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Level 26: I have a cunning plan[edit]

  • 5 minutes, 100% of 80 lemmings, release rate 99

Immediately below the entrance, use builders to create a solid wall from several ramps packed tightly together (with perfect play you can get away with just three, but if you're anything like me you'll probably need more). Then bash through the column; you only have two bashers, so although you can afford to waste one, it's best to be careful.

Level 27: The Island of the Wicker people[edit]

  • 5 minutes, 90% of 80 lemmings, release rate 60

Make the first three lemmings diggers, then block both ends of the entrance platform. Make the three scouts climbers as soon as they land. Turn the first into a blocker somewhere to the right of the exit platform; have the second build up to the exit; and when or just before the third gets back to the one-way hill, have him mine until he's level with the ground below the left edge of the hill, then bash. On the other side, have him build a landing ramp for the other lemmings, then remove the blocker on the right of the entrance platform.

Level 28: Lost something?[edit]

(In the SNES version, this level is called "Exit in the ground")

  • 5 minutes, 90% of 80 lemmings, release rate 70
This level can be completed with 100% lemmings saved

The exit is hidden behind the rock on the steel platform just to the right of the entrance. When a lemming has climbed up the rock to the right of this one, and is coming back down, when it gets to the platform on which this rock sits build a ramp up to the exit rock, and use any combination of miners, diggers and bashers that works to dig to the middle of the platform. Meanwhile, when a lemming reaches the rock to the left of the entrance, mine a short tunnel to turn this lemming (and all following ones) back to the right, turning the miner into a builder once the tunnel is long enough. (You will probably have to do this twice, but not more than twice.) It's not difficult to get 100% on this level.

Level 29: Rainbow Island[edit]

  • 4 minutes, 99% of 80 lemmings, release rate 70
This level can be completed with 100% lemmings saved

The first lemming out of the rightmost entrance digs through the brick just to the right of the widest brick in the left half of the arch to the right of that entrance; if done correctly, by the time the other lemmings arrive the hole will be deep enough to trap them, so there's no need for a blocker. Bash through the next juncture of two arches, then dig just before the juncture below; but before breaking through, bash to the other side, and before breaking into the next chamber (and meeting a shredder trap) mine into the chamber below. (Doing it this way rather than directly digging through avoids a lethal drop.) All that remains is to bash through the final walls; and if you don't get 100%, you've done something wrong.

Level 30: The Crankshaft[edit]

  • 4 minutes, 90% of 80 lemmings, release rate 20
This level can be completed with 100% lemmings saved

Make the first two lemmings athletes, use the third to mine through the column; after doing these, you may want to up the release rate to 99. When the first athlete reaches the third column, turn him into a blocker; when the second athlete is about halfway back to the second column, have him mine a path down to the floor below. (If he accidentally breaks through the floor, once he has dug in far enough that he can't climb out to the left, make him build to stop this. If he doesn't break through the floor, use another miner skill to make him do this, so that he turns back to the right; that way, you don't lose this athlete and have to make another one.) When the crowd get to the third column, have one of them mine through it, in the process releasing your first athlete to make his way to the fifth column. Rinse and repeat with the fourth and fifth columns; again, you should get 100% completion.