History ThatOneLevel / Lemmings

2nd Dec '15 6:19:38 PM nombretomado
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* Tricky 19, ''Postcard from Lemmingland''. This level is not dangerous per se, but is one of the first true puzzles of the game and has caught out many novice players. The conventional solution is to use your Digger and Builder to turn a lead lemming around right before he walks into the exit (and don't forget to turn him into a Floater or you'll regret it later!). This level was infamous enough that its solution was actually printed in the manual for the MegaDrive version.
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* Tricky 19, ''Postcard from Lemmingland''. This level is not dangerous per se, but is one of the first true puzzles of the game and has caught out many novice players. The conventional solution is to use your Digger and Builder to turn a lead lemming around right before he walks into the exit (and don't forget to turn him into a Floater or you'll regret it later!). This level was infamous enough that its solution was actually printed in the manual for the MegaDrive UsefulNotes/MegaDrive version.

* Mayhem 20, ''No added colours or lemmings''. This is another puzzle level that requires creative use of the two Miners to solve: one to undermine a Blocker and one to destroy the end of a Builder's bridge so a Climber can make it to the exit. The latter trick is hard to pull off as it requires pixel-perfect accuracy and no other lemmings nearby (which is hard to guarantee). Also, you have to use a blocker so as to isolate one lemming, but you need to save 100%. This is possible because mining under a blocker releases him. But no previous level has required this, so it takes quite a creative leap to come up with it on the spot. Like Tricky 19, this level also had its solution printed in the MegaDrive version's manual.
to:
* Mayhem 20, ''No added colours or lemmings''. This is another puzzle level that requires creative use of the two Miners to solve: one to undermine a Blocker and one to destroy the end of a Builder's bridge so a Climber can make it to the exit. The latter trick is hard to pull off as it requires pixel-perfect accuracy and no other lemmings nearby (which is hard to guarantee). Also, you have to use a blocker so as to isolate one lemming, but you need to save 100%. This is possible because mining under a blocker releases him. But no previous level has required this, so it takes quite a creative leap to come up with it on the spot. Like Tricky 19, this level also had its solution printed in the MegaDrive UsefulNotes/MegaDrive version's manual.
11th Jun '15 1:43:00 PM BreakinBenny
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* The infamous ''We all fall down''. Unless you have the Windows CD version and [[GoodBadBugs its increased fall distance]] (which let them fall harmlessly here without any action by the player at all), these levels are incredibly annoying, and worst of all, you have to do it ''four'' times, saving an increasing number of lemmings each time. And worse yet, you have to save 100%. One screw up, which is very easy to do, and all of your hard work is for naught. It is possible to control the release rate and use half or less of the required diggers by letting some lemmings fall into half-dug holes, but this level is not easy regardless of the way you do it.
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* The infamous ''We all fall down''. Unless you have the Windows DOS CD version and [[GoodBadBugs its increased fall distance]] (which let them fall harmlessly here without any action by the player at all), of your input), these levels are incredibly annoying, and worst of all, you have to do it ''four'' times, saving an increasing number of lemmings each time. And worse yet, you have to save 100%. One screw up, which is very easy to do, and all of your hard work is for naught. It is possible to control the release rate and use half or less of the required diggers by letting some lemmings fall into half-dug holes, but this level is not easy regardless of the way you do it.

* Havoc 16, ''Scaling the Heights'', requires turning the first lemming into a Blocker just before he walks off the edge of the very narrow platform under the entrance, trapping the other lemmings against a wall. After a lemming has been sent on ahead to create the path to the exit, the other lemmings must be freed by building out of the pit. Because of the difficulty in assigning a job to a particular lemming in a large group in a small area, it is extremely easy to inadvertently build over the Blocker and send all of the lemmings marching off to their deaths, without the resources to make them turn around. And, of course, you only have 2 minutes to complete the level, so the clock often ends up being your worst enemy. On the PC version, it's a lot easier to hold the crowd in the bottom part of the level, and send a climber up to mine down and release them. On the Mac, though, because of the high-resolution graphics, a vertical part of the wall becomes bumpy and ''can't be climbed''.
to:
* Havoc 16, ''Scaling the Heights'', requires turning the first lemming into a Blocker just before he walks off the edge of the very narrow platform under the entrance, trapping the other lemmings against a wall. After a lemming has been sent on ahead to create the path to the exit, the other lemmings must be freed by building out of the pit. Because of the difficulty in assigning a job to a particular lemming in a large group in a small area, it is extremely easy to inadvertently build over the Blocker and send all of the lemmings marching off to their deaths, without the resources to make them turn around. And, of course, you only have 2 minutes to complete the level, so the clock often ends up being your worst enemy. On the PC DOS version, it's a lot easier to hold the crowd in the bottom part of the level, and send a climber up to mine down and release them. On the Mac, though, because of the high-resolution graphics, a vertical part of the wall becomes bumpy and ''can't be climbed''.

