both Ways | 20 Lemmings | save 16 | 10:00 |
ŻŻŻŻŻŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻŻ
Oooh, what a racy bunch those Lemmings can be sometimes!
Seriously, let each separate group fall to the next ledge below. To their
respective lefts and rights will be two walls to bash through. Put a blocker on
each ledge, then have the Water Lemmings bash through their wall. Make them all
floaters and watch as they walk across the pond and float to the ledge below.
Place a blocker next to the acid pond, because while Water Lemmings are capable
of Christ-like water walking, their skills don't apply so well to acid. Have
one build his way back to the top and another bash through the wall to get the
others to safety. By the time the builder is at the top, he should be the only
Water Lemming left who hasn't been turned into a blocker.
When he reaches the plateau with the water pool once again, have him build a
bridge up to the thin steel ledge over the pond. While it's easy for him to
take a stroll across the pond, you must consider his blue cousins who are
incapable of such feats. Thinking about them, you know that you have to build
the bridge, and another one that covers the small part of the water that the
steel ledge doesn't cover. When building that second bridge, bash a little bit
after starting the bridge so the Water builder doesn't smack his head and turn
around. (If he does do that because you're just neglectful, build another one
to turn him right back around.)
When the Water Lemming floats to the bottom right part of the level, make him a
blocker. Turn to the group of blue Lemmings that's been caged in for the whole
level and have them bash through their wall now. As they walk along the bridges
that the Water Lemming made, turn them all into floaters. They'll make it to
the bottom without a hitch, and you can have one bash through the wall to get
them to the blue balloon. You should save just enough Lemmings to complete the
stage.
_____________ _________ _______
025. Wandering Free | 20 Lemmings | save 10 | 10:00 |
ŻŻŻŻŻŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻŻ
Let one Lemming go ahead while a blocker keeps the rest from escaping and
drowning in the lake to the right. Have that Lemming that you let slip by build
a bridge over the lake to the large ledge above with arrows pointing down. Walk
him to the far right edge and have him dig; if he builds immediately from that
point, he will hit his head and turn around, possibly meaning he'll dive into
the water you just spent time building over. Dig at the edge until you're
parallel with the steel wall, and _then_ build.
Bash through the wall and build over the small pool, then mine through the
three bridges spanning the ground - you know, just to mix it up a little =)
After that, the level's solution is straightforward; bash through the wall,
build over the lake, and bash through the last wall, releasing the others when
the path is proven safe.
SIXTH GROUP
ŻŻŻŻŻŻŻŻŻŻŻ
_____________ _________ _______
026. The Iron Curtain | 30 Lemmings | save 20 | 10:00 |
ŻŻŻŻŻŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻŻ
Make the second Lemming out of the hatch a blocker, and raise the release rate
to 50 by holding the cursor over the box the Lemmings come out of and holding
the right mouse button. The lead Water Lemming, who is now meandering out on
his own, needs to be a floater. When you get down to the third thin ledge, dig
somewhere close to the edge. When your floater bumps into the steel wall below
and to the left and turns around, build two bridges up to coincide with that
hole. This will keep the remaining Lemmings from splatting when you set them
free later.
Now that you've ensured the safety of your brethren, let the Water Lemming trot
across the pool. Build a bridge up to the steel wall over the bashable one with
the arrows pointing left. This will prove handy later. In all likelihood, the
builder will hit the wall and turn around, so wait for him to make the return
trip. On his way back, make him a climber.
Once he makes it to the top, mine twice through the top two ledges. Then - this
is important - dig through the RIGHT HALF of the bottom ledge while facing
LEFT. This will allow your climber/floater/all-purpose dude to pass through the
lever without activating it. Bash through the left-arrowed wall, then wait for
the return trip, which will take roughly a minute in game time. When he finally
comes back, bash through the right-arrowed wall when he falls through the hole
he dug. He will escape to safety, and so now it's time for you to set the other
ones free. Bomb the blocker at the beginning.
When they get to the bridge that you built up to the steel wall, make the lead
Lemming a blocker. (One may get past him; make him a blocker as well if that
happens - we can't have anyone making a shambles of it this far in.) Wait for
all the other helpless walker Lemmings to turn around, then place a detonator
on the blocker(s) and wait for him/them to blow up.
When the parade of Water Lemmings returns, they will fall through the hole
created in the bridge and will turn the lever to lower the water level in the
pool, but by this point it doesn't matter. If done correctly, all the Lemmings
will walk to the hot air balloon without a second thought.
_____________ _________ ______
027. Make Mine a Large One | 30 Lemmings | save 25 | 5:00 |
ŻŻŻŻŻŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻ
Because of the steel bar jammed in the wall ahead, you cannot simply bash
through the wall. It would be too easy that way! No, you have to take a more
oblique course of action to beat this one.
Have the first Lemming build the two bridges necessary to meet the wall. You
don't get anymore after that, so you have to work carefully with the rest of
your tools. Make him climb the large wall, then let him turn around. When he is
just a bit to the right of the steel bar and is facing/walking left, have him
mine. You need to do it so that the end of the tunnel will meet the bridge
perfectly. If you mine too late, the wall will be too high to simply walk up to
and you will have to attempt the level again (only two builders, remember?). If
timed properly, however, the tunnel at the bridge will meet precisely, allowing
the others who are not as fortunately endowed with climbing ability to make the
trip to the top. (If you mine too early, bash to make up for the distance.)
If you successfully mine through to the bridges you made, wait to turn around,
then mine again when you are directly above the steel bar. This will clear a
path to the exit, and when completed, you can bomb the blocker holding its pals
back and raise the release rate to 99 if you haven't already.
_____________ _________ ______
028. Now you're stalking | 50 Lemmings | save 49 | 6:00 |
ŻŻŻŻŻŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻ
This one requires exact attention to detail, so it can get pretty hard if your
head is up in the clouds. The first Lemming should be made both a climber and a
floater, and the second should be made a digger, although not directly above
the entry hatch (for reasons that should by now be obvious). The next two steps
may require a bit of multitasking on your part; you have to make the first
Lemming to walk to the left out of the hole you dug a blocker, AND make your
climber/floater build a bridge so that he does not fall directly into the exit.
If you pull both of these off precisely, the rest of the level is fairly easy,
but requires the same amount of attention. No lollygagging here!
With these steps complete (after some hassle), focus on the climber/floater.
See the walls with arrows pointing in opposite directions? Dig on the thin
ledge between the walls, but NOT BELOW the thin ledge directly above it in the
air. It is important that you dig to the left of this ledge, for reasons that
become evident later. Bash to the right when you fall in the chamber between
the walls.
Build one bridge over the pit to the right, then wait for him to climb up the
steel wall to the right and turn around. For the next three ledges, you're only
allowed one bridge to make it to each of them. Any more, and you won't be able
to complete the level. Build to each ledge, then fall back in the small chamber
where you bashed to the right. This time, punch through to the left.
