---===LEMMINGS===---

Walkthrough version 1.1
by Jake Bumgarner


This is a walkthrough for the Sunsoft Special Levels of Lemmings for the
Super Nintendo Entertainment System. I found it disappointing that there
are virtually no walk-throughs for the hardest 5 levels of the game, so
I decided to make my own, and hopefully there's someone out there that
still owns a SNES, still owns Lemmings, and decides to play it through
again, and finds this walkthrough helpful.

The walk-throughs for the following 5 levels are 100% battle tested and
are proven to work, because I beat these levels using these tactics.


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SUNSOFT SPECIAL 1
Make the 1st lemming out of the trap door a climber.  Now make him a bomber 
just before he reaches the little crack between the two bigger squares of 
steel. He will climb up the short wall and explode just after he is over it. 
Make the 2nd lemming a climber just as he is out of the trap door, and make 
him a bomber after he has taken maybe one step PAST the crack.  He will fall 
down and explode, clearing a way for the 3rd lemming.  Make the 3rd lemming 
a climber and make him a bomber just after he passes the 2nd little crack 
that divides the bigger piece of steel and the smaller piece of steel.  He 
should fall and explode just before he hits the ground.  Now turn the 4th 
lemming into a climber and a floater, and he should float all the way to the
bottom and walk to the exit.  The timing of making the 3rd lemming a bomber 
is crucial, because if you do it too soon, he will not have fallen far 
enough to blow a big enough hole for the 4th lemming to fall through, but 
if you do it too late, he will splat on the ground before he has a chance 
to explode.  This level isn't as hard as many of the Mayhem levels.

SUNSOFT SPECIAL 2
Immediately turn the release rate up to 82 just as the level starts.  
There are two trap doors that the Lemmings are falling from in this level.
Have the first lemming that falls out of the left trap door begin digging 
just before he hits the wall and turns back to the left.  This will trap 
most of the lemmings falling from the left trap door into a little hole.
Now, allow 20 lemmings from the RIGHT trap door to go ahead and walk towards
the exit, you'll need to be counting them as they fall out.  Now, make 
you're 21st lemming to fall out of the RIGHT trap door dig just as he 
clears the little overhang.  The dig will need to be precise down to the 
pixel so that it leaves no slivers of block between the left open area and 
the tunnel that he's digging.  If you left a sliver, armageddon the level 
and start over.  If you started digging too early, and the lemmings begin to
fall to their deaths, armageddon the level and start over.  This first dig 
is the most crucial part of the level, because if you start too soon, the 
lemmings falling out of the right trap door will fall to their deaths, but
if you start the dig too late, you will leave a sliver of block, and will 
trap the lemmings falling from the left trap door.  But if you begin the 
dig at the exact right pixel, there will be no slivers of block remaining 
and the lemmings falling from the right trap door will fall safely to the 
right and keep walking.  Now, if you managed to get that part done, you will
need to have each lemming that falls from the right trap door dig just as 
they climb up the previous lemming's tunnel.  You will need each of these 
lemming's tunnels to be as wide as possible, but make sure to leave no 
slivers of block, or you will have to start over.  What this will do is 
create a slope that all of the lemmings falling out of the right trap door 
will begin to walk up.  Now, when the first lemming from the RIGHT trap 
door that you had start digging gets about half way down to the bottom, 
have one of the lemmings from the LEFT trap door begin building up and to 
the right once he's getting kind of close to that tunnel.  The purpose of 
this is to create a landing pad that the lemmings falling out of the RIGHT 
trap door can safely land on so they don't fall too far and die.  You will 
need to continue to have each lemming that falls out of the RIGHT trap door
begin digging as soon as they reach the top of the block.  Now, you should
already have 20% of the lemmings rescued since you let the first 20 lemmings
from the right trap door go to the exit.  The remaining 60% that you need 
should climb up this "slope" that your diggers are creating and go to the 
exit.  You could even end up with as much as 85% rescued if timed correctly.
Once you have the necessary 80% rescued, armageddon the level before the 
clock runs out.  This was the hardest of the Sunsoft levels in my opinion.

