EyeToy Lemmings Walkthrough :
This walkthrough for EyeToy Lemmings [Playstation 2] has been posted at 29 May 2010 by Cale-Cale-Cales-WORLD!!!!!! and is called "FAQ/Walkthrough". If walkthrough is usable don't forgot thumbs up Cale-Cale-Cales-WORLD!!!!!! and share this with your freinds. And most important we have 1 other walkthroughs for EyeToy Lemmings, read them all!
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Walkthrough - FAQ/Walkthrough^^_________________________^^ -=| Lemmings (PS2) Walkthrough |=- By: soMEguy_povo ------------------------------------------------------------------------------- Contents ------------------------------------------------------------------------------- - Version History [LPS-VHS] - List of controls [LPS-CTR] - List of skills [LPS-SKL] - Basic Techniques [LPS-BTC] - Advanced Techniques [LPS-ADT] - Glossary [LPS-GLS] ** WALKTHROUGH ** - Fun [WLK-FUN] - Tricky [WLK-TKY] - Taxing [WLK-TXG] - Mayhem [WLK-MHM] - Special [WLK-SPL] - Contact Me [LPS-CTM] - Legal [LPS-LGL] ------------------------------------------------------------------------------- Version History [LPS-VHS] ------------------------------------------------------------------------------- Version 2.5: 20/3/08 (March 20th) - Added Taxing levels 13 - 15 - Fixed capitalisation errors from Version 2.4 Version 2.4: 13/3/08 (March 13th) - Done the levels from Taxing 8 to Taxing 12 - Added Taxing 16 walkthrough by request - Deleted unnecessary space between Taxing 6 and Taxing 7 - Added a space between Tricky 2 and Tricky 3 - Changed the first 17 Fun levels from "Total Lemmings" to "Number of lemmings" Version 2.2: 24/1/08 (January 24th) - A massive break due to unforseen circumstances - Added walkthrough for Taxing 7 - Added Special 35 walkthrough by request - Added some ugly looking CRTL+F codes - Typed out a whole bunch more hyphens Version 2.1: 25/9/07 (September 25th) - Took a huge break, mostly due to a flood of new games to play - Completed up to Taxing level 6 - Minor edits to Taxing level 2 Version 2.05: 21/8/07 (August 21st) - Took a bit of a break before starting the Taxing levels - First 2 Taxing levels done - More minor edits (the layout of this guide sucks... need to change it) - Put in a table of contents at the top (might add CTRL+F codes later) Version 2.0: 30/7/07 (July 30th) - FINALLY done with all the Tricky levels - Forgot to make an edit promised in Version 1.9. Fixed now - Further edits to Tricky level 21 - Considering changing the Walkthrough title... it looks lame as is Version 1.9: 27/7/07 (July 27th) - No, you're not missing version 1.8 don't worry - Been a bit side tracked with Harry Potter 7 lately - Added Tricky levels 22 - 25 - Updated the "Legal Whatnots" section - Corrected an error in Tricky level 16 (replaced "the" with "then") - Minor edits to Version 1.7 overview - Added a sentence to Tricky level 21 for clarification - A few minor edits (most of them were forgotten spaces between words) Version 1.7: 13/7/07 (July, Friday 13th) - It's Friday the 13th, which can only mean good things - Added Tricky levels 16 - 21 (couldn't resist doing the 666 level early) - Forgot to put the Version 1.65 update last time... corrected now - Minor edits to Fun level 6 (made one long sentence into 2 smaller ones) - Corrected an error in Fun level 19 (replaced "you" with "out") - Edited the first paragraph of Tricky level 11 (sounds better to me) - Corrected an error in Tricky level 14 (replaced "seems" with "seem") - Added a sentence to last paragraph of Tricky level 14 so it makes more sense - Removed excess spaces from between version updates for consistency Version 1.65: 11/7/07 (July 11th) - Minor update for Tricky levels 11 - 15 Version 1.6: 27/6/07 (June 27th) - Added a quick note in the overview of Version 1.5 regarding the “missing” versions - Added a glossary term: BPR / BPL - Added details of BPRs / BPLs in the Blocker Prison section under Basic Techniques - Added Advanced Technique: "Pit Steps" - Started the “Tricky” section. First 10 levels done, more to follow Version 1.5: 25/6/07 (June 25th) - I know what you’re thinking... “Where’s Versions 1.1 through to 1.4?” Well they don’t exist, so get over it. I have my own specific numbering system. - Been busy playing Pokemon, so haven’t done much - Added a website permission section - Added a Skills Explanation section Version 1.0: 13/6/07 (June 13th) Started first draft. - Included Glossary, Basic and Advanced Techniques, Contact Me and copyright sections - Wrote down list of controls. - Finished walkthrough for the "Fun" levels - Added sections for Tricky, Taxing, Mayhem and Special levels - Reformatted to 80 characters per line ------------------------------------------------------------------------------- Controls [LPS-CTR] ------------------------------------------------------------------------------- NOTE: these controls DO NOT cover "create a level" mode. Please refer to your manual for the controls in this mode. * Directional buttons Move the cursor in the direction you pressed * Left analogue stick Same as directional buttons... maybe a little bit faster *Start Pauses and unpauses the game. NOTE: While paused, you can raise and lower the release rate, and even assign skills. Just be aware that only the LAST skill you assign in pause mode will take effect, and only when you unpause *Select Accesses the menu, where you can restart or quit a level * X Use this to assign lemmings with the selected skill * O Hold down circle to put the game in fast forward. You can still assign skills in fast forward, but it's often better to do so in "real time" * Square Hold down square to activate the motion tracker. This keeps a certain lemming selected until you release square, which is useful for doing actions that need to be a specific direction. * Triangle Triangle zooms in on the action slightly. Pressing it again zooms back out to normal size. * L1 / R1 Used to scroll through the skills in the