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    Special Levels FAQ by chandlerbing

    Version: Final | Updated: 04/24/06 | Search Guide | Bookmark Guide

    ====================
    Lemmings (PSP)
    Special Levels FAQ
    Version Final
    by chandlerbing
    wing_pui [at] hotmail [dot] com
    ====================
    
    This FAQ was started on 10 March 2006.
    This FAQ was updated on 24 March 2006.
    
    ===============
    Version History
    ===============
    
    Version 0.1
    Started the FAQ. Walkthrough up to Level 9.
    
    Version 0.2
    Walkthrough up to Level 13. Guide submitted.
    
    Final Version
    Completed Walkthrough
    
    - Update -
    Included instructions for Born A Blocker stage.
    Added crappy diagram for ' No Justice for the Hero'
    
    ============
    Introduction
    ============
    
    Lemmings for the PSP is more than a mere port. It is a redesigned (both 
    graphically and in control mechanics) title that does justice to the 
    classic franchise that has seen its ups and downs over the years. The 
    gameplay is just as addictive as ever and retains all the elements that 
    have made this game one of the most beloved puzzles games from the 
    past. 
    
    This FAQ covers the walkthrough for the 36 brand new levels included 
    with the title. Enjoy!
    
    
    
    ========
    Controls
    ========
    
    UP, DOWN, LEFT, RIGHT - Cursor
    Analogue stick        - Adjust camera
    START                 - Pause
    L                     - Scroll through abilities (left)
    R                     - Scroll through abilities (Right)
    X                     - Assign ability to a highlighted lemming
    TRIANGLE              - Zoom camera
    O                     - Fast Forward button
    SQUARE                - Lock cursor on lemming
    
    
    
    
    ******************************************
    LEVEL 1 - CLIMB TO VICTORY
    
    Lemmings: 5
    Save    : 1
    Time 8.20
    
    A simple stage. Make all of them climbers.
    
    ******************************************
    
    
    ******************************************
    Level 2 - SAVE THE LEMMINGS WITH FLOATERS
    
    Lemmings: 5
    Save    : 1
    Time    : 10.00
    
    Make all the lemmings climbers and floaters and you'll pass this easy 
    stage.
    ******************************************
    
    
    ******************************************
    Level 3 - DIG DOWN, BASH ACROSS
    
    Lemmings: 5
    Save    : 1
    Time    : 10.00
    
    Dig and bash all the way to the bottom before you make any of them 
    climbers. After that, bash your way to the exit.
    
    ******************************************
    
    
    ******************************************
    LEVEL 4 - BLOCK FIRST, EXPLODE SECOND
    
    Lemmings: 20
    Save    : 5
    Time    : 10.00
    
    Set a blocker on the top platform and the middle platform. Now you have 
    two traps to contend with, all of which can be avoided by setting a 
    blocker and blowing a hole down on the lower ground. 
    
    ******************************************
    
    
    ******************************************
    LEVEL 5 - BRIDGE ACROSS, MINE THROUGH
    
    Lemmings: 10
    Save    : 5
    Time    : 10.00
    
    Mine through the pipes first of all. Then continue to build bridges 
    across the floating metal platforms to get to the exit, where you have 
    to mine through once more. Don't worry about the other lemmings falling 
    down, they'll gradually make their way back to the top via the webs.
    
    
    ******************************************
    
    
    ******************************************
    
    LEVEL 6 - BASH IN THE DIRECTION OF THE ARROWS
    
    Lemmings: 10
    Save    : 5
    Time    : 10.00
    
    Since you cannot bash through the tree on the right (arrows pointing 
    your way), you'll have to take the left tree and cross from belong. 
    Build a bridge on top of the webs on the right hand side of the screen 
    to create a path towards the exit.
    
    ******************************************
    
    
    ******************************************
    LEVEL 7 - CRYSTAL POINT
    
    Lemmings: 10
    Save    : 9
    Time    : 10.00
    
    Dedicate one lemming to bashing and building bridges across to the 
    exit, so make sure you block the rest of them while the one lemming 
    does the work. blow up the blocker once the path has been paved.
    
    ******************************************
    
    
    ******************************************
    LEVEL 8 - SO NEAR, SO FAR
    
    Lemmings: 5
    Save    : 5
    Time    : 4.00
    
    
    Make one a climber so when he climbs his way back out of the hole where 
    the lemmings will fall, he can get to work building a big bridge 
    towards the exit. After the way is secured, make the rest of them 
    climbers.
    