The others will make their way along the path the lone Lemming created a few
minutes ago. When they reach the small hole that you had to fall into in order
to bash through the arrowed walls, have one of the Lemmings build over it. A
couple may fall back in the hole; they will have to make the trip all over
again. While the rest go to the exit, wait for these last few to make it to the
hot air balloon. You can't end the level prematurely; only one Lemming is
allowed to die, and that will have to be your blocker. There should be mere
seconds left on the clock by the time everyone but the blocker is safe. Nuke
him to complete the stage.
_____________ _________ ______
029. Escape to victory | 45 Lemmings | save 40 | 8:00 |
ŻŻŻŻŻŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻ
This stage marks your first encounter with the weasels. Any contact with the
weasels will result in a dead Lemming, as they'll beat the crap out of any that
they meet up with. In order to keep the Lemmings safe, you'll need to find a
way to dispatch of the weasels. It's relatively simple here; later on it may
not be so easy.
Build to the first ledge. Shortly after the bridge is completed, have a Lemming
mine through it so no others reach the top. Make the first Lemming to make it
up to the ledge block over one of the thin parts. Bomb him when any others that
made it up turn around, and you'll create a hole that will lead the weasels
directly into the water. Weasels can't swim, so they'll drown when they fall in
the water. That eliminates your pest problem; now that your charges are safe,
mine to the balloon in the closed-off area below. There is no way to increase
the release rate, so you'll have to entertain yourself until 40 Lemmings make
it out alive.
_____________ ________ ______
030. Lets play 'catch'. | 10 Lemmings | save 5 | 5:00 |
ŻŻŻŻŻŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻ
This is a level that's more about timing and luck than anything else. However,
there are a few things you can do to increase your chances of winning. Of
course, the first matter of business is getting all the Lemmings to the top, so
go ahead and raise the release rate to ~40, making each Lemming a climber.
From the level's title, I think it may have been designed with the intent that
you should bomb directly above the balloon in order to "catch" the Lemmings in
it. This didn't really work for me, so I suggest a different solution. When the
climbers get up the wall, let them walk all the way to the right and then turn
around. As they approach the portion of the log bridge that is suspended above
the ground, have the first one be a walking bomber about four logs away from
the lowest log. Start the bomb timer at roughly the second or third log from
the right. With each subsequent bomber, start the timer a bit forward from the
previous spot where you did. This will create a makeshift mined tunnel of sorts
and will decrease your chances of splatting, assuming you are at the lowest end
of the bridge. Perseverance and patience will see you through this one.
_____________ _________ _______
031. 2 sides to every story | 50 Lemmings | save 40 | 10:00 |
ŻŻŻŻŻŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻŻ
This level is perhaps made unintentionally easy by the multitude of supplies
given to you; I don't think my solution is the way the designers intended the
level to work, but for my intents and purposes my way is certainly easier than
any they devised.
With the blue Lemmings, place a blocker in front of the anti-gravity field, and
for the white ones, place one right under the entry hatch. For each batch,
build a bridge up to the wall with arrows pointing against you. On the blue end
the arrows are facing right, and on the white end they are facing left. Behind
each is the appropriate exit for each set.
When the bridges reach the wall and the builders turn around, place a blocker
as close to each wall as you can, then bomb it. Part of each bridge will be
taken out by the explosion; build a little bit, then again, have a Lemming
block to where he hugs the wall and bomb him. On both sides, it should take
only three bombers to get through the arrowed wall, and including the blockers,
that makes eight Lemmings you've killed; you're allowed to get away with ten.
_____________ _________ ______
032. Wood you believe it? | 50 Lemmings | save 45 | 5:00 |
ŻŻŻŻŻŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻ
Have the first blue Lemming out of the hatch block to hold the rest back, then
concentrate on the Water Lemmings. Have the first one of them block as well.
When they turn left, have one build a bridge facing left starting on the left
steel edge of the pool. This will give the normal Lemmings above a safe place
to fall, otherwise they would splat falling from such a great distance.
To the left is a lever that will drain the pool; you need to turn it to drain
the water so that your non-swimming types won't sink, but you need to make sure
it stays drained. To do this, wait for a Lemming to touch the switch, and then
IMMEDIATELY block on top of it. If you execute this correctly, he will guard
the lever so that no other Lemmings will turn it back. With the pool drained,
begin building out facing to the right, starting your bridge next to the metal
grate inside the pool. Bomb the Water Lemming blocker, then the one at the top.
Some blue Lemmings may make it past the bomber at the top, so make another
blocker to hold the ones that get past back if that happens.
Notice that the balloon in this level is red; this means that all the Lemmings
must make their way to this balloon regardless of their color or type. This
will appear again in later levels.
______________ _________ ______
033. Wheelbarrows of Doom | 100 Lemmings | save 98 | 4:00 |
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻ
The path appears long and winding, but there's actually a pretty easy way
through this level of imposing appearance. First of all, you can decrease the
release rate, which starts at 69 here (baha), by holding the left mouse button.
Put it down to 1 for the time being. Choose a low spot on the bridge, then use
as many builders as are necessary to make it to the wall. Make sure that the
others cannot make it to the top of the wall and cross over to the titular
"wheelbarrows." When you are sure that no one can make it over, assign two
climbers.
Have the climbers build their way to the gap between the wheelbarrows above the
exit. When they are in this hole, have each one block in the middle, then bomb
through the floor. This will be sufficient to get through the floor. With that
finished, have the others build their way up to the "wheelbarrows" and build
out of each gap if necessary. Raise the release rate to 99 when the path is
set.
SEVENTH GROUP
ŻŻŻŻŻŻŻŻŻŻŻŻŻ
_____________ _________ _______
034. Designed with love | 99 Lemmings | save 85 | 10:00 |
ŻŻŻŻŻŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻŻ
Let the first Lemming go ahead and start building up to the ledge to the upper
right (which is the one to the lower right of the log bridge whereupon the exit
balloon is found). It will take three bridges to get up here, and the bridge
should touch the wall such that there is no gap present between the bridge and
the wall and the Lemmings can walk up from the bridge to the ledge.
In the meantime, place the second Lemming as a blocker. Right here you'll have
to do some multitasking, so be on your toes. While making sure to pay attention
to the builder making his way up, make a Lemming within the throng that is
blocked off build one bridge up to the left so that it hits the nearby wall.
When the bridge is complete, make one Lemming a climber to go up the wall, and
make him a floater also as he climbs. Meanwhile, on the other side, once the
original builder gets up to the ledge he was making his way to, allow him to
walk to the right, then make him a blocker.
The climber/floater will make a long walk through the rest of the level; his
job is to walk into a series of laser detectors so that certain things will be
activated. The first one he will walk through will lower the water level of the
pool in this stage, which allows him to get to another laser detector that once
walked through will open up the doors guarding the exit balloon. He will go on
to die if left alone, but he will serve his purpose; once he is made a climber
and a floater, he can be ignored.