SUNSOFT SPECIAL 3
Ignore the first lemming for now and let him walk to the right.  Have the 2nd
lemming begin digging right as he's above the 2nd little square that's 
below.  The 3rd lemming will walk into this tunnel and bounce back and forth,
but when the tunnel is finished, he should fall and then walk to the left, 
and the lemming that dug the tunnel should walk to the right.  Have the one 
that walked to the left dig just as he is in the middle of the left-most 
square.  This will cause him to drop down into the square.  As soon as he 
hits gets in the square, have him dig again, and he will fall safely to the 
bottom.  Now, the very first lemming that fell out of the trap door when the 
level began should be getting close to the edge to the right.  Have him dig 
down through the ball and through the vertical column,  but make sure to 
leave a little sliver of column remaining on the left side so that he will 
be trapped once he stops digging.  He will eventually hit a block of steel 
and stop digging.  Right after you made him start digging through the pole, 
there should be two lemmings that are pretty close together that are walking
along the tops of the squares, and heading to the right.  You will need the
right-most lemming to dig just as he is above the right-most square, and the
lemming that is behind him should dig into the 2nd square from the right.  
It is crucial that you also have these lemmings dig as soon as they get in 
the little square, so that they will fall safely to the ground below.  If 
not timed correctly, you will damage a neighboring square, and that lemming
will fall to his death since he doesn't have the extra 5 pixels of digging
to make his fall a safe one.  As each lemming begins to walk along the tops
of the squares, have them dig into the right-most "virgin" square, and 
immediately again as soon as they get inside the square.  Now, you will need
to make sure that the very last lemming, (the 100th lemming out of the trap
door) begins digging just as he is over the long icicle, pretty much right
after he falls out of the trap door.  You will actually need to do this a
little bit before the last lemming falls and lands on the last "virgin" 
square.  Having the 100th lemming dig just as he's above the long icicle 
will allow him to fall safely to the ground below, where he will hit the wall
and turn around and begin walking left.  Have him build a ramp over the pit,
and then begin bashing to the left after he's taken a couple of steps onto 
the land.  You need to time the bash so that it is parallel with the exit.  
He will bash all the way through that chunk of land and create a clear path 
to the exit.  Remember the very first lemming that fell out of the trap door?
He should be walking back and forth around the right part of the level 
after he finished his dig and hit the block of steel.  Have him begin bashing
to the left just as he gets to that little sliver of column that you left 
from his long dig.  He will bash all the way across, and under the steel 
block, and should finish his long tunnel right around the spot that the 100th
lemming built the ramp over the pit.  All lemmings should now safely make it
to the exit.  The hardest part of this level is making sure the lemmings fall
safely from those little squares to the ground below.  I've found the easiest
way to make sure this happens is to have them dig just as they fall into the 
little square.  You will likely need to do alot of pausing to make sure you get
the timing just right.

SUNSOFT SPECIAL 4
Turn the first lemming into a floater.  Make the 2nd lemming a blocker after 
he has walked about 3 to 4 steps.  Make the first lemming build into one of 
the steps on the right to get him to turn around and walk back to the left.  
Have him build again just before he gets to the left-most crack in the ground.
You will need to use two builders, and he will build a ramp up to the lowest
block.  Let him finish his 2nd ramp, and fall onto the lowest block, and then
have him build just as he reaches the very edge of the block.  If timed 
correctly, he will finish this ramp just as he hits the next block, and turn 
back to the right.  When he gets a little over half way back down this ramp, 
have him build up and right to the next block.  He will finish this ramp, hit 
the block and begin walking left again.  Now have him begin building again, 
and have him build all the way up to the left-most block.  This ramp should 
hit the block no higher than half way up, or you'll need to start over.  Once
he hits the left-most block, have him build a ramp to the exit as soon as he 
turns back around to the right.  At this point you will need to have at least 
3 builders remaining to be used.  Now have one of the lemmings bash to the 
left through the mound, and a big horde of them will walk safely to the exit. 
Now you will turn the release rate up to about 85-90.  You will need to make 
sure the very last lemming to fall out of the trap door begins mining down and
to the right, which will free the blocker.  The best way to know when it's 
the last lemming is to take the % that you've already rescued, and add it to 
the number of lemmings currently on screen.  Now, after the mining lemming 
gets done mining and falls, immediately have him build so that he will hit his
head on the red ceiling and turn around and walk back to the left and to the 
exit.  Now, the blocker lemming that you set free will begin walking towards 
the right.  Have him build into one of the steps to get him to turn back 
around to the left so he doesn't walk into the fire.  He will climb up the 
first ramp, fall onto the lowest block, and begin climbing up the next ramp.  
Have him build into the block so that he will turn back around to the right 
instead of stepping up onto the block and falling into the lava.  Now he 
should also safely walk to the exit.  Remember, you must have at least 3 
builders remaining after you've built the last ramp to the exit in order to 
save 100%.

