---===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. ========================================================================== 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! ============================================================================ 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.