Blow up the first blocker and allow the Lemmings to walk up the bridge (raise
the release rate to 99 if there are some who have not yet entered the level).
They will walk up to the blocker and turn around; this is where it becomes
important that you left no holes between the bridge and the wall. Make one of
the Lemmings in the back build up to the log bridge. The others will walk off
for a little bit, giving the lone path forger enough time to do his thing. Once
he makes it to the laser detector near the exit, have him build over it. This
will release the weasels that were present at the beginning of the stage, and
you don't need them catching up to your charges. Once all the Lemmings have
made it to safety, nuke the lone blocker left behind.
_____________ _________ ______
035. Penelope Lem Stop | 32 Lemmings | save 32 | 6:00 |
ŻŻŻŻŻŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻ
Two of the Lemmings in this stage will fall out of their own hatch; the others
will be released into temporary safety on top of a door that will open if the
correct switch is flipped. I say the safety is temporary due to the spinning
log that hangs precariously over the majority of the Lemmings in this stage. It
slowly descends throughout the course of the level, and if you don't save them
in time, they'll be hacked to bits!
To save them before the spiked log makes mincemeat of them, you need to use the
two Lemmings that each walk off in separate directions. Both need to be made
climbers and floaters, but you need to focus on the one on the right first.
Have him use your only bridge to build up to the steel wall. He must use all 12
of his bridge tiles, but it must meet the wall for this to work. Make him a
climber/floater while he is building so that he climbs the wall as soon as he
runs out of steps. He'll turn a switch that opens a door in another part of the
level. You can ignore this Lemming now and move on to the other one.
While the other one is on the long, thin wooden plank spanning about half of
this level, have him mine through it to where he will hit a small steel wall
and turn around to walk toward a wall with arrows pointing right. Make him bash
through the right-arrowed wall, then about halfway through it, start mining.
(Make sure you've made him a climber/floater by this point.) When he's through
the floor, he will walk up to the wall to the right and climb up it. If he mad
it in time, he will flip the second switch, which brings the floor out from
beneath the other Lemmings and leads them to safety. Now let him make it to the
balloon, since this stage requires you to save every last Lemming.
_____________ _________ ______
036. How do we get up there! | 50 Lemmings | save 50 | 4:00 |
ŻŻŻŻŻŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻ
Here's a supremely difficult level that you won't beat if you can't find a way
around the one solution that looks the most obvious. Start off by decreasing
the release rate to 1. That will make it easier to distinguish between who is
walking left or right when you have to come back here to build a bridge to get
the others out of here.
If you think you're going to need both your climbers for multitasking purposes,
you're wrong. You only need one climber, but you need to make him work quickly.
Assign the first Lemming out of the hatch to this position, then wait for him
to trek over the wall. Start mining near the middle of the chamber over here.
When he is right up against the steel wall, start digging straight down. Click
on the basher icon so you have that job ready, then watch the digger. He will
dig until he is level with the bottom of the steel door. When he gets to this
point, let him bash out four (4) more chunks of ground, then make him bash. He
should go under the door and be able to get out on the other side.
When he gets to the other side, stop his bashing by making him build. He will
turn around and go back up the wall to the left, but a small piece of land will
stop him from getting all the way up it. When he comes back around, build out
again so that the others can make it, but use a miner to cut off the bridge
early. (Not so early that he keeps going through the ground, though; just
enough to cut the bridge off and save time.)
Let him get around to the steel edge of the acid pool, then build on that steel
rod. While he builds this bridge, quickly return to the beginning of the level
and focus on the middle of the chamber where the Lemmings are walking. Find one
that is walking to the right; the Lemmings should be organized in small groups
as a result of the low release rate, so finding one that is moving right should
not be overly difficult. When one starts building in the proper direction, put
the release rate all the way up to 99. YOU ONLY HAVE ONE CHANCE EACH TO GET ALL
THESE BRIDGES RIGHT!
Heading back to the lone Lemming near the acid lake:
When he shrugs his shoulders, let him walk off, then as soon as he hits the
ground, have him build two bridges up to the steel. Make sure they connect with
the metal ledge that juts out, but that he doesn't turn around upon hitting
them. He will need to use these bridges as the foundation for the final one.
Let him climb up the wall, then when he falls back to the ground, allow him to
walk back onto the other two bridges he made before building up to the top.
Around this time, the other Lemmings should be joining him, and will not be too
far behind when he finishes the bridge. Make sure all the Lemmings are inside
the open steel door; the switch just before the balloon closes it, and you
don't want any getting locked out, or worse yet, squashed by the door (yes, it
can happen).
You should finish the level with only a handful of seconds left on the clock.
_____________ _________ ______
037. There's only one way down! | 25 Lemmings | save 10 | 5:00 |
ŻŻŻŻŻŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻ
Thanks to the way this level was designed, it's way easier than originally
intended. Simply put a blocker to the right of the entrance and mine through
the bunch of wood to the left.
_____________ _________ ______
038. What a Fantastic Pair of Birds | 20 Lemmings | save 20 | 5:00 |
ŻŻŻŻŻŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻ
The object of this level is to get between the two birds who are guarding the
balloon to safety. To do this, you'll have to have a single interloper burrow
between the two of them. Because you must save them all and you have no blocker
Lemmings to help you out, this will be a bit tricky if you're not accustomed to
containing Lemmings without the aid of blockers.
Let the first Lemming out of the hatch walk a fair distance to the right, then
have him mine. A short way into his tunnelling, have him build to cut it off.
Another Lemming will be walking to the left by this time; have him mine also.
The original Lemming who was mining will be able to get out of his hole before
he digs deep enough, but none of the others will. This is what you want. Have
the miner build, and voila! You have a makeshift containment chamber!
Now that only one of the Lemmings is free, have him dig once he gets to the far
left edge of this plateau. He will continue going until he comes upon a long
steel bar, which will impede further digging. Have your builder ready, and when
he gets to the steel rod, have him build. He will hit his head on the thin
stalactite to the left, but don't worry, this should happen. He will turn and
walk the other way for a couple of seconds, then return to this same spot and
drop onto the staircase.
At the top of the staircase, start mining down to the left. When he is halfway
between the pool of water and the bottom of this huge chunk of rock he's mining
through, start him off bashing to the left. Once he's above the bird guarding
the balloon or just to the right of him, begin mining again. This should land
him between the balloon and the bird's back, which is what you want. As soon as
the Lemming starts mining for the second time, return to the trapped ones over
to the right and have one build a bridge out to the left. Once all are
successfully out, speed the rest of the level up.
______________ _________ _______
039. The Lone Ranger | 100 Lemmings | save 90 | 10:00 |
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻŻ
See the swirling portals peppered throughout this level? They'll transport your
Lemmings across to the stage to one parallel to it, keeping them walking in the
same direction they were going. The level is entitled "The Lone Ranger" because
you'll have to have the first one break away from the path that eventually
leads to splatting. Some will inevitably have to die here, but you can prevent
that with some time-saving tricks related here.