skill bar left and right respectively. You can also select the release rate increaser / decreaser from the skill bar. NOTE: This is the ONLY way to change and select skills, you CANNOT select them with your cursor, as in previous versions. *L2 / R2 Scrolls the screen left or right. Much faster then just moving the cursor to the edge of the screen. ------------------------------------------------------------------------------- Skills Explanation [LPS-SKL] ------------------------------------------------------------------------------- *Note: explanations are based on the official Lemmings game manual, and although a lot of it has been changed, it is essentially their writings, I merely added some flavour. CLIMBER A permanent ability allowing a single lemming to climb up any solid, vertical surface, and also makes said lemming wear a little orange helmet to easily identify them in a crowd. Climbers tend to climb vertically at about half the speed they can walk horizontally. Also, a climber cannot be assigned any other skills while it is climbing, with the exception of “floater”. FLOATER The second permanent ability in the game, a floater will survive any drop which would otherwise be fatal. This is achieved by using an umbrella to slow down their fall (and just so you know, this DOES NOT work in real life, so don’t even think about trying it). Floaters will always carry their umbrellas around, even when not in use, so you can find them more easily in a crowd. BOMBER A lemming assigned this skill will have a countdown appear over their head, lasting approximately 5 seconds. Once the 5 seconds (or so) are up, BOOM! The poor little lemming is rather graphically dismembered, and a medium-sized hole is punched in the floor and any surrounding materials (eg: a wall). A bomber WILL NOT blow a hole through metal. Where possible, it’s a good idea to combine this skill with the “blocker” skill, as it ensures that your bomber does not wander off and blow a hole somewhere you don’t want. BLOCKER Blockers are like the bouncers of lemming society, in that they won’t allow any lemmings past (well, most of the time). Once assigned, a blocker stops walking, and any lemmings who walk up to him/her/it are deflected back in the direction they came from. Blockers can be bypassed by digging/mining/bashing under them, building over them, or turning them into bombers. A blocker will only stop blocking if it is exploded, or if the ground is removed from beneath its feet. BUILDER Builders, like most skills, are pretty obvious to figure out; they build little bridges at an angle in order to cross pits and hazards. I haven’t measured the exact angle at which a builder will build, but it appears to be something around 30 degrees. Each builder will lay exactly 12 little “bricks”, and then stop, at which point, you must assign your lemming as a builder again for it to continue. For the last 3 bricks, you’ll hear and see a semi-racist sound (you’ll see what I mean) to tell you that you’re almost out of bricks. BASHER Bashers are one of the more often used skills in the game. Quite simply, a basher will cut a horizontal tunnel trough any obstacle (not metal) so that your other lemmings can pass through. Bashers move a bit slower than regular lemmings (which is understandable, really) and can be assigned any other skill while still bashing. Some of these skills, such as a blocker or miner will cause your basher to stop bashing, so it can use its new skill instead, but others, such as climber, floater and bomber will not interrupt him/her/it. This is also true for the digger and miner skills. DIGGER Diggers... well... they dig, obviously. As opposed to bashers, however, they go straight vertically down, and at a slightly slower pace to boot. A lemming who walks into a digger’s pit will often be trapped, but at faster release rates, a lemming might be able to walk straight across with barely a pause. If you’re digging a particularly deep tunnel, be careful that other lemmings entering the pit don’t fall so far that they splatter. This can be achieved by alternating between digging and bashing/mining so that small steps form in the pit, allowing a safe descent. A digger cannot dig through metal, but a glitch exists to allow diggers to dig on the edge of a piece of metal, which has its uses. MINER The last skill, miners are sort of a compromise between bashers and diggers, as their tunnels are diagonal. In terms of speed, it’s a slight bit slower then a basher, but about as fast, if not slightly quicker than a digger. The angle of a miner’s mine shaft is roughly equal to the angle of a builder’s bridge. As with bashers and builders, a miner will stop if he hits metal, and if you start on top of metal, he won’t even try. ------------------------------------------------------------------------------- Basic Techniques [LPS-BTC] ------------------------------------------------------------------------------- * Blocker Prison One of the most basic techniques needed to succeed in Lemmings. A Blocker Prison is essentially 2 blockers which contain the bulk of the lemmings in the level, keeping them safe and out of the way. A Blocker Prison can also be a single blocker and an obstacle (eg: a tree) which keeps the lemmings contained. A natural pit or set of obstacles which keep lemmings contained is NOT a Blocker Prison, as no blockers are necessary. Once a Blocker Prison is set up, it is generally assumed that you increase the release rate to 99, so the lemmings can be out on the field of play, just in case time is an issue. Starting from the Tricky levels, I'll start to use the abbreviations BPL and BPR (standing for blocker prison - left and - right respectively). The directions left and right indicate which direction you want your hero(es) to walk [to summarise: BPR= hero(es) walk right. BPL= hero(es) walk left] I REALLY hope that makes sense... * Bridge Cut Another basic technique. This refers to having