* Havoc 19, ''Looks a bit nippy out there'', requires that the first lemming build across a small gap at the bottom of a narrow pit; get the timing wrong and you won't be able to finish the level. Then, you must wait until the 79th lemming (of 80) has fallen out of the entrance and have him start building a bridge the instant he hits the ground (over the pit containing the other 78 lemmings) so that the final lemming can cross the gap and be available for other tasks to complete the level. Both lemmings must then complete a series of further precision building manoeuvres to both pave the way to the exit and free the other 78 lemmings. This time you have a whole ''3 minutes'' to finish.
to:
* Havoc 19, ''Looks a bit nippy out there'', requires that the first lemming build across a small gap at the bottom of a narrow pit; get the timing wrong and you won't be able to finish the level. Then, you must wait until the 79th lemming (of 80) has fallen out of the entrance and have him start building a bridge the instant he hits the ground (over the pit containing the other 78 lemmings) so that the final lemming can cross the gap and be available for other tasks to complete the level. Both lemmings must then complete a series of further precision building manoeuvres manouvers to both pave the way to the exit and free the other 78 lemmings. This time you have a whole ''3 minutes'' to finish.

* Nearly ''all'' of the Level 10s for each tribe in Lemmings 2, as well as that irritating Highland level that made you create a ramp with thrown rocks. But especially ''Take up Archery'', the final Sports level. The entire level needs split-second timing and near-perfect aim with your arrows and javelins. The slightest error will prevent you from finishing it, and even a slightly too long '''pause''' will result in the death of a lemming and thus the dreaded silver medal.
to:
* Nearly ''all'' of the Level 10s for each tribe in Lemmings 2, ''Lemmings 2'', as well as that irritating Highland level that made you create a ramp with thrown rocks. But especially ''Take up Archery'', the final Sports level. The entire level needs split-second timing and near-perfect aim with your arrows and javelins. The slightest error will prevent you from finishing it, and even a slightly too long '''pause''' will result in the death of a lemming and thus the dreaded silver medal.
4th Nov '14 4:38:19 PM guy1
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* Classic 8, ''The secret of Lemh'', isn't too difficult if you don't mind losing one lemming (you still get a gold medal), but gets easily the most frustating level in the game if you decide you want to save that extra lemming, as it requires you to make a lot of lemmings dig in a very small area with perfect timing, where even missing a target by one pixel can prove fatal.
11th Oct '14 3:07:52 AM robwebster
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* ''Dot to Dot''. One of the space levels with awesomely creepy music. It's a matter of building bridges from platforms labelled 1 to 22. Sounds simple enough, but this is 3D - the numbered platforms often require turners to access and loads of camera rotation to make sure you're letting your lems fall in the right direction. Miss a platform and they fall into the abyss below. To make things worse, though, the 12 minute time limit isn't enough - adjusting the release rate at the beginning is necessary to get enough lemmings to the end in time. Of course, adjusting it too much will mean your lemmings are too close together and too many will die before you get to the end.
to:
* ''Dot to Dot''. One of the space levels with awesomely creepy music. It's a matter of building bridges from platforms labelled 1 to 22.12. Sounds simple enough, but this is 3D - the numbered platforms often require turners to access and loads of camera rotation to make sure you're letting your lems fall in the right direction. Miss a platform and they fall into the abyss below. To make things worse, though, the 12 minute time limit isn't enough - adjusting the release rate at the beginning is necessary to get enough lemmings to the end in time. Of course, adjusting it too much will mean your lemmings are too close together and too many will die before you get to the end.
11th Oct '14 3:06:59 AM robwebster
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* ''Dot to Dot''. One of the space levels with awesomely creepy music. It's a matter of building bridges from platforms labelled 1 to 12. Sounds simple enough, but this is 3D - the numbered platforms often require turners to access and loads of camera rotation to make sure you're letting your lems fall in the right direction. Miss a platform and they fall into the abyss below. To make things worse, though, the 12 minute time limit isn't enough - adjusting the release rate at the beginning is necessary to get enough lemmings to the end in time. Of course, adjusting it too much will mean your lemmings are too close together and too many will die before you get to the end.
to:
* ''Dot to Dot''. One of the space levels with awesomely creepy music. It's a matter of building bridges from platforms labelled 1 to 12.22. Sounds simple enough, but this is 3D - the numbered platforms often require turners to access and loads of camera rotation to make sure you're letting your lems fall in the right direction. Miss a platform and they fall into the abyss below. To make things worse, though, the 12 minute time limit isn't enough - adjusting the release rate at the beginning is necessary to get enough lemmings to the end in time. Of course, adjusting it too much will mean your lemmings are too close together and too many will die before you get to the end.end. ** Fortunately, there are dots you can skip.
8th Aug '14 7:53:48 AM TheOneWhoTropes
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* Slightly weirder physics and mechanics made the ZXSpectrum Level 27 (Tricky 19), ''Postcard From Lemmingland'', monumentally irritating. The solution turned out to be synching the release rate with a Basher such that the lemmings pass through the scoop of the ramp he digs as a small enough step to get up onto the ledge. (Setting the rate to 97 did it.)
to:
* Slightly weirder physics and mechanics made the ZXSpectrum UsefulNotes/ZXSpectrum Level 27 (Tricky 19), ''Postcard From Lemmingland'', monumentally irritating. The solution turned out to be synching the release rate with a Basher such that the lemmings pass through the scoop of the ramp he digs as a small enough step to get up onto the ledge. (Setting the rate to 97 did it.)
30th Dec '13 1:22:02 AM SeptimusHeap
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Natter and first person
** This troper wonders if the above troper considered not adjusting it at the start, but rather setting it up to 99 when about half way through the level. * This troper didn't find any of the above levels to be too difficult, but was stuck on ''Fun Fair'' for a very long time, and still to this day has difficulty completing ''Castle Peralus''.
30th Dec '13 12:32:34 AM nyvx
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Added DiffLines:
** This troper wonders if the above troper considered not adjusting it at the start, but rather setting it up to 99 when about half way through the level.
30th Dec '13 12:31:20 AM nyvx
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Added DiffLines:
* This troper didn't find any of the above levels to be too difficult, but was stuck on ''Fun Fair'' for a very long time, and still to this day has difficulty completing ''Castle Peralus''.
26th Nov '13 11:31:07 PM mlsmithca
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Fixing example indentation
* Mayhem 20, ''No added colours or lemmings''. This is another puzzle level that requires creative use of the two Miners to solve: one to undermine a Blocker and one to destroy the end of a Builder's bridge so a Climber can make it to the exit. The latter trick is hard to pull off as it requires pixel-perfect accuracy and no other lemmings nearby (which is hard to guarantee). Like Tricky 19, this level also had its solution printed in the MegaDrive version's manual. ** Also, you have to use a blocker so as to isolate one lemming, but you need to save 100%. This is possible because mining under a blocker releases him. But no previous level has required this, so it takes quite a creative leap to come up with it on the spot.
to:
* Mayhem 20, ''No added colours or lemmings''. This is another puzzle level that requires creative use of the two Miners to solve: one to undermine a Blocker and one to destroy the end of a Builder's bridge so a Climber can make it to the exit. The latter trick is hard to pull off as it requires pixel-perfect accuracy and no other lemmings nearby (which is hard to guarantee). Like Tricky 19, this level also had its solution printed in the MegaDrive version's manual. ** Also, you have to use a blocker so as to isolate one lemming, but you need to save 100%. This is possible because mining under a blocker releases him. But no previous level has required this, so it takes quite a creative leap to come up with it on the spot. Like Tricky 19, this level also had its solution printed in the MegaDrive version's manual.