Have the first one build as soon as he pops out of the box. Position the cursor
a little lower than the box so the game doesn't think that you're trying to
lower the release rate. When you've got him building, he'll hit his head in
time. This will cause him to turn around and fall off to the left. Make him a
floater, but not until he's on the verge of nearly splatting (that is, about
1/4 of a inch from the ground). He'll fall fast, but by making him a floater at
the last second, you prevent what would otherwise be a very slow descent that
would allow too many Lemmings to die.
Wait for him to hit the thin wall to the left and turn around. When he gets
near the wall, have him build one bridge up to it. Just one is enough to keep
the Lemmings that come out of the portal above and to the right from going
KER-SPLAT! Once the bridge connects to the wall and the others start coming
near, it's time for some demolition work.
Equip the bomber ability and find a Lemming walking left. This next part relies
entirely on timing, so you'll need to know which positions are best for getting
through the thin walls without wasting too many bombers (you can only use ten,
and even then, that's if no Lemmings died as a result of splatting after coming
out of the second portal - so if you do some quick calculations, only six can
be allowed to die as a result of that long fall - fortunately, you have a fair
bit of leeway if you're able to keep them intact).
For the first wall, detonate one of the Lemmings about a half-inch to the right
of the steel wall. He will walk under it, stop at the thin wall, and blow a
hole in it. The second one needs to be activated just to the left of the first
hole you created, and the third one needs to be made a bomber when he is just
to the right of the second hole. Make the fourth bomber bomb to the right of
the third hole, and you've got it made in the shade.
______________ _________ _______
040. Swarthy Seadogs! | 100 Lemmings | save 99 | 10:00 |
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻŻ
Have the first Lemming dig a hole to the steel bar below, then up the release
rate to 99. As the Lemmings fall out of the hatch, make one a climber. Turn him
around by making him a miner (he will tunnel until he hits the steel, then
start moving left). He will turn the switch to the left of the vertical hole,
which will not only drain the pool to the left but will also start a spiked log
rolling around the ledge your Lemmings are currently situated on. You dug the
hole and raised the release rate so that everyone would be safe from this log's
onslaught, your lone excavator included (he'll be out of its way by the time he
does what he needs to).
Build out of the emptied pool, making sure not to hit the wall, to naturally
allow the twelve steps to run out. If you haven't made this climber a floater
by this point, do that now. When he floats to the ledge below, have him mine
into the steel before hitting the blood-stained log to the left; this will keep
the others from running into it as well. When he turns and makes it to the
bottom of the level, have him build OVER the switch to the right; after all,
you don't want the log from above hacking up your cute little creatures, now do
you? Hit your head in the narrow steel corridor to the right by building, then
when your Lemming goes left, build a bridge up near the steel wall to the left
of the switch so that the others will be able to fall safely to the bottom row
when they get there. The trail has been blazed; now focus on your others.
Find your group that are crammed into the tiny hole and have them bash to the
right. If they go left, that's fine, as there's steel for them to run into; it
will just take a little longer to do the level, that's all =)
When they bash right, you'll have a tunnel going that looks like a right
triangle. Build to the left up to the hypotenuse, as it were, and then again
over the vertical digger's tunnel. All the while, you have to make sure to
watch out for the rolling log that dices your Lemmings into Julienne potatoes.
Study its path carefully; you'll notice it turns back to the right once it gets
to the left edge of the pool. Start building out once it turns around and gets
to the switch. Your Lemmings should move fast enough to get past it before it
comes back around again. Now, assuming that you considered the fact that these
Lemmings can't float and built bridges for them to land on, they should travel
through the rest of the level with ease. Speed it up if you don't want to watch
them toodle along.
_____________ _________ _______
041. Build 'em up ....then bring em down | 50 Lemmings | save 45 | 10:00 |
ŻŻŻŻŻŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻŻ
Here's a nice break from challenge, unless you have really slow reflexes. Raise
the release rate to ~75, making the first Lemming a blocker as soon as he falls
out of the box and then the second one after that a blocker. One will get by in
order to set the path for the rest. Have him dig at the very far right edge of
the cliff until he is parallel to the first steel rod to the right.
At this point, build a bridge to the SECOND steel wall - skip the first one
entirely. You won't be able to build 36 straight tiles and land perfectly on
top of the steel column though; to get on top of them, you need to dig. When
your Lemming is over a column, have him dig to get on top of it, then while he
is digging, quickly click the builder icon and have it ready for when he starts
walking again. Repeat this until you get on top of the tall wall to the right,
at which point you need to again dig on the right edge. Build one or two
bridges after you've dug a sufficient distance, then release the other Lemmings
by bombing the blocker on the right.
_____________ _________ _______
042. Love train boogie | 25 Lemmings | save 25 | 10:00 |
ŻŻŻŻŻŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻŻ
You have to work quickly to make this level a success. Start by having the
first Lemming out of the hatch build and hit his head; when he turns around and
starts going left, make him climb up the wall. Build a bridge as close to the
steel wall up here as possible to shave time and turn him around. Build over
the narrow gap to the wall ahead, bashing to cut the bridge off ASAP. This way
of bashing to shorten the bridges is necessary to saving time and making sure
the rest can walk obliviously to the exit.
Bash through the first wall and build a bridge over the pool, bashing to cut
the bridge short, then bash through the next wall. Repeat this process until
your Lemming has built over the last small body of water and flipped the switch
(which doesn't do anything important - not now, anyway). Don't make him a
floater until the very last part of his long fall - remember from your
experience in the "Lone Ranger" level that this is a mega-time-saver. Build
when near the wall to the right to turn around quickly, then dig as far left of
the balloon as is possible through the thin wooden plank. Bash through the wall
with the arrows that point to the left. If the rest haven't made it here yet,
they're now safe.
You're not totally in the clear yet though, pal; you have to consider your
climber/floater, who if you're not careful will walk to the left and eventually
meet his demise in a pit far to the left ..... and if I recall correctly, don't
you need to save EVERY Lemming to complete this level? Oh, that's right, you
DO! Fortunately, you should still have a few builders left. Have that rogue
Lemming build to hit his head on the wooden plank and turn around.
EIGHTH GROUP
ŻŻŻŻŻŻŻŻŻŻŻŻ
_____________ _________ ______
043. Bounce around the world! | 50 Lemmings | save 46 | 5:00 |
ŻŻŻŻŻŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻ
You'll start this stage by viewing a hatch wherefrom the Lemmings walk to the
left upon falling out. Make the first one out of this hatch a blocker, then
swivel around to the other end of the level. Make the third one out of that box
a blocker, allowing two of them to pass. Assign the one that is bringing up the
rear to dig through the first diggable ledge they walk over (there are two). As
he digs, turn him into a floater. This is the largest capacity to which you'll
use this Lemming, so focus on the other one now.