one lemming build a bridge, and a second lemming using a "destructive" skill to break the bridge, so that no other lemmings may pass. The "destructive" skills are: basher, miner, digger and bomber. Generally, and where space allows, you'll want to wait until your first lemming has made 1 complete bridge (ie: used all the bricks), and started on a second before you do a Bridge Cut. This ensures that when the time comes to patching the bridge up, it's much easier to see and select individual lemmings. ------------------------------------------------------------------------------- Advanced Techniques [LPS-ADT] ------------------------------------------------------------------------------- * Bridge Cancel Simply put, this technique allows you to stop building a bridge before all the bricks are placed. To do this, use a "destructive" skill (such as a digger or miner) to cut the bridge off early. As an added bonus in this version, you can use the basher skill to do a bridge cancel, and it won't use up your basher, so where possible, try to use a basher. This is useful for levels where you need to build over to a tiny piece of land, and you don't want to overshoot. * Bridge Extend Normally, when you build a bridge, you assign your builder another builder skill just as he's finishing placing his last brick. With the bridge extend technique, you let your builder run out of bricks, and then take a step forward before re-assigning him, leaving a small flat section in your bridge. This is useful for very long bridges, where a few small steps can save you a whole builder skill later on. It's also useful in a few levels where you want to make your bridge slightly lower than what it would normally be if you had built regularly. * Bridge Stall Nothing really special, just a technique which uses surplus builders to slow down any lemmings behind your hero, so the hero has more time to proceed. This can potentially save the lives of everyone who does a Bridge Stall, so don't be afraid to use up extra builders. * Pit Steps A pit step is basically a small ridge or land which you create inside a deep pit, so that other lemmings won't fall too far and die (in other words, it breaks their fall). To create a pit step, dig for a few seconds, then either bash or mine, and then quickly go back to digging. You should notice that your pit no longer goes straight down, but that it's now shifted slightly to one side, leaving a small step at the edge of a tunnel. ------------------------------------------------------------------------------- Glossary [LPS-GLS] ------------------------------------------------------------------------------- * Athlete Lemming who has been assigned both the "climber" and "floater" permanent skills * BPR / BPL Stands for "blocker prison right" and "blocker prison left". Refer to the Blocker Prison section in Basic Techniques for more details. * Hero The lemming which performs most of the actions / skills. In some levels, there can be 2 or even 3 heroes. * Hot Spot Used to describe where on the level you should use an action (eg: a builder or miner) for best results. #=====#=====#=====#=====#=====#=====#=====#=====#=====#=====#=====#=====#=====# WALKTHROUGH #=====#=====#=====#=====#=====#=====#=====#=====#=====#=====#=====#=====#=====# ------------------------------------------------------------------------------- Fun [WLK-FUN] ------------------------------------------------------------------------------- Introduction: The fun levels are all extremely easy, and I highly doubt anyone even needs a walkthrough for these levels... but here it is anyway. The first few levels serve as a tutorial for moving around and assigning skills, and if you can't do these on your own, then you're in for a good time on the Mayhem levels... I've ignored a few "common sense" steps, such as increasing the release rate at the end of a level so lemmings that haven't come out yet do so faster, and a lot of the time, that's not really an issue. In levels where time is a factor, I'll be sure to put a note about raising the release rate. Anyway, here we go... LEVEL 1: Just dig! Number of Lemmings: 10 Lemmings to Save: 10 Time: 7:00 Release Rate: 50 Theme: Earth You can either assign one lemming to be your digger, or you can give each lemming his own skill, either way, just dig through the layer of dirt, and you're through... or you can be mean and have them dig again at the bottom and fall to their deaths... LEVEL 2: Only floaters can survive this Number of Lemmings: 10 Lemmings to Save: 8 Time: 7:00 Release Rate: 50 Theme: Egyptian Again, it's very simple. Give each lemming the floater skill, and hold down fast forward (O). Yawn. Again, if you want to be evil, you can always just "forget" to give them umbrellas. LEVEL 3: Tailor made for blockers Number of Lemmings: 50 Lemmings to Save: 5 Time: 7:00 Release Rate: 50 Theme: Egyptian Still quite easy. What you need to do is assign a blocker on each platform to turn your lemmings around. Make sure you let your potential blockers take a few steps first, because if you make them block DIRECTLY under where they fell of the last platform, the other lemmings will just walk straight past them, so be careful of that. For all you sadists out there, just let your poor defenceless victims keep walking, and they'll all fall to their doom. LEVEL 4: Now use miners and climbers Number of Lemmings: 10 Lemmings to Save: 10 Time: 7:00 Release Rate: 1 Theme: Roman Make your first lemming out into a miner. Once he cuts through the platform you start on, make everyone climbers... bet you would've never guessed that, huh? I don't think there's any way you could possibly fail this level short of going to the menu and quitting... Unless you deliberately go as far lest as you can, and then mine to the left... that MIGHT just allow your lemmings to walk over the edge of the level... I wouldn't know, I've never tried it, and I don't expect you to either, you meanie! LEVEL 