* Havoc 16, ''Scaling the Heights'', requires turning the first lemming into a Blocker just before he walks off the edge of the very narrow platform under the entrance, trapping the other lemmings against a wall. After a lemming has been sent on ahead to create the path to the exit, the other lemmings must be freed by building out of the pit. Because of the difficulty in assigning a job to a particular lemming in a large group in a small area, it is extremely easy to inadvertently build over the Blocker and send all of the lemmings marching off to their deaths, without the resources to make them turn around. And, of course, you only have 2 minutes to complete the level, so the clock often ends up being your worst enemy. ** On the PC version, it's a lot easier to hold the crowd in the bottom part of the level, and send a climber up to mine down and release them. On the Mac, though, because of the high-resolution graphics, a vertical part of the wall becomes bumpy and ''can't be climbed''.
to:
* Havoc 16, ''Scaling the Heights'', requires turning the first lemming into a Blocker just before he walks off the edge of the very narrow platform under the entrance, trapping the other lemmings against a wall. After a lemming has been sent on ahead to create the path to the exit, the other lemmings must be freed by building out of the pit. Because of the difficulty in assigning a job to a particular lemming in a large group in a small area, it is extremely easy to inadvertently build over the Blocker and send all of the lemmings marching off to their deaths, without the resources to make them turn around. And, of course, you only have 2 minutes to complete the level, so the clock often ends up being your worst enemy. ** enemy. On the PC version, it's a lot easier to hold the crowd in the bottom part of the level, and send a climber up to mine down and release them. On the Mac, though, because of the high-resolution graphics, a vertical part of the wall becomes bumpy and ''can't be climbed''.

* Nearly ''all'' of the Level 10s for each tribe in Lemmings 2, as well as that irritating Highland level that made you create a ramp with thrown rocks. ** But especially ''Take up Archery'', the final Sports level. The entire level needs split-second timing and near-perfect aim with your arrows and javelins. The slightest error will prevent you from finishing it, and even a slightly too long '''pause''' will result in the death of a lemming and thus the dreaded silver medal.
to:
* Nearly ''all'' of the Level 10s for each tribe in Lemmings 2, as well as that irritating Highland level that made you create a ramp with thrown rocks. ** rocks. But especially ''Take up Archery'', the final Sports level. The entire level needs split-second timing and near-perfect aim with your arrows and javelins. The slightest error will prevent you from finishing it, and even a slightly too long '''pause''' will result in the death of a lemming and thus the dreaded silver medal.

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