Wait until the one that was in front hits the blocker and turns around. He will
start walking left; dig through the other part that hasn't been touched yet
while this guy faces left, and make him a floater also. Once he gets to the
bottom, he will have to make a bridge tall enough so that the Lemmings can fall
through the hole that the other digger created and walk to safety. This should
only take 2-3 bridges to accomplish. Blow up the blocker nearest to the proper
hole once the bridge is complete, then speed it up, remembering to nuke any
leftover blockers afterwards.
_____________ _________ _______
044. Lock In | 14 Lemmings | save 11 | 10:00 |
ŻŻŻŻŻŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻŻ
Be warned, this level is rather difficult. YOU WILL USE EVERY SINGLE ITEM GIVEN
TO YOU HERE!
Raise the release rate for both boxes to 99. There are four Water Lemmings and
ten regular ones. They will all pass through a portal and go through a steel
door ..... but wait, this is no ordinary door! To its right you will notice a
counter set to 10. It's clocking how many Lemmings pass through the gate. Once
it hits zero, it will shut, bumping off any poor Lemmings that are unlucky
enough to be in front of it. Raising the release rate to 99 will put all the
regular Lemmings past the gate and all the Water ones trapped outside it. As
you'll see in a moment, the fact that they're Water Lemmings doesn't matter
much here.
The other four Lemmings are now walking in a line back and forth through the
two portals. When they get back to the thin ledge below the entrances, have one
that is in the back of the line bomb through. The others should pass by him and
end up falling through the hole to the right. Make them all floaters so that
they don't go splat and die. Now, here's where things start getting really
tricky.
As they walk to the right, you'll see that they're headed toward a pool of hot
yellow liquid. Unfortunately, this is not popcorn butter of the extra-fattening
movie variety, but rather lava that cannot discern the difference between
regular Lemmings and water-walking ones. Lemmings of ALL colors will die if
they touch this liquid. Since you have no blockers to keep you safe, you have
only one option; have all three build at once upon coming to the lava.
Each one will have to build three bridges in order to hit its head on the ledge
whereupon the regular Lemmings are nesting, so you'll have to keep an eye
carefully trained on them, watching for that fateful shrug that means they're
out of stair tiles and clicking on them furiously in order to get them to build
further. All in all, this action alone requires 9 of your 20 allotted builders.
That seems steep, but don't fret. You have enough to get through the rest of
the stage.
Now your three Water Lemmings have bonked their heads on the ledge above and
are headed left, again toward the pool of lava but toward the other side of it
this time. One of the Lemmings needs to build up to the narrow door above,
which takes two bridges. You need to line it up exactly so that the regular
Lemmings can walk into the new area once it opens up. To accomplish this, start
building about five planks' length away from the door. When he starts on his
second bridge and you are sure it will connect, return to your other Lemmings.
These two hooligans should now be near or at the other side of the pool of
deadly lava. Have them build two bridges apiece up to the other bridge, making
for four bridges used in total to get them to turn around. You've now used 15
bridges, bringing your total down to five. Return your attention to the other
Lemming, who should be headed toward the set of bridges. Have him build and hit
his head one more time; he will turn around, so now you need to make him a
climber. As soon as he starts climbing, set him to blow up in five seconds. He
will create a hole in the wall near the top.
When the other Lemmings come back, have one build at the tippy-top of that
bridge that faces right. Something different and good will happen this time,
and that is that instead of smashing his head on the ceiling and turning
around, he will go THROUGH the ledge and end up on top of it. The other one may
have walked on ahead, but don't fear for him. He fell onto the pair of bridges
that faces left and is currently headed back this way. None of the others can
get past the bridge that goes up through the ledge, which is an added bonus
that ensures you that everyone is now safe.
You can now only afford to kill one more Lemming, and it is here that you must
do so. Time a bomber to go off to the left of the top of the staircase that
faces right (this is most easily done by detonating him as soon as he hits the
wall to the right and starts going left). He will blow a hole through the thin
ledge, and the others will start wandering back and forth between the closed
door and the bridge that connects to the ledge. Have one of the Water Lemmings
that is left climb up the wall with the small hole in it, above the narrow
doorway. He will climb through, float down, and pass through the laser detector
which opens up the gate. Watch him climb up and jump into the balloon, then use
your last three builders to get your non-climbing types up to the red balloon.
_____________ _________ ______
045. Under and Up. | 60 Lemmings | save 48 | 5:00 |
ŻŻŻŻŻŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻ
Although the name of the level is "Under and Up," repeated attempts prove that
it is nearly impossible to complete the level by going under the crab and up
using the portals as intended. Therefore, I embarked upon a quest to find an
easier solution, and I did. You may as well rename the level "dlkagdoihg,"
because it makes more sense than "Under and Up," a title which seems intended
solely to mislead you.
The real path through this level is straight across. Build over the portal by
starting a fair distance back from it. This will probably take 2-3 bridges, as
you need to separate yourself from the portal quite a bit so that it doesn't
suck you in (your Lemming will instantly stop building if he is sucked into the
portal). Don't worry about having to build over the lava; the weasel in the
enclosed steel chamber at the top will drain it by walking through the laser
detector. You also don't need to worry about the counter below; once two
Lemmings get through it, the door shuts, and they will eventually become
casualties of the crab that lies in wait for them. They don't figure into the
big picture though, so their deaths are no biggie.
Wait for your Lemmings to go through the drained lava tank and then build out
of it to the right. In all likelihood, they will go through the portal just in
front of the balloon. This is okay. Wait for them to come out from the one on
bottom and let them fall off. They will walk, turn left, and head toward the
steel wall. When they turn right, start having one build when he is under the
L-shaped block of steel. The Lemmings will start going through the portal on
the other end and will reach the balloon from there.
_____________ _________ ______
046. Nice shootin tex! | 50 Lemmings | save 42 | 4:00 |
ŻŻŻŻŻŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻ
Definitely the hardest level to this point. What you need to do first is focus
on the top half of the level where the Lemmings are coming out faster. When the
leader gets to the second steel bar (the division between the two is barely
noticeable, but there), set one of them to explode so that he will be on the
small patch of bombable ground when he stops.
Switch your attention to the bottom. When one of the Lemmings in the front of
the line - preferably the first or second - gets on or just past the small
steel tile, start him off building. He needs to keep building bridges until he
gets all the way to the top of the level.
Meanwhile, up above, in the small hole that the bomber created, set a blocker.
Return to the builder below, keeping a close eye on him and clicking him to
build again as soon as he runs out of tiles. When he starts on his third bridge
you need to turn the level to the right and make the leader of the line a
blocker before any of them fall in the water. Once you've placed a blocker,
return to the builder. Keep building until you have only one bridge left. At
this point, your bridge should make just above a platform with a counter on it.
As you can see, the counter is set to 05. As soon as the builder stops, let him
walk two steps, then make him a blocker.
Now all you can do is wait until the rest of the Lemmings get back here. When
they eventually come around and hit the blocker at the top of the long bridge
you made, they will start going back down to the left. Have one of the first
Lemmings in line build a bridge that will span the entire length of the hole
that the blocker above will make when you blow him up; you don't want any of
those up there meeting with death by splattage. Also at this point, blow up the
blocker at the top of the bridge.