5: You need bashers this time Number of Lemmings: 50 Lemmings to Save: 5 Time: 7:00 Release Rate: 50 Theme: Crystal Simply bash through each obstacle as you get to it. Once you get to the mesh area around the goal, assign a basher skill to pretty much every lemming as soon as they touch a wire, and you should get through all of them. Evil people should note that nothing is stopping them from continuing to bash through the pillar / pipe at the far right of the level... LEVEL 6: A task for blockers and bombers Number of Lemmings: 50 Lemmings to Save: 10 Time: 7:00 Release Rate: 50 Theme: Hell The name gives it away. Make the first lemming out into a bomber (no need to make him block... seriously, he's not going anywhere...) and he should walk a bit and explode, creating a nice hole. Now, for the second bomber, let a lemming walk all the way to the right until he's next to the wall, and make him a blocker. Turn your blocker into a bomber, and he should blow a hole through to the exit. Evil people have a few options for this level. You could try having a blocker / bomber directly under the entrance, so the lemmings splatter from falling too far, or you could try setting up blockers and bombers until they blow a hole into the lava below. LEVEL 7: Builders will help you here Number of Lemmings: 50 Lemmings to Save: 25 Time: 7:00 Release Rate: 50 Theme: Roman This will be your first time using builders, so if you feel like it, you can try out a few of the advanced techniques, so you can get a feel for what they do exactly, and how the execute them. It'll also give you an idea of what the angle of the bridges are, so you can estimate bridge distance vs. height by yourself (although on some of the harder levels, I will try to vaguely describe where you should be building anyway). Long story short, just build up to the first big step, then build over the gap. In the highly likely event that some lemmings fall into the pit, just use extra builders to get them out. If you're feeling particularly mean, you could always build a tall bridge at the start of the level, and watch the poor lemmings splatter. LEVEL 8: Not as complicated as it looks Number of Lemmings: 100 Lemmings to Save: 95 Time: 7:00 Release Rate: 88 Theme: Egyptian Let your first lemming out walk a few steps, then make him a blocker. Easy. If, however, you want 100% of the little guys, have your first lemming mine as soon as he lands. Let him go until there's a definite "wall" to his right, then make him a builder. This will deflect the other lemmings into the goal. However, some lemmings will have already walked past your mine shaft, so just make them into miners too, and do the same thing (wait for a "wall" to form, build, and turn around. For 0%, just have the first 5 or 6 lemmings be diggers. LEVEL 9: As long as you try your best Number of Lemmings: 100 Lemmings to Save: 90 Time: 7:00 Release Rate: 99 Theme: Roman Have your first lemming bash through the column to the right. 10 Lemmings will turn around and be minced, but that still leaves you with the necessary 90 lemmings for the win. If you want to save them all, try having the 10 lemmings behind the hero do a Bridge Stall (see the "Advanced Techniques" section), which should slow them down enough so they can walk straight through once your hero's finished bashing. Just be aware though that I've experience some abnormalities with this, and a few of the builders tended to turn around by themselves... which ended rather messy. Evil people, your course of action should be obvious. LEVEL 10: Smile if you love lemmings Number of Lemmings: 20 Lemmings to Save: 10 Time: 7:00 Release Rate: 50 Theme: Egyptian First of all, you have 20 floater skills, and 20 lemmings. Hopefully, it should be obvious what you have to do. The problem (if you can call THAT a problem) is that you lemmings are going right, but need to go left. A blocker will do this no problem. For 100%, have your first lemming become a digger. 1 other lemming will walk over the top of the pit, so let him walk to the edge of the platform you start on, and make him into a builder. While he's building, make him a floater (in fact, everyone should be assigned as a floater ASAP. Once your digger has dug a nice, deep-ish pit, make him a builder to stop him digging. When he turns around, make him bash or mine left. This will turn all your lemmings left, without using a blocker. As for the other guy that got away, he should have turned himself around by using the platform on the right... as long as you didn't make him a climber or anything. Evil people just don't assign them as floaters... or don't put a blocker, your choice. LEVEL 11: Keep your hair on Mr. Lemming. Number of Lemmings: 60 Lemmings to Save: 50 Time: 7:00 Release Rate: 50 Theme: Roman Make your first 2 lemmings into athletes (ie: floaters AND climbers) and have them climb over the big block. Once on the other side, make the leading lemming into a blocker, to turn the other one around. Explode your blocker once he's done his job, so you don't have to do it later. The remaining athlete should bash through the block, and let the others through to safety. For 100%, send 1 athlete over, and make him build a big bridge over the goal. Hitting the wall turns him around, which will allow you to proceed as normal. Don't forget to cut through the bridge on your way back, so everyone can get out. Evil people simply need to bash left at the start of the level. LEVEL 12: Patience Number of Lemmings: 80 Lemmings to Save: 40 Time: 7:00 Release Rate: 99 Theme: Egyptian I haven't done any official tests, but it seems to me that if you don't put a blocker to stop your lemmings falling off the left edge of the map, you would still have enough to finish the level. To be safe though, assign your first lemming as a blocker ASAP. If done right, all the lemmings behind him should walk past without turning right. If done wrong (accidentally or deliberately) you're