    ******************************************
    
    
    ******************************************
    LEVEL 9 - PILLAR TALKING
    
    Lemmings: 10
    Save:   : 8
    Time    : 7/00
    
    
    Dedicate one lemming to paving a way through to the exit, so set a 
    blocker in place. The lemming's first task is to build a giant bridge 
    to a tall pillar. From here, refrain from building a bridge from the 
    top as it will leave to a massive drop and inevitable splats since 
    it'll be far too high for any safe landing. So dig and mine the way 
    towards to lower edge of the pillar. Build bridges across to the exit.
    
    ******************************************
    
    
    ******************************************
    LEVEL 10 - JUST 17
    
    Lemmings: 18
    Save    : 17
    Time    : 5.00
    
    First set a blocker to prevent the lemmings from falling down the
    chasm. Make one lemming a climber and a floater. The part requires you 
    to build a bridge so that is the lemming meets with the wall to bash
    a tunnel that, if you zoom across to the other side, comes BELOW the
    the trap. Once the tricky part is done, you can breath easier as the
    rest of the stage is basically building bridges across. Now, you'll
    to have at least one bash command ability left to your hoard of 
    lemmings can bash their way through. Remember, use the square button
    to focus on one lemming (since it'll be very crowded indeed) and have
    that one bash a tunnel through.
    
    ******************************************
    
    
    ******************************************
    
    LEVEL 11 - DOWN THE LINE
    
    Lemmings: 10
    Save    : 10
    Time    : 4.00
    
    First bash across the wall until you meet half way. Have the basher 
    dig down the centre and the wall of the middle row. Once the digger
    reaches the bottom level, bash across to reach the exit.
    
    ******************************************
    
    
    ******************************************
    LEVEL 12 - A TO B
    
    Lemmings: 2
    Save    : 2
    Time    : 1.00
    
    You have two lemmings to save here and there is a very strict time
    limit. Having any lemming climb over the pillar is a no-no as the
    tall pillar in the centre will suck up a lot of time.
    
    First thing to do is bash through the first wall. Have the second
    lemming the follows build a bridge to give the first one the time
    to bash through the whole structure. Once that's done, bash through
    the second pillar but you won't have to repeat the first step as the
    distance between the two lemmings should mean that there is enough
    time for the basher to make the way through. Repeat for the third
    wall and you should have enough seconds to spare to finish the stage.
    Phew.
    
    
    ******************************************
    
    
    ******************************************
    LEVEL 13 - CHAIN REACTION
    
    Lemmings: 25
    Save    : 15
    Time    : 5.00
    
    Timing is absolutely crucial in this stage. From the get go, you 
    will need to set a bomber to blow a gap in the hill so the lemmings
    can't walk over and fall to their deaths. Set a bomber the moment
    the first lemming walks onto the metal plates (at the second red
    screw) to do so. 
    
    To blow up the first barrier, set a bomber right beneath the hanging
    chain to the right of the lemming entrance. The Square button is
    incredibly helpful here so you don't detonate the wrong lemming.
    
    To blow up the consequent barriers require more of less the same.
    Use the hanging chains as indicators or markers as to when you 
    should detonate your lemmings. Usually detonating them just after
    they pass the chains should do the trick.
    
    ******************************************
    
    
    ******************************************
    LEVEL 14 - TUNNEL VISION
    
    Lemmings: 8
    Save    : 8
    Time    : 5.00
    
    There are two entrances in this level. One at the top of the screen
    and one at the bottom right hand side of the room.
    
    In order to mine all the way to the bottom floor with the second
    set of the lemmings (thus, paving a way for the second set of lemmings
    towards the top), bash the wall to the left of the entrance 
    and start mining from as farleft as possible. With that under way, 
    have one lemming build a small bridge to cover the gap made by the 
    miner. Use the last mine command to dig your way through to the exit.
    
    ******************************************
    
    
    
    ******************************************
    LEVEL 15 - TWO GOOD FRIENDS
    
    Lemmings: 2
    Save    : 2
    Time    : 8.20
    
    Have one lemming bash the wall and the second one dig. The second 
    lemming will make his way across first so have him dig and then bash
    the way open to the exit. Simple stuff.
    
    ******************************************
    
    
    ******************************************
    LEVEL 16 - ONE MAN DOES ALL THE HARD WORK
    
    Lemmings: 5
    Save    : 5
    Time    : 5.00
    
    A tight beginning. The first lemming must start building as far to
    the edge as possible to ensure the rest will make it onto the next
    platform. After that, delay the progress of the following lemmings
    by having the second in line build a bridge. This will give whoever
    is in front the time necessary to bash through the wall to the exit.
    