Wait for the line of Lemmings at the bottom to start walking back up the stairs
that the builder made. The counter at the top reads 05; five of the Lemmings
will have to fall through before the floor pops out. You can't afford to let
five die, only four; fortunately, you have one floater to make this work. Make
one of the first five Lemmings to go through the now-retracted platform a
floater. After doing that, blow up the blocker situated in the small hole in
the enclosed steel chamber. Hopefully the ones that are held back by that
blocker will fall onto the bridge you made - that's what you want, anyway,
otherwise your goose is cooked.
To top it all off, blow up the blocker near the water and hope that you have
enough time for 42 Lemmings (the amount required and also the absolute maximum
that can make it out under these circumstances) to get to the balloon; you may
have to attempt this level many times because of the fact that time runs out at
the worst possible moment (i.e. when you've saved 41 Lemmings and the last one
is two shakes away from the balloon). Work and react quickly and you should
have minimal trouble getting this solution to work.
_____________ _________ _______
047. Water way to go. | 30 Lemmings | save 25 | 10:00 |
ŻŻŻŻŻŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻŻ
Starting with the regular Lemmings up at the top, have the leader of the pack
bash through the thin wall. Watch them as they walk through various states of
gravity until they come back down to the ground again, then make one a blocker
immediately at the bottom of the second gravity reversal vortex. The others
will land on top of the blocker and walk left. Build up over the steel wall to
your left.
Once Lemmings start getting up over it, set another blocker and let one pass by
him so that he can help out the Water Lemmings you saw at the beginning of the
stage. The first switch he turns will raise the floor over the pool in front of
him; that's not the one you need to worry about. The switch worth worrying
about lies ahead at the bottom of the stairs. You don't want to turn it - not
yet, anyway. While it may open a door for the Water Lemmings and give them some
additional roaming space, it also starts a rolling spiked log in their
direction. Save this switch for last and avoid it by digging when you are about
five steps away from it.
After having successfully avoided turning some of your more important Lemmings
into paste, build a bridge immediately upon landing so that your lone
trailblazer hits his head and turns right. Bash through the wall, then make him
a climber. When he makes it up the wall, bomb the blocker that is holding your
regular Lemmings back.
The climber will first turn the switch he climbs up to, which lowers the floor
whereupon normally the Water Lemmings would get hacked to bits if you'd turned
the other lever first. When the others start flocking toward the exit, have one
of them build a bridge over to the switch (you made yourself a tiny hole there,
remember?). After a Lemming hits it and opens the door for the Water types to
escape, mine through the bridge to cut it off prematurely. The Water Lemmings
will fall to the floor below, turn around after walking a short distance, and
then walk into a swirly portal leading them to their respective white balloon.
After everyone possible has been saved, nuke the remaining blocker if you have
not yet done so.
______________ _________ ______
048. Quick as you can! | 101 Lemmings | save 96 | 4:00 |
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻ
Only two Lemmings come out of the hatch on the left, so deal with them first.
Make the first one a blocker as soon as you can, holding the cursor somewhat
below the boxes so that the game doesn't accidentally think you're trying to
lower the release rates on any of them. The next Lemming will turn around and
fall off the ledge - make him a floater at the last possible moment. When he
starts walking right, have him mine through the ledge, then equip your bashers
and turn your attention to those plodding along at the top of the stage.
Their current trajectory will land several of them in the drink before the
floater below is able to make it to the switch. Therefore, to stall them a
little bit, you need to have the leader of the line up top bash through the
thin wall to the left when they get to the zigzag portion of their route. This
will hold them off long enough for the floater to do his job.
Meanwhile, the floater should now be approaching a thin wall of his own. Have
him bash through it. He will now walk to the switch, but you can't allow him to
turn around after he flips it. It is here that your brave floater must nobly
sacrifice himself for the greater good. After he hits the switch, make him dig
through the floor.
*moment of silence for that brave little Lemming*
When the other Lemmings get to the drained pool, have one build out to the
right from near the middle; this will require both of your bridges. Bomb the
blocker at the beginning of the stage and speed it up while you wait for the
balloon to take off.
_____________ _________ ______
049. Watch Out! Evil about! | 50 Lemmings | save 45 | 6:00 |
ŻŻŻŻŻŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻ
Way easier than it appears, but it does take a little bit of good timing to
pull off. First thing you need to do is equip your blockers. Create one to the
right, and then make a second one to the left of the hatch, but let one Lemming
get by the second blocker (so that he should be between the blocker on the left
and the thin wall).
Wait for the weasels to float down and go on their way. You need not worry
about them here; they are traveling a path which will eventually land them in a
pool of lava. When they are past the long drop, have the single Lemming to the
left of the barricade start mining to the left. When he gets through his tunnel
(which will take just a few seconds), have him build a bridge to the wall. From
here you need to build bridges alternating left and right - a zigzag pattern,
as it were - until you have four bridges left. Your last bridge should face
right.
Mine through the thin wall to the left, then start building when you're all the
way through it. It only takes one bridge to get to the exit, and now you can
blow up the blocker on the left and let the others walk up your stairway to
heaven (apologies to Led Zeppelin). Nuke the other blockers when the others get
on their way.
_____________ _________ ______
050. Take Her to Warp Speed, Captain | 25 Lemmings | save 12 | 8:00 |
ŻŻŻŻŻŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻ
This stage introduces a strange device that, when your Lemmings walk through
one side of it, they come out the other side walking mega-fast. While in theory
it sounds neat, here it is a patently useless trinket rendered obsolete by an
easier method of getting around the spiked log near it. That said, let's get on
with it.
Bash through the wall to the left at the beginning, then wait for the leader of
the bunch to go through both anti-gravity doohickeys. When he falls off the
ledge after returning to normal, make him a blocker. The next Lemming needs to
drop off and turn the switch so that the floor will rise and the door ahead of
it will open up; he'll die, but it's nothing to get all hot and bothered about.
He's dying for the benefit of his friends behind him.
After the floor appears and the wall disappears, the rest of the Lemmings will
start walking on ahead. Make the first one in line a climber so he can make a
path for the others. Bash through the purple clump after you get through the
portal, then allow the climber to drop off the ledge and turn left. Mine twice
to the ground below, then before he can get through the gate that makes him
walk fast, make him dig. Bash to the left when you're parallel with the
corridor to the left, then have someone in the other group build up to the
portal so they can take the climber's path to the exit.
_____________ _________ ______
051. Bridges | 53 Lemmings | save 48 | 3:30 |
ŻŻŻŻŻŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻ
In this level we get to meet Acid Lemmings, little green squirts who can walk
on the green stuff without a problem, but are still not impervious to the
nuisance that is the yellow lava. That's okay though, because we shouldn't be
coming into direct contact with the lava anyhow. Put a blocker at the top to
hold off the blue Lemmings, then turn one of the three Acid Lemmings into a
climber.