in for a very short level... Anyway, once that's set up, have your hero (the lemming now leading the pack) bash through the obstacle. Many lemmings will turn back, but hopefully, none will perish. Once you break through, you'll land in a pit. Have your lemmings build to the right (you won't get high enough with one bridge), then build left at the top of that bridge, and then right again. LEVEL 13: We all fall down Number of Lemmings: 10 Lemmings to Save: 10 Time: 4:00 Release Rate: 1 Theme: Hell This is, without a doubt, one of the easiest and most boring levels in the game. The worst part is, you'll have to play this exact same level 2 or 3 times more in the course of the classic levels, only with more lemmings each time. That said, I'm going to write ONE walkthrough for all the "We all fall down"s, and it will apply to all of them. Although you really shouldn't need help, refer back here for the later levels. As soon as the level starts, pause the game, and up the release rate to something which isn't pathetic... say 80 or 85 (possibly 70 - 75, I've had a few problems with really high speeds). Start the level, and scroll all the way to the right, where the platform ends. Fast forward until your lemming get close to the edge, and assign each of them a digger skill. Once they've all dug through, let them all walk into the goal... or make them dig again to meet a fiery demise... In later levels, many lemmings will mean space is limited, so try to make your diggers be as close as possible if you can. LEVEL 14: Origins and Lemmings Number of Lemmings: 80 Lemmings to Save: 60 Time: 8:00 Release Rate: 20 Theme: Egyptian Start by letting your hero go through, then setting up a blocker prison (see "basic techniques" if you don't know what that is), making sure to use the block to the left to save a blocker. Anyway, once your hero reaches the first wall, have him mine. Once through, let him walk about halfway into this massive pit, and make him a builder. Let him hit the wall, and turn around. When he comes back, have him bash through into the next gigantic pit (with any luck. If you walked too far before building, you'll bash through to a bottomless pit...). Repeat the process you used in the last pit, bash though, and you should be at the exit. To save your blocker, have a lemming walking right turn into a miner when he's about 3 steps away from the blocker. With any luck, you should remove the ground from underneath your blocker, freeing him. Have your miner build so he can stop mining and everyone else can escape. Evil people need only bash left at the start. LEVEL 15: Don't let your eyes deceive you Number of Lemmings: 100 Lemmings to Save: 80 Time: 11:00 Release Rate: 40 Theme: Egyptian Start off by letting your hero walk to the right, then set up a blocker prison at the ground floor (again taking advantage of the obstacles to save a blocker). Let your hero walk up the first set of stairs, and make him a basher when he gets to the column. Repeat this to pass all 3 columns, and then proceed on to the big gap in the floor. Let your hero walk down the slope a little bit, and then make him into a builder. Build a bridge long enough to span the gap, and then fall down. The fall shouldn't be fatal, but if it is, start the level over, and try doing a few bridge extends to keep the height down. Anyway, have your hero climb the next set of stairs, and once he gets to the block at the top, let him walk almost to the edge, and then build. Now you can go back and free your other lemmings, and they'll walk all the way though to the exit. Just make sure you check up on your hero too, because it's possible that you'll need 2 bridges, and you don't want to be falling to your death so close to the exit now, do you? Evil players have GOT to try out the trap. Simply bash through the last set of stairs and watch the carnage. LEVEL 16: Don't do anything too hasty Number of Lemmings: 80 Lemmings to Save: 50 Time: 11:00 Release Rate: 1 Theme: Hell Start by assigning the first lemming as a blocker as soon as he lands. Let one lemming past, and then turn the third one into a blocker once he takes a few steps to the right of your first blocker. With your free lemming, walk all the way to the edge of the platform, and then build. Don't stop building until you reach the goal. Once this is done, free the others. LEVEL 17: Easy when you know how Number of Lemmings: 50 Lemmings to Save: 20 Time: 7:00 Release Rate: 99 Theme: Roman I've compiled no less than 3 ways to beat this level, and a 4th, untested way which I won't put here... yet. 1. Concentrate on the left-most trap door. Let a lemming walk to the right and turn around. As he goes down the "stairs" to the left, wait for him to step on the biggest one, and make him a blocker at the edge of it. With any luck, the other lemmings will be trapped in a very tiny space. Have the lemmings from the other trapdoors bash out the columns (except the one furthest to the right), and let them all walk into your extremely tiny prison. Explode the blocker, and let the mass of lemmings walk right, under the "main" platform. With any luck, only 4 of them will be squished, leaving you with more than enough for the win. 2. Wait for a lemming from the left-most trapdoor walk to the left of the platform, and make him a blocker BEFORE he starts going down the stairs. Now go to the right-most group. Make all the lemmings there into floaters, and then bash out the right-most column. Use the motion tracker on the last floater, and when he reaches the second stair from the top, have him build to turn him around. When he turns, make him build again, until he connects to the metal on the side of the "main" platform. Have the other groups bash through the other columns, and they should all file into the goal. 3. With the left-most group, have 1 lemming go down the stairs, and assign the second lemming as a blocker (It doesn't matter if they're allowed to walk around, as