    ******************************************
    
    
    ******************************************
    LEVEL 17 - RELEASE IS THE WORD
    
    Lemmings: 8
    Save    : 6
    Time    : 2.00
    
    Have one lemming build a bridge towards the hanging chain, then when
    the lemmings face the opposite direction, build another bridge to 
    cover the tiny little gap to avoid falling into the flamethrower.
    From here on, make all the lemmings floaters and you're done.
    
    ******************************************
    
    
    ******************************************
    LEVEL 18 - THE RUN AROUND
    
    Lemmings: 2
    Save    : 2
    Time    : 5.00
    
    Make the lemming on the far left a climber, while the only other
    lemming bash the wall to the right. Have this lemming that just
    bashed through the wall build a bridge TOWARDS the wall it just
    bashed through. This is to allow the climber to scale the wall to
    higher ground and make his way around to the opposite side of 
    the one-way wall. 
    
    ******************************************
    
    
    ******************************************
    LEVEL 19 - THREE STEPS TO HEAVEN
    
    Lemmings: 10
    Save    : 10
    Time    : 5.00
    
    Another stage where you must send one lemming ahead to pave a safe
    route for the rest to tread, and you must secure all ten lemmings
    here.
    
    First, have one lemming dig a hole into the triangular mound to the
    right. The second lemming will turn around (he'll be our path
    finder) and the rest will consequently drop into the hole the digger
    is digging. Just so the digger doesn't dig his way all the way to
    the bottom, turn him  into a basher to give the some breathing
    space. Use up a bridge command to halt the bashing. Your lemmings
    are now safe from harm.
    
    For the other single lemming, the rest of the stage revolves around
    building bridges and bashing your way through obstacles. Be sure 
    that he doesn't step on the metal trap prior to building his 
    first bridge.
    
    ******************************************
    
    
    ******************************************
    LEVEL 20 - LEMMING TOAST
    
    Lemmings: 1
    Save    : 1
    Time    : 4.00
    
    A spectacularly simple level. Build a bridge towards the roof of
    the gigantic wall followed by mining your way down towards the 
    little pit on the other side. From the pit, build a bridge towards
    the giant wall so you are on the same level as the exit on the 
    opposite side. Bash your way to the exit.
    
    
    ******************************************
    
    
    ******************************************
    LEVEL 21 - SEEING DOUBLE
    
    Lemming: 12
    Save   : 8
    Time   : 5.00
    
    There are two entrance trapdoors separated by a spinner trap.
    Let's deal with the entrance on the right side first. Bash through
    the pillar and build stairs towards the exit.
    For the lemmings on the left side, repeat the process you did for
    the first set of lemmings. But you'll notice that you cannot bash
    through the metallic wall on this side, so make as many of them
    as you can climbers and bash through the wall the separates both
    sides to reach the other end.
    
    ******************************************
    
    
    ******************************************
    LEVEL 22 - THE WORMERY
    
    Lemmings: 10 
    Save    : 5
    Time    : 5.00
    
    This level involves mining into the ground to prevent your lemmings
    from walking into certain death and it's a process that has to be
    repeated 3 times in total.
    
    First, have the first lemming walk past the opening above before 
    beginning to mine. Once you are certain that no lemming can stroll
    past, halt the mining activity by using up a build command on the
    miner. Proceed to build a bridge to middle ground. There is a trap
    ahead so repeat the process you did earlier. The rest of the level
    works in exactly the same way.
    
    ******************************************
    
    
    ******************************************
    LEVEL 23 - THE FLOOD
    
    Lemmings: 100
    Save    : 100
    Time    : 6.00
    
    The trickiest part to this level happens near the start of this 
    rescue-all-lemmings stage. Make the first lemming (as your path
    finder) a climber to scale the wall, and have the second lemming
    bash through the wall towards the little pit in the centre of 
    the structure. Now, your path-finder, while still on the wall he
    just climbed should begin to dig down by the ledge. Keep digging
    until he reaches a point BELOW where the level where the lemming
    hoards are trapped. Have the lemming build a bridge towards the
    toppled pillar on the other end.
    
    Please refer to my crappy picture below for an illustration:
    
     ___________
    |          |  Dig Here
    |__________|_/
    |            |
    |     PIT    |
    |_____|_|____| Build bridge here
    |            |/ 
    |            |
    |____________|
    
    The reason for doing this is so when the lemmings bash their way 
    out, they do not accidentally destroy the bridge.
    
