| The Beach Levels Walkthrough |
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Beach 1: Quad Quirks on the Quay! At upper entrance, make the first Lemming a filler to fill the hole; the rest that follow him will drop to lower level. At that level, make any Lemming a flame thrower to blast through the umbrella; the rest will drop to the next level. At that level, make any Lemming a flame thrower to blast through tree. All previous Lemmings will now make it home. Now move to the right and make any Lemming a flame thrower to blast through the can. They'll walk over the bucket and handle to home. ALL SAVED! Make any Lemming a jet pack and with the fan blow him over left umbrella so he can walk along the level below. Make him a sand pourer just at the start of the incline. When he returns to this spot, make him through the sand pile and ground so he falls to next level. When he gets halfway down the slope, make him throw a rope to the yellow sand in front of the beach ball. When he turns back, make him bash through the umbrella to home. Go back up to the other Lemmings and try to make one bash through the left umbrella. If you miss, make one a jet pack and blow him over the left umbrella so he too can walk along the level below. When he gets under the other Lemmings, make him laser blast up. They'll all make it home. ALL SAVED! Make 2nd Lemming a bomb at the edge of the metal. Make 1st Lemming, who has just fallen into the water, a kayaker. The bomb hole will hold all the rest of the Lemmings. When the kayaker walks to the top of the hill and gets to the middle of the flat spot, make him an archer and aim the arrow at the upper left corner of the can. Immediately make him fire 3 more arrows, each aimed into the tail of the previous arrow, so you have 4 arrows in a row. Then let him walk to the edge and make him a hang glider. He'll land on the arrows, and when he turns, make him a hang glider again at the edge of the last arrow. He'll glide to the metal walkway under the water. When he reaches the edge of the dirt, make him a bomb -- he'll blow a hole in the dirt under the rest of the Lemmings. When he recovers, make him laser blast up to free the others; they'll come down in a big clump. When they walk off the edge, make a jumper at the front of the pack so one gets ahead of the others. Make him jump again AFTER he's turned off the beach ball. Just before he reaches the crevice, make him a glue pourer to fill the crevice -- all should reach home. ALL SAVED! Beach 4: Coastal Suction Function Make the 1st Lemming a runner to the right, and then a jumper to get over the ball. When he gets to the edge of the grass, make him jump onto the chain, as low as possible. Start the chain swinging, and when he's over the other side, release him. Make him a jumper just before he gets under the suction tube. He'll fall off the edge, bounce off the shovel, and run into the water. Make him a kayaker. He'll run over the bucket and handle, then make him laser blast to free all the Lemmings above. ALL SAVED! Make 1st Lemming build immediately, and continue building to top of yellow box. After they start walking off the far side of the box, make the 1st one jump ahead 4 times to get ahead of the others. He'll drop off the edge and bounce off the wall. When he reaches the edge near home, make him build. As the others approach, make the builder a glue pourer; he'll make a walkway to home for the others. ALL SAVED! Make 1st Lemming a ballooner and fan him sideways so he lands on the left side of the striped beach hut. When he turns, make him a platformer to build across the water. When he returns and crosses the platform, make him a miner to the right before he reaches the beach hut. After he drops, make him mine again to the right as soon as he's clear of the metal barrier. He'll drop and bounce off the palm tree. Make him club bash to the left at the small incline -- he'll clear out a path under the suction tube so it can't reach him. When he reaches the edge, make him throw a rope to the edge of the level that the umbrella's on. As soon as he turns at the umbrella pole, make him throw another rope to the right above the metal barrier. When he reaches this spot, make him a fencer and he'll clear a path to home. Go back up to the other Lemmings and have one fence to the right through the coconuts and palm tree. They'll all follow the 1st Lemming's path to home. ALL SAVED! Let 1st Lemming drop off shovel and make him platform over crevice. Make any 2 newly emerged Lemmings jump from one grassy island to the next. Let the 1st drop to walk under beach huts, and make 2nd platform across the gap. Have platform builder bash through bucket to release the others. Meanwhile, click the one walking under the beach huts a swimmer, then a runner. When he emerges from the water, bash him through the palm tree, then jump him up to the yellow incline. When he turns at the top, jump him up to grassy incline -- jump him over the frog. When he's halfway up the right side of the right side of