in strategy 2, or trapped, as in strategy 1). When the free lemming (hero) walks under the main platform, take note of the metal above him. You should notice that there's a line of metal, and 3 pieces above that line spread out thought the whole platform. These metal pieces indicate the presence of crusher traps (also, you might notice them moving ever so slightly out of the bottom of the platform). When your guy is about to walk under a crusher, make him a builder. This will make him avoid the area of ground affected by the trap. Do this for all 3 pieces of metal, and again where the platform becomes a large metal square, and you should survive... if not, then at least now you know for sure where the crushers are. Have the other groups bash through the columns, and explode your blocker. LEVEL 18: Let's block and blow Number of Lemmings: 70 Lemmings to Save: 50 Time: 7:00 Release Rate: 80 Theme: Hell The concept here is the same as level 6. You use blockers to explode holes in the floor, allowing your lemmings to pass. You should notice a safe path, one with no fires, but as long as I'm here, I might as well help out as much as possible. First of all, on the top level, walk past the first room (the one with fire), and past the wall which divides the 2 rooms on the lower level. Once you're clear, make a blocker and explode him. Now, you should be in a room with a wall at the bottom, dividing 2 rooms. Walk to the right of this wall, assign a blocker, and explode him. Repeat this for the next room, except your should be on the LEFT side of the dividing wall underneath the room you're in. Do it once more for the right-side room, and on the last level, walk all the way right, and detonate a blocker right next to the brick wall on the right. LEVEL 19: Take good care of my Lemmings Number of Lemmings: 100 Lemmings to Save: 70 Time: 7:00 Release Rate: 20 Theme: Roman Start by letting the first 5 lemmings drop out of the trapdoor at the starting release rate of 20. Once 5 guys are out, you may pause and increase the rate to 99. While you're paused, scout out the level, because it's time for the very first "hot spot"s (check the glossary if you need a definition) of this walkthrough. You should notice that the ground resembles a bunch of hills. Go to the far right, and count to the second last hill before the gap. At the peak of the hill, there should be a block with a flower on it. This is your first hot spot. Fast forward until your lemmings approach the hill. When the first lemming hits your hot spot, make him dig. One lemming will continue on, and the rest will be trapped. Make a shallow pit, and build to the right, so that you stop digging, and all the lemmings are trapped. Now pause again. Go to the last hill, and point you cursor at the peak. Notice how the ground is made up of small blocks? Move your cursor to the SECOND block to the right of the flower block, and you've got your next hot spot. Wait for your free lemming to hit your hot spot, and make him build. He should build up to the goal with no problems, and free himself. Now go back to your pit 'o lemmings. Use your motion tracker to grab a lemming, and make him bash when he starts walking to the right. You should bash through to the side of the hill, and be freed. If you bashed left, quickly build to stop, and try again. Eventually, every last lemming should be home free. LEVEL 20: We are now at LEMCON ONE Number of Lemmings: 50 Lemmings to Save: 30 Time: 7:00 Release Rate: 10 Theme: Roman Start by having your first lemming walk to the edge of the small platform you start on, and building a bridge. Use the second and third lemmings to set up a lemming prison on the small platform. With your hero, bash through all the little obstacles, and then build up to the goal when you get through the last one. Free your lemmings, from their prison (increase the release rate if you haven't already), and they'll all walk into the goal. LEVEL 21: You Live and Lem Number of Lemmings: 100 Lemmings to Save: 60 Time: 11:00 Release Rate: 150 Theme: Earth Let your lemmings walk for a while. Once they walk past the steep hill, they won't go back to the left again, so just set up as usual (have 1 free "hero" lemming, and use a blocker to trap the others). Make sure you don't set your blocker on the thin piece of platform though, as detonating him there could be a problem. Anyway, have your hero bash through the mound of dirt to the right. Make sure you start bashing nice and high, if for no other reason than because it's slightly faster. Once you're through, walk to the edge of the platform you're on, and build across to the other side. Bash once more to pass through the wall, and then detonate your blocker. It's not over yet though, there's still one more thing to take care of. If you look a bit further, you should see a trap up ahead. Simply have your hero build over it, and you'll be fine (don't worry, the main pack's way too far behind to get caught before you finish building). LEVEL 22: A Beast of a level Number of Lemmings: 100 Lemmings to Save: 80 Time: 11:00 Release Rate: 50 Theme: Earth Aww... they totally screwed up this level. It used to look so awesome on the SEGA genesis. They even got rid of its special music! Anyway, start by placing a blocker as soon as the first lemming lands (so they can go past him, remember?). Have your leader bash through all the trees (6 in total), but stop when you reach the dirt. When you get past the last tree, have your basher build up to the mound of dirt. It won't be nearly high enough, so you'll have to let him turn around, and then build left up to the tree. Once he hits the tree, let him come back down a little bit, then build right again. This time, you should be high enough to make it to the goal. Speed everything up, and you should win. LEVEL 23: I've lost that Lemming feeling Number of Lemmings: 80 Lemmings to Save: 20 Time: 11:00 Release Rate: 50 Theme: Hell Have your