Once he is over the wall, have him mine right into the small patch of steel
that makes up part of the wall. It might have sense to make him avoid the chasm
ahead by building over it, but you need your single bridge to keep the blue
Lemmings from splatting all over the place when you release them. When the Acid
climber hits the steel and starts walking left, make him bash through the
appropriately arrowed wall.
He will hit a switch on his way to the arrowed wall; this drains the acid pool
that the green Lemmings are walking on. Don't worry about the climber falling
in (remember that even though pools are drained, Lemmings who weren't walking
on their contents will still walk along the top of the pool? Isn't that neat?).
The draining of the acid reveals another switch which one of the green Lemmings
will turn. This will make a bridge over the giant lake of lava to the left,
allowing everyone to get to the red balloon of mixed company.
When the climber scales the short stairway to the left of the green acid lake,
have him build one bridge for the blue Lemmings above to land on. At this point
you need to bomb the blue blocker and set those regular Lemmings free. Put
another blocker at the top of the small staircase; if any get by, that's okay.
You have a basher that will allow those that escape to go through the short set
of stairs. Make sure you take care of this quickly though, since your time in
this stage is very limited. Everyone should now be on the road to safety; when
they make it, nuke everyone left behind.
______________ _________ _______
052. Walk the plank or join the crew? | 100 Lemmings | save 75 | 15:00 |
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻŻ
This level's not so much difficult as it is precise; it requires much attention
to detail and timing to make it work. First of all, the level starts off with
the camera focused on the wrong hatch. Turn the level to find the other one at
the top. Make the first Lemming out of the box a blocker as soon as the second
one touches the ground. Now make another one a blocker. One of the Lemmings
should be stuck between the two blockers, and the rest need to be herded to the
left of the blocker on the left. Once this is done, quickly return to the other
door.
Make the second Lemming in line a blocker, then have the one that got by build
up to the ledge to the right with two bridges, bashing to cut off the second
one if necessary. Build a bridge up and right into the steel wall, then one to
the left, again bashing to cut it off prematurely. Build two bridges over the
laser detector; you don't want your Lemming or the weasel in the chamber (who
figures in later) to touch it. It will close the large wall to the left of the
wall with arrows, making it impossible for those on the bottom half of the
stage to escape. Build over it, then dig a hole straight down after finishing
the two bridges. When the Lemming falls to the bottom, let him turn around by
running into the blocker. Mine a hole while facing right just before the zigzag
bridge you created against the steel wall. This will cause the Lemming to
effectively kill himself, but that's okay; when the weasel walks this path
later, he'll also die.
Now, focus on the Lemmings that are squeezed between the one blocker and the
arrowed wall. Make one of those Lemmings a climber/floater. He'll scale the
wall and make his way toward a small pool of yellow lava. Build two bridges
over it, cutting off the last one early. It is now important that he not be
allowed to go through the portal, as that will lead him to an untimely death.
The right side of the portal leads to death, but the left side leads to
salvation. It is rather difficult to build over it, so what you will need to do
is bash beneath it. There is a small set of stairs leading to the portal. When
the climber/floater walks onto the FIRST step, have him bash. If you have done
this correctly, he will continue bashing and it will appear as though the
portal is floating on thin air. After allowing some leeway for building up to
the left side of the portal, turn the basher into a blocker. Go back to the
group of Lemmings where you got your climber/floater from, and send another one
over the wall.
Wait for him to run into the blocker on the other side, then build bridges from
the left side of the lava pool until the two bridges are connected. This should
only take two bridges. When you've made a triangular bridge (of sorts) over the
lava, let the second climber/floater bash through the arrowed wall to the right
and thus allow the others to come over to this side. Have one of these walkers
build a bridge up to the left side of the portal. As you can see, this will
cause them to come out the other portal, at the top of the level, from the
right side. This is good, this is what you want. Now, it's time for what is
inarguably the most difficult part of the level: getting the single Lemming at
the top past the long wall while it's temporarily openwithout getting bumped
off by the weasel.
It may seem difficult, but all it requires is decent reflexes. Make sure you
have both the blocker on the right and the weasel in your sights. As soon as
the weasel is over the fourth rivet to the right of the switch while he is
walking left, detonate that blocker. This should give the single Lemming all
the time he needs to get past the wall while it stays open for a short time. He
should walk through the machine that makes him move fast (which the first
climber/floater activated when he went over the wall), speed up shortly, and
then lose steam just as he nearing the end of the wall. If he makes it (and he
should if you bombed the blocker at the exact point in time related above), he
will walk through a laser which will open the small door on the right end of
the weasel's chamber. That Lemming will then proceed to the balloon; he's just
the first of many that will.
Here's where that one Lemming that you concentrated on first at the beginning
comes in handy. You dug a hole to the left of the laser detector; this will
make the weasel fall through without going forward and setting off. He will
then walk until he falls through the tunnel you mined in front of the zigzag
staircase. He will die, and best of all, the long wall at the top will now
remain permanently open.
With the door held open, bomb the other blocker at the top so those can escape.
As for the ones that keep walking back and forth through the two portals, have
them build up, and then allow one to bash through the wall with arrows pointing
to the right. The rest should walk to the exit, and you can now nuke any
blockers left behind.
NINTH GROUP
ŻŻŻŻŻŻŻŻŻŻŻ
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053. Bamboo Maze | 50 Lemmings | save 48 | 5:00 |
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Let one Lemming go ahead past the counter that reads 03, and then set up a
blocker on the metal floor that the Lemmings fall on when they come out of
their box. The one that's all by himself needs to dig twice, then bash left
four times. After this, he will be on the outside of the maze. Have him dig as
soon as he hits the ground, then bash through the wall to the right. Dig once
more, but when he gets to this point, let him walk around so that he turns the
switch first. After he turns the switch, bash left. The Lemming will now travel
through one of those fun swirly portals. (The switch opens up an important door
that you will need open later on.)
Turn the level to the right so you can see him come out on the left side of a
portal near a wall with arrows in it. Let him walk to the left, then dig. Dig
again when you get to the ledge below, but make sure it's to the right of the
hole you just dug and to the left of the thin door below.
The Lemming will run into the door and turn around. Have him bash left. At this
point you will have to dig in a very specific spot so as to be able to save
this Lemming (in this level you can actually save all 50 instead of the 48 that
it requires). Have him dig down near the right wall of the chamber below that
the switch and the counter that says 02 is in; if you do this correctly, you
should create a hole such that if you make the Lemming a climber, he will be
able to scale the wall and get back up to the previous floor, enabling him to
walk to the exit.
First, however, the Lemming will walk left through the open door - or rather,
it SHOULD be open (you did allow the Lemming to turn that switch at the bottom
of the level awhile ago, DIDN'T you??). If it is, you're doing okay. The
Lemming will walk left, making the counter tick down to 01, then when he passes
back through, the door will shut on 00 and leave him in the room with the
switch. Once turned, this level will drop the floor out from beneath the
Lemmings at the beginning - thus freeing the blocker from his duties - and will
also open up the thin door that guards the balloon.