    ******************************************
    
    
    ******************************************
    LEVEL 24 - WITH A LITTLE HELP FROM MY LEM
    
    Lemmings: 2
    Save    : 2
    Time    : 5.00
    
    Have the lemming on top of the building dig down the right side
    of the structure, but not landing in the square room. Bash through
    the wall to the left taking him to exact centre of the structure.
    Have him dig down and bash left to join up with his companion.
    After this, make both of them climbers once they are facing right.
    Climb up and bash the wall on the right to reach the exit.
    
    ******************************************
    
    
    ******************************************
    LEVEL 25 - NOT AS EASY AS IT LOOKS
    
    Lemmings: 20
    Save    : 19
    Time    : 5.00
    
    
    Your aim here is to ensure all the lemmings reach the bottom floor
    facing the exit (right). First, lock-on to a lemming in the centre
    of the herd. You goal now is to start digging as far left of the
    screen as possible (remember, facing RIGHT). This will give the 
    little'un time to dig holes towards the exit before the herd reaches
    him.
    
    ******************************************
    
    
    ******************************************
    LEVEL 26 - BACK OF THE NET!
    
    Lemmings: 20
    Save    : 19
    Time    : 2.00
    
    An easier stage than you would expect. The solution is practically
    thrown in your face! First, set up a blocker so the hoard of lemmings
    turn the other way. From here on, have the lemming in front bash
    through the rusty wire (coloured differently to the rest) to reach
    the exit.
    
    ******************************************
    
    
    ******************************************
    LEVEL 27 -  WRONG POINT OF VIEW
    
    Lemmings: 20
    Save    : 15
    Time    : 5.00
    
    While it might be tempted to brave the crystal route at the bottom,
    the safest way through this level is to take the top route along
    the pipes.
    
    Start building a bridge to get to the ledge at the start. About 
    halfway to completion, time a bomber to blow up in the middle of
    the bridge leaving one lemming to secure the route ahead. Also
    remember to build a bridge to the left of the entrance trapdoor
    to cover the hole. You might lose a few lemmings, but not enough
    to render failure. Once the lone lemming has secured the route,
    have any lemming rebuild the bridge that was destroyed to complete
    the path.
    
    ******************************************
    
    
    ******************************************
    LEVEL 28 - FLOAT IN LIGHT, AT LEMMING HEAD HEIGHT
    
    Lemmings: 3
    Save    : 1
    Time    :4.00
    
    Another very easy level. Make all 3 lemmings floaters to break
    their fall. Make the first lemming a blocker and have the second
    build a bridge to the toppled pillar. As soon as he reaches the
    top, turn him into a blocker. The third lemming will be following
    close by, have him build stairs to the top ledge and dig his way
    to the exit on the far end.
    
    ******************************************
    
    
    ******************************************
    LEVEL 29 - A BRIDGE OVER LEMMING SLAUGHTERED
    
    Lemmings: 10
    Save    : 9
    Time    : 5.00
    
    Have the first lemming start digging immediately after dropping
    out of the trapdoor. Have the second lemming, who will walk pass,
    mine after he drops to the ledge below. While the second lemming
    bashes his way and builds a bridge over the trap, halt the 
    original digger for the time being until the path is secured.
    
    ******************************************
    
    
    ******************************************
    LEVEL 30 - THE STAIRS ARE NOT FLOORED
    
    Lemmings: 25
    Save    : 24
    Time    : 4.00
    
    Send the first lemming ahead and set up a blocker. Wait for the
    first lemming to turn back left and dig through the stone that
    you first came across and set this lemming up as a floater to 
    break its fall. Once it has landed, it will walk past and over
    the exit. Build a bridge towards the lower ledge against the 
    wall to secure the route for the rest of the lemmings to drop to
    the exit. Now this is done, have one lemming at the top build a
    bridge over the metal block and the rest will follow the gradual
    steps down to the exit.
    
    ******************************************
    
    
    ******************************************
    LEVEL 31 - QUICKLY NOW
    
    Lemmings: 30
    Save    : 15
    Time    : 5.00
    
    A cleverly designed level that fits the name it's been given.
    With a few brollies to help those lemmings scale down the cliff,
    it becomes essential to start building a massive stair to aid those
    that have to do without. Begin your bridge from right to left.
    
    ******************************************
    
    
    ******************************************
    LEVEL 32 - GATHER ROUND AND BREAK AWAY
    
    Lemmings: 25
    Save    : 20
    Time    : 7.00
    
    A bog-standard stage where all you have to do is block
    the tide of lemmings is to use a couple of blockers. Send one
    single lemming ahead to build bridges and stairs towards the
    exit.
    