first lemming walk a few steps, and then make him a blocker. The next lemming should turn around, and walk towards the wall. Make the third lemming into a blocker just to the left of the trapdoor... that's right, it's your standard blocker prison... Have your hero walk into the dent in the wall, as high as he can go, and then start bashing. You'll definitely want to put it on fast forward here, because bashing takes a long time. Also, your basher will hit a gap about halfway thorough, so when he does, let him walk left as high as he can, and start bashing again. Now, before too long, you'll approach a large chasm. Let your hero bash into it, and as soon as he hits open space, turn him into a builder. You have to be pretty fast with it, otherwise you'll die, and have to do all that bashing AGAIN!. Let your hero build far enough so that he'll land on a brick on the left side of the chasm. Chances are he'll turn around anyway, if this happens, wait until he's in his little tunnel he bashed out, and make him build again. Bash through the left wall of the chasm, and then to the goal. Free your main mass of lemmings, watch them walk for like 3 minutes, and you're done. LEVEL 24: Konbanwa Lemming san Number of Lemmings: 30 Lemmings to Save: 20 Time: 7:00 Release Rate: 99 Theme: Roman The key to this level is just doing each action about 3 times, because it's pretty much guaranteed that at this speed, AT LEAST 1 lemming is not going to want to fall into your pits with everyone else. Start by walking along the top platform. You should notice that there's a smaller platform just below, but a bit to the right. Walk until you're above the platform, and mine. As I said, you might need 2 or 3 miners to get every lemming, and you've got plenty of them, so don't be shy. Once you hit the platform below you, mine again. You should now be on the ground floor, as it were. Walk right, under a large area, and once you're out from underneath the large area, mine again. Basically, you want to land on the platform with the goal, slightly to the left of it. Once you've done that, you're all set. Just be warned though, if you feel like going for a bit of a walk to the right, there's a crusher trap in that column to the right, and you'll end up losing a few lemmings. While I haven't tested this, I think you'll still have enough lemmings to pass, but just try not to, ok? LEVEL 25: Lemmings Lemmings everywhere Number of Lemmings: 100 Lemmings to Save: 50 Time: 7:00 Release Rate: 99 Theme: Crystal There are tons of different ways to do this level, the guide that follows is for the most common path I take, but feel free to seek alternates. Let your group of guys walk all the way through the wire / net area, until you get to a large blue web. When you walk onto the first strand of web, have your guys mine through it. Repeat this for the strand directly below that one. Now, walk a bit, and bash through the vertical-ish strand to the right, and once more to have your lemmings fall into a deep pit. Have a lemming turn around and walk left, until he is clear of where the other lemmings are falling onto, and mine left through the diagonal strand of web. Bash through the next one to the left, and then dig through the last 2 above the goal. If any lemmings have become trapped in other parts of the web, you've got plenty of spare tools and time to free them. LEVEL 26: Nightmare on Lem street Number of Lemmings: 2 Lemmings to Save: 2 Time: 7:00 Release Rate: 30 Theme: Egyptian You only get 2 lemmings here, so it shouldn't really be any problem at all... right? Start by upping the release rate by 5-10 points. Once the second lemming appears, make him a builder to stall him. By this time, the first lemming should be almost to the edge of the platform, so make him a builder too. Once lemming 2 is done with his pointless bridge, let him walk off... then build another one. Meanwhile, have lemming 1 walk to the edge of the net platform, and build again. This time, he should hit the wall to the right. Have him bash through the wall once he places his last brick (or whichever brick he's on when he connects to the wall). By this time, lemming 2 should be through with his second bridge, so let him walk through. By the time he gets to lemming 1, the tunnel should be almost complete. Have lemming 2 help out by being a basher too (both of them should, for some reason, start bashing in synchronisation, which means neither of them stop). Once that's done, both of them should be at the goal. LEVEL 27: Let's be careful out there Number of Lemmings: 50 Lemmings to Save: 25 Time: 7:00 Release Rate: 1 Theme: Roman Start by setting up a blocker prison, and letting your hero escape to the left... you should know how to do that by now. Have your hero build a bridge over the first gap he comes across, and then continue on. Once he gets up the first slope, there should be a small set of stairs that leads over to the left. We don't want to climb these, so have him bash into them when he gets there. Once he’s about halfway through, make him build to stop him, and turn him right. Go back down the slope, and when he gets to the "pointy" bit, have him build to the right. Be careful not to build right at the edge of the pointy bit though, because that could prevent the other lemmings from passing. Once you're at the right, walk all the way around the top, and off to the side. Once you land on the rock, have your hero mine a bit, and once a wall forms to his right, make him build to stop. Finally, bridge the gap to the goal. You may now let your trapped lemmings free to the left. After they all finish their nice long walk, they should be free, unless you messed up by making the mine shaft too shallow. LEVEL 28: If only they could fly. Number of Lemmings: 100 Lemmings to Save: 60 Time: 7:00 Release Rate: 80 Theme: Hell Start off by digging through each of the floors in the "prison" like structure you start in. Make sure you don't make