the roof of the 2nd beach hut (from the right) mine him down to the level of the platform so the others can walk up the ramp. Whichever Lemming gets to the can first bashes through, and all get home. ALL SAVED! Make 1st Lemming jump twice when he reaches the seam in the metal plate -- he'll land close to the edge. Make 2nd Lemming an attractor, and all will stop and dance. Click on 1st Lemming as a magic carpet rider. He'll glide down to next level, walk to right and turn back. When he's nearly to edge, make him an archer and shoot the arrow into the lower right edge of the upper levelso it sticks out to break the fall of the other Lemmings later. When the archer drops to the rightmost floating island, make him build to the left from the flat spot. This bridge will prevent the others from falling between the islands later, and does not have to be complete. The builder will hit his head, turn, and drop onto the large yellow island. When he's directly under the tiny single notch in the bottom of the cloud, make him build completely to the edge of the grassy island. He'll hit his head and turn back. Let him drop to the next floating island, but build to the left from its edge, to home. Now click on the attractor Lemming as a jumper to "break his spell". All should fall, hit the arrow, land on the island, and then follow the path of the first Lemming. ALL SAVED! Make 1st and 3rd Lemmings fire mortars when they reach the center of the third metal square. (This will blow a deep enough hole to trap any Lemming who gets in there later). Now make the 2nd Lemming an attractor. Click on the 1st Lemming as a platformer across the water. Repeat if necessary, but don't let him complete the platform -- click on him to jump once the platform is over the other side -- he should be trapped in the mortar hole. Now bazooka him under the castle -- it should take 5 shots. Then have him platform across the water. What you now need to do is fire 4 mortars into the area just before the beach hut, to blast through to the lower level. Where you fire them from depends on the terrain of the tunnel under the castle, but it should be about 1" to the left of the water's edge, and not from too high a spot, or they'll hit the beach hut -- trial and error is needed. If each successive mortar is fired a tad to the right of the previous one, the hole won't get so deep that it traps the Lemming before it's finished should he walk into it. If that happens, a combination of jumping, rolling, and platforming might be enough to get him out. Once he's blasted through, he'll walk to the right, drop, and bounce off the can. Watch how far he walks under the frog before turning back, and on his next pass make him fire the bazooka just before he reaches that spot -- that should blast a hold he can get through, but if not, you should still have one bazooka left for his next pass. He'll now walk home. Go back to the attractor and make him jump to "release the spell". All will make it home. ALL SAVED! Make the 1st Lemming mine to the right at the bucket, as late as possible before he turns back. He'll hit the metal barrier, but should have opened a small space to the grass beyond the bucket. Use 1 or 2 fillers to fill the hole enough for the Lemmings to pass. Make one an archer as soon as he's past the bucket, and have him shoot the arrow about 1/16" down from the upper left corner of the can. Then make any Lemming that's just to the right of the bucket a SuperLem. Position the aiming cursor on the can just above the arrow -- he should fly to this spot and lie stunned on the arrow for a moment. (This part will take practice. If the arrow is too low on the can, the Lemming won't be able to walk over the can. If it's too high on the can, the SuperLem will glance off the can and fly off the screen.) The Lemming will walk over the can and drop to the lower level. When he reaches the little hump in the middle of the grassy slope, make him an archer. Aim the arrow at the leftmost point of the palm tree island. Then fire an arrow into the back of this arrow and then a third into the back of the second one. Have the Lemming build to the right from the edge of the grass -- the bridge must go OVER the last arrow but not touch it. The Lemming will bounce off the tree and turn, drop off the last arrow, and will be walking to the left. As he approaches the highest floating island, he must shoot an arrow straight into the side of it with no space between the tail of the arrow and the grass so the other Lemmings can walk across it. Make him a filler on top of the arrow once or twice (otherwise he'll bounce off the island and turn back and you'll lose him, only saving 59, but you'll still get the gold) and he'll make it safely to home. Go back to the others and make one mine to the right when he reaches the can -- they must fall onto the raised flat part of the level below to survive. All will then get home. ALL SAVED, AND PIECE OF MEDALLION AWARDED!
This walkthrough was written by Nancy Linsley. All rights reserved. |