SUNSOFT SPECIAL 5
Turn your first lemming into a climber.  Just as he finishes his climb and 
gets to the top of the one way block, have him dig immediately.  The sooner he
begins digging, the better, and I'll tell you why later.  Now, just as the 
clock hits exactly 3:35, crank the release rate up to exactly 80.  When the 
digger gets close to the bottom of the area that is not a one way block, have 
him bash to the right.  Now, make the 45th lemming to fall out of the trap 
door a climber while he's in mid air.  You can tell he's the 45th one out by 
the little number on the bottom of the screen that shows how many lemmings are
on screen at once.  The lemming that was bashing now should have stopped 
bashing once he hit the little sliver of space in the huge block, but should 
continue walking to the right.  He will fall and then begin climbing the wall,
and the 2nd climber lemming should also be on his way. The first lemming will
climb until he hits his head on the "ceiling" and then will fall back down 
and begin walking to his left.  Right when he gets to the ledge, have him 
build a ramp to the left to gap the space.  If timed right, this lemming 
should have started building right before the 2nd lemming finishes climbing 
the first portion of the right-most wall.  The 2nd lemming will continue to 
climb up the wall until he also hits his head on the ceiling and falls and 
begins walking left.  The lemming that was building will finish his ramp just
as it closes the gap.  As soon as he is done building, and takes a step or 
two onto the block, turn him into a miner.  Now the 2nd lemming should be 
getting close to where the 1st lemming started mining.  Turn the 2nd lemming
into a builder to build over the hole that the 1st lemming just started 
mining.  It is crucial that this 2nd lemming begin his ramp after he has 
already taken a step or two into the tunnel himself, to make sure the ramp is
long enough to sufficiently cover over the tunnel hole.  This lemming should
also build a ramp to the exit.  You will need to begin the ramp to the exit 
as close to the edge as possible, as the ramp will run out with just enough of
it built to close the gap to the exit, if you started your very first 
lemming's dig soon enough.  The 1st lemming that was mining will stop mining 
once he hits the little sliver of space.  Have him mine again when he's in the
2nd brick from the left.  Now turn one of the many lemmings walking back and
forth into a climber at this point.  He will climb up and walk through the 
horizontal tunnel that your very first lemming bashed.  Have this 3rd climber
lemming build a ramp to bridge the gap between the two tunnels that your 1st
lemming just mined.  Your mining lemming should finish his tunnel close 
enough to the bottom that the horde of lemmings can walk up the tunnels, and 
along the top of the level and to the exit.

Congratulations!  You completed all of Lemmings, a feat which is rarely done.
Give yourself a pat on the back!

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Credits
*To GameFAQs for having the most comprehensive help site for games
on the web.
*To my wife, Jennifer who put up with my screaming and cursing
until I finally figured out a way to beat these levels.
*To the makers of Lemmings for making such an awesome game.
*To you, for having the patience to actually finish the game.

Legal Disclaimer
Please do not copy and paste this guide on any other web-site without
my direct permission.  This is all original work of mine, and I would like
to be credited with it.