one big hole by digging directly underneath the last hole, that's just not smart... Once you're through to the floor, a few lemmings will inevitably want to go right. Make the leader of these guys a blocker once he walks onto the metal block. As for the rest of the lemmings, let them walk underneath a chunk of land. Once they're almost past the chunk of land, make the second lemming a blocker, and also, go back about 10 lemmings, and make another blocker, trapping about 7 or 8 between the 2 blockers, and keeping the bulk of the lemmings separate. Have the first free lemming walk towards the group of platforms that almost resemble a staircase, and have him build towards the lowest one. When he reaches it, let him walk to the end, and turn him into a blocker. Now, go back to your group of 7 or 8 captured lemmings. Explode the blocker to their left, releasing them, but keeping the others safe. Get the leader, and when he walks up the first bridge, onto the lowest platform, have him walk towards the blocker, and then, a step or 2 away, start building. The blocker will turn the builder around, and make him build towards the next platform up. Once there, have the lead lemming walk to the edge and block. Again, have another lemming walk to the blocker, and start building just in front of him, thus creating a sort of spiral staircase. Repeat this process until you're at the platform with the goal, then you can release all the other lemmings. LEVEL 29: Worra Iorra Lemmings Number of Lemmings: 100 Lemmings to Save: 60 Time: 11:00 Release Rate: 90 Theme: Egyptian The first thing you should do is... you guessed it; put a blocker to the right to stop the other lemmings from drowning. Make the second lemming your hero by making him a climber. Once your hero is over the first obstacle, let him walk to the next one, and bash through it. Do this to the next obstacle as well, DO NOT climb up it. If you do accidentally climb over an obstacle though, it's not the end of the world, you just have to have your main mass of lemmings do the dirty work. Anyway, once you're past the column, you should come to a staircase. Climb up it, and then down the other side. On the left staircase, wait until your hero drops past the gap in the stairs, walks to the left edge of the top stair, then have him build. This should ensure that he just makes it up to the wood platform to the left. Now walk over another set of stairs, and when you get to the side of the pyramid, bash through. This should ensure that you get to a pit, with the goal at the top, to the left. You should hopefully by now know how to build up a pit, so do that now. Once you're at the top, you may have to build again over to the goal, but otherwise, go back to your main group. Motion track a lemming walking left, and have him bash though the small block trapping them. Hold down the fast forward, and watch them go. LEVEL 30: Lock up your Lemmings Number of Lemmings: 60 Lemmings to Save: 40 Time: 7:00 Release Rate: 10 Theme: Hell An incredibly simple level to cap things off for fun. Basically what you want to do is bash 3 times. The first time, you'll want to go left, then right, then left again. If you screw up and accidentally go right when you wanted to go left, it' no big deal, just make a blocker and turn all your lemming back the right way. If you go left when you want to go right, then simply dig or mine to allow your guys to access the goal. ------------------------------------------------------------------------------- Tricky [WLK-TKY] ------------------------------------------------------------------------------- Introduction: Much the same as the Fun levels, Tricky isn’t much harder for the most part. However, there are a few exceptions, where levels tend to require more precise timing, and expect to see a few re-used levels as well, but just tweaked slightly to be more of a challenge. Might I also add that the walkthroughs for each level are going to get longer and longer, but that’s to be expected. LEVEL 1: This should be a doddle! Number of Lemmings: 100 Lemmings to Save: 50 Time: 6:00 Release Rate: 50 Theme: Earth Tricky kicks things off with a nice easy level. Have your first lemming walk onwards, and make the second lemming take a few steps, then become a blocker, just like old times... Once you've got the bulk of your lemmings safely trapped between your blocker and the left wall, you may increase the release rate up to 99. Have your hero walk towards the little pool of water, and then build over it. Once over, he'll then need to bash through a lump of dirt, and your path to the goal should be open. Go back to your main mass of lemmings, and detonate your blocker. Or, if you're feeling humane, have a lemming walking right become a miner when he's a few steps away from the blocker. Remove the ground from underneath your blocker's feet, and he'll become a regular lemming once more. Make sure you have your miner build to stop from mining all the way through the bottom of the level, and your lemmings should be free. LEVEL 2: We all fall down Number of Lemmings: 15 Lemmings to Save: 15 Time: 4:00 Release Rate: 1 Theme: Hell Hardly worth the time and effort. Refer to the walkthrough for the Fun level of the same name, it's exactly the same strategy, only with a few more lemmings to save. LEVEL 3: A ladder would be handy Number of Lemmings: 100 Lemmings to Save: 50 Time: 5:00 Release Rate: 50 Theme: Earth Levels like this are really frustrating to write a guide for, because they're very simple, but end up taking up a lot of room. Personal gripes aside, start off this level by creating a BPR (refer to the glossary, and Basic Techniques if you don't know what this is). Let your hero walk right for a bit, until he's at approximately to top of the chunk of land you start on. Make him a digger, and let him go for a few seconds, making a nice, deep tunnel. You don't want |
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