Have the lonely Lemming climb up out of the room he's in. He'll be the first
one to make it to the balloon. As for the others, they're now stuck in yet
another small chamber. Have one dig them out. They'll now be on the path that
your lone Lemming was on awhile ago, which will lead them directly to the exit
if you followed the steps above. Speed it on up and get the heck outta Dodge.
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054. Can't Get There From Here | 50 Lemmings | save 49 | 6:00 |
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Your charges will start off walking along a large T-shaped piece of land. Dig
in the middle of this chunk and make your digger a climber. With him as a
climber, he won't be highlighted when the cursor is over him now, making it
easier for you to make the next one to fall in the hole a climber that goes out
to the left. That one will go on to the left, but we can afford to ignore him
for a few seconds. Wait for the digger to get down low enough so that the
others can bash to the left onto that small steel overhang when the time comes.
When he's low enough, have him build. He'll run into the wall and turn left,
which is precisely what you need. At this point, raise the release rate to 99.
Focus on the other climber, who should by now be near or climbing a steel wall.
When he gets over it, have him dig in the chunk of land there. The other one
will come around shortly and climb up out of the hole as the digger is making
it. When he goes up the next steel wall, falls, and turns right, have him dig
also (don't want him getting away). The other one should soon get near the
bottom; at this point, have him bash left. The one digging but facing right
should soon finish his hole, since the basher will come through first. Again,
make him bash right (into the steel) so he doesn't run off and ruin it for you.
When the first climber starts heading up the wall, click the bomber icon and
have it ready. When the climber gets onto the large chunk of land separating
the area with the balloon and the vast room with the laser detector, start his
timer. He should go off while still climbing, and will make a nice clean hole
for his follower to go through.
The other climber will come through this hole and walk through the laser device
at the left end, which drains the large pool in the middle of the stage. The
second this pool is empty, go over to your others and have them bash to the
left. This is the most difficult part of the level, relying somewhat on luck to
get done, but it's recommended that you keep your cursor more toward the left
side of the hole to have greater success. If they bash to the left, you're in
business. If to the right, start over.
Return to your climber, who should now be walking to the right. Make him dig.
When he's through the land, he will start heading right more. The trick you
need to employ now is sort of a throwback to retro Lemmings, where it was used
quite a bit, especially in the later stages. What you need to do is mine down
to the right so that the other Lemmings have a tunnel to walk up through later
on. (This trick is often used in instances where building is not possible; note
how few bridges you were given in this stage.) You want to make sure not to
mine too late, but you can rectify yourself if you start too early by bashing
once the miner is even with the ground the others are on.
At around the time you have crafted a tunnel for the rest to walk up through,
the others should be meandering about in the empty pool. Have one build up and
out to the left, and watch them walk to safety. If you've got an itchy nuke
finger, try to stifle it; you have to save everyone currently on the screen,
including your climber, who will walk a fair distance before turning around and
heading for the balloon.
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055. Lemmings Four the Drop | 4 Lemmings | save 4 | 5:00 |
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Starting with the Lemming nearest the balloon, have him dig while facing right.
When he gets to the pit, have him build to the wall. He will hit it, turn
around, and make it to the balloon. That's one in the bag, and plus you've
established the proper path for the rest of your Lemmings to follow.
Turn the level and go to the next one on the right. Have him dig out while
facing left, then build ONE bridge up to the next pylon to the left. There is a
lever here that, when turned, will supply a piece of metal ground for the
Lemming on the far right to fall to when you dig him out of his cozy spot. When
the second Lemming turns it, the floor will open up. He will also head to the
balloon; that's two.
The third Lemming is situated way high up over his piece of land - high enough
that you have to turn him into a floater for him to safely land. Assign him to
an umbrella, then make him dig out of his cubby hole while facing right. The
other Lemming won't be able to get too far from where he is with the materials
he's given, so the floater needs to pave a way for him. Build two bridges up to
the metal floor. When the floater hits it, he'll turn around. Have him build
the rest of the way as needed to the exit, then free the last one by making him
dig when he faces left.
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056. Booby trap. | 50 Lemmings | save 46 | 8:00 |
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To be honest, this one can be won on sheer luck. For real. It's almost
ridiculously stupid. Have the first Lemming out become a climber, then set the
release rate to 99. The climber will go up the wall; have him bash when he gets
to the thin wall in his path. He will fall into an area with a switch. Wait for
him to walk to the small alcove to the right, at which point you should build
into the wall for a quick turnaround.
All this time a weasel has been moving around the border of the level. He's
slowly making his way toward a switch that will release the large group of
weasels situated above the entry box. You won't be able to stop him, but you
can certainly beat him by being fast enough.
The climber will turn the switch, which opens the metal door that has been
impeding the Lemmings' forward progress. Don't worry about making the climber
a floater; even if he does make it to the bottom, the weasels will get him, so
there's not much you can do. The rest of your little rodents will walk toward a
portal and come out on the right side of it. There's a little glitch here that
produces a nifty side effect, however, and that is that they won't get sucked
back in when they turn left, possibly because of how close it is to the wall.
Therefore, they'll skip the part where they go back left through the portal
(which ordinarily would send them head-on into a pack of weasels) and make the
balloon.
A couple of them will trail behind and probably get killed by the weasels when
they are in the portal (another glitch). With a little bit of good luck, you
can save the requisite 46 Lemmings with little or no effort. It might take a
couple of tries, but this should eventually work in your favor.
_____________ _________ _______
057. Hit 'n' Run | 11 Lemmings | save 10 | 10:00 |
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Ten of the Lemmings will come out of the box on the left, but only one will
fall out of the one on the right. Make that single Lemming a blocker. The other
ones will turn and head toward one of those little gravity-reversing spots and
fall up into a chamber with two metal doors. The one on the right is open, the
one on the left is closed. Have one climb over the one that is closed.
The rest will walk toward a small area with a laser detector which doesn't have
much purpose in regard to this solution. Ignore them - for they are safe - and
focus on your climber as he makes his way up to the ceiling. When he gets to
the roof, he will start heading toward another gravity pad, which will put him
back on the ground - and, as it turns out, toward a deadly pool of yellow lava
that not even green Lemmings can navigate.
You need to avoid this pad not only this time but on the way back from the
lever across the lake. Allow the green Lemming to walk into it, but not so far
that he gets put on the ground. When he is slightly inside it, have him build.
Quickly click on the basher over on the toolbar, then cut off the bridge when
the builder has four steps built (the absolute most you can build before he
smacks his head).
He will walk over to the switch. As soon as he turns it, start mining. The
switch opens the large door on the other side of the level that keeps the other
nine from getting to the balloon. However, if the miner is allowed to hit the
steel, he'll end up turning it again, and unlike most levers where turning it
again doesn't do anything, this one will close the door back if reverted to its
original position. Before the miner can get through the stee