    ******************************************
    
    
    ******************************************
    LEVEL 33 - CAGEY BUSINESS
    
    Lemmings: 11
    Save    : 11
    Time    : 8.20
    
    Have the first lemming build the bridge - about 5 lemmings will
    fall into the 'cage' below. Repeat the process for the second
    part and all but one will fall into the second cage. Make the
    lone lemming a floater to break his fall. From here, build a 
    bridge across the hole, but don't let this lemming exit yet, it
    still has work to do. What he needs to do now is to start to
    build a bridge AS CLOSE TO THE SPINNER TRAP AS POSSIBLE (from 
    left to right). It might seem risky but the trap won't shred
    him to pieces even if building the steps make it seem like he 
    will. After this, he can exit. Have the trapped lemmings bash
    their way to freedom.
    
    ******************************************
    
    
    ******************************************
    LEVEL 34 - BORN A BLOCKER, DIE A BLOCKER
    
    Lemmings: 10
    Save    : 1
    Time    : 8.20
    
    What a fun stage! You have a whole row of lemmings at your
    disposal in which you can manouvre your way through a trap
    ridden maze. Setting up blockers to dodge traps. By the time
    you reach the end, there's only one lemming left so you MUST
    always use the first lemming in line to set up blockers when
    need be.
    
    Here are the instructions:
    
    - Set all the lemmings as climbers first of all. Once they've
    climbed over, wait for them to fall down to the next ledge.
    Set the first blocker here.
    
    - Set the second blocker on the ledge directly below the one
    where you set the first blocker. This is to prevent the lems
    from climbing up to the spinner trap.
    
    - Set the third blocker on the ground floor to stop them from
    climbing over and into the hole. Now they'll be facing right.
    
    - Now have them climb the next 2 walls. They'll fall down to
    the ledge below, climb the wall, hit the ceiling (don't worry,
    they won't hit the spinner trap) and turn around facing left.
    
    - Set the fourth blocker on the ground floor so they won't
    climb the left wall and hit the spinner trap.
    
    - Now have the lemmings climb the next 3 walls. On climbing
    the third, have them fall to the ledge below and set the fifth
    blocker here.
    
    - On the ground floor, set the sixth blocker to stop them
    falling into the hole.
    
    - Have the remaining lemmings climb 4 walls. After climbing the
    fourth, have them fall to the ledge below and set the seventh
    blocker here.
    
    - Set the eighth blocker directly below this ledge.
    
    - Set the ninth blocker on the ground floor and the last lemming 
    will now exit.
    
    
    ******************************************
    
    
    ******************************************
    LEVEL 35 - NO JUSTICE FOR THE HERO
    
    Lemmings: 20
    Save    : 19
    Time    : 8.20
    
    Target the last lemming of the herd. When facing left, mine 
    down to the lower ledge (towards the right hand side of the
    screen). Now, when your lemming reaches the edge, have it dig
    down until he nearly digs through but not quite. Have him build
    a bridge here. If done right, the bridge should hit against the
    opposite wall but leaves a gap in the bottom for the herd to
    fall through.
    
    Here's a diagram depicting the steps to save all the lemmings:
    
    
                     Entrance  |  |
                               |  |
                     Mine (1)  |  |
    -----------------------   -   |
                          /  /    |
    ----------------------   -----
    
    
    
    ------------
    
    ------------     
                     Dig (2)
                     ------------------              
            Build (3)   
                     ------------------
    
    
    --------------
    
    
    
    ******************************************
    
    
    ******************************************
    LEVEL 36 - NOTCH WHAT YOU THINK IT IS!
    
    Lemmings: 20
    Save    : 19
    Time    : 4.00
    
    The final stage requires perfect timing on your part, and the
    necessity to act quickly. 
    
    Make the first lemming a floater. You see the U shaped gap in
    the ledge? Make the second lemming dig 'just' before it reaches
    that spot. The third lemming which should walk pass will be the
    bomber. Set it a short while after it passes that spot and it 
    will fall off the cliff and blast the obstacle in midway. The
    first lemming will soon reach a hole, so build a bridge all the
    way to the exit.
    
    ******************************************
    
    
    CONGRATULATIONS! You have completed all 36 Special Levels!
    
    
    
    
    ==========
    LEGAL INFO
    ==========
    
    This FAQ is the property of chandlerbing and may not be reproduced 
    unless it is in its whole form. This FAQ may not be used in 
    commercial/profitable/promotional transactions. If you wish to post 
    this FAQ on your website, please email me for permission, and you may 
    do so only if I give permission and nothing is changed.
    
    This FAQ is copyright 2006 chandlerbing
    
    

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