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    The Highland Levels Walkthrough

    Highland 1: Cream of Lemming Soup

    When you start, you'll see a block hindering progress. Bazooka through this (it may take 2 tries). Turn one lemming into a twister and use the fan to blow him down and to the right, emerging in the clearing surrounded by plaid blocks. Bazooka through the wall to the right.

    Highland 2: Wee Beasties

    One of your lemmings will get a workout on this level. Turn the first lemmings into a runner, and have him jump onto the ramp just above and to the right of the entrance. Run up the whole series of ramps, jumping wherever necessary until you reach the top. When the runner reaches the right edge of the top of this structure, jump to the right. Turn him around by jumping into the obstacle (it has a dog on top) to the right. When he reaches the grass on the left, turn him into a fencer.

    Highland 3: Stop Your Ticklin, Jock

    Have one lemmings build up to the ledge which is just right of the entrance. From there, build up and right to the colorful small ledge and watch the bouncing lemming show. As lemmings start to approach the pit in the upper left, fill it by turning lemmings into fillers just before the fall in (do this about 5 times).

    Highland 4: A Mere Stone's Throw

    Send a scout ahead by turning the second lemming into an attractor. Release the scout by having him jump one or more times. He'll fall into a pit. While he's wandering around, turn him into a thrower each time he walks to the right and is about 1/4 of the way across the pit. The key is to throw from the same location each time. A stone "bridge" will gradually form. Once it extends into the pit (about 20 throws), fill enough times to reach the bridge. (If your scout gets trapped, fill again and he'll climb out). Turn the attractor into a jumper to release the rest of the crew.

    Highland 5: Donald Whar's Your Lemming?

    Use the fan to start the chain near the entrance swinging madly. Once it's at it's maximum speed, jump one lemming from the left over the block and then onto the chain. Release him when the chain is swinging left (he will still walk to the right). Using this scout, build up towards the right. If you run out of builders, switch to platformers until you stretch out over the right-hand island below. Use a lemming from each group to club bash the blocks away.

    Highland 6: Brigadoom

    Most of the work in this level will be done by a scout from the left group. As soon as he reaches the top of the first rock, jump to the second one. Before he falls off ledge, make him a hangglider and use the fan to force him down immediately. He should end up on the far left side of the colorful ledge just right of the "CLYDE BUILT" sign. Immediately throw a rope to the gray ledge below and to the left. When the scout has walked as far to the right as he can on that ledge, laser blast up to release the right-hand group.

    Instead of letting everyone in the exit, turn one into a jumper before he goes in. He'll jump past - we'll use him to release the left-hand group. As he nears the gray ledge above and to the left of the exit, turn him into a ballooner and use the fan to blow him over the ledge. He should fall onto that ledge when the balloon breaks. Have him throw a rope to the narrow opening on the left and walk into it. When he's as far left as possible, turn him into a laser blaster.

    Highland 7: In Memory of McAngus

    There are three cannons in this level. First, move the right-most cannon to roughly the middle of its range (this will send some of the lemmings right to the exit). Next, move the left-most cannon to the middle as well. As soon as this cannon shoots one lemming, have that lemming drop below and use him to platform over the gap on the right. Now move the middle cannon to the far right of it's range. The first lemming fired from this one will land on a block a little above the exit. After he falls onto a block to the right, make him a stacker. Keep stacking until he hits his head and turns around.

    Highland 8: The White Heather Club

    Move the cannon to about the middle of it's range and let it shoot exactly 1 lemming, the immediately move it to the far right. Let the scout you've just shot drop onto the ledge with the flower, but turn him into a jumper before you reach it (it's a trap). The scout will hit a golf ball (?) and turn around. Jump past the flower again and quickly switch to the fan, using it to speed up the chain on the left. If all goes well, the chain will catch the scout as he falls. Release him as the chain is swinging toward the left so that he falls beyond the golf ball. (If he lands on the golf ball, you can jump back onto the chain and try again) Jump over the first gap, but drop into the second. Change the scout into a hopper and let him hop over the series of small gaps. Do the same as he turns back around to the left. Platform over the next series of small gaps. Let him walk towards the left, then bash through the left wall. After the scout turns back to the right, platform over the gap towards the exit. He'll turn back around and head left. When he passes under the lowest part of the ledge above him, laser blast to release the rest of the lemmings. Have any one of the lemmings bash through the obstacle to the right.

    (Note: You'll probably have 2 or 3 lemmings left over playing with the cannon above. Have them jump or hop past the cannon to reach the exit.)

    Highland 9: Taking a Running Jump

    When I first started this level, I would always turn my scout into a runner (because of the level's title). Don't do this! It makes the level much harder.

    The first lemming out will be a scout, so make the second an attractor. Before releasing your scout, turn him into a floater and a mountain climber, then have him jump a few times to get him started. He'll float all the way to the bottom of the screen, then climb all the way back to the top. After he scales the huge wall on the right and starts heading towards the exit, turn him into an Icarus wings. Use the fan to face him left, force him back to the ground. Flame-throw through the left wall and immediately platform all the way to the left. Release the rest of the group by making the attractor a jumper or a runner.

    Highland 10: Eat My Shrapnel!

    For what it's worth, this level was (for me) conceptually one of the hardest in the game. Getting the moves just right also might take a few tries. We'll have 2 scouts here, so turn the third lemming into an attractor just as he begins to climb the hill. Release the first lemming by making him a jumper. Just before this lemming falls off the ledge on the right, make him a ballooner, and immediately turn him into an exploder. He should destroy a portion of the wall on the right (it won't go all the way through, but that's okay for now). Turn your second scout into a mountain climber and release him by jumping. As he nears the ledge, jump and he'll grab onto the wall and start climbing. Just as he reaches the damaged part, make him a mortar. This should blast a hole all the way through the wall, through which he will climb (after getting knocked out for a second). Let him walk a ways to the right - he'll climb over most obstacles, but will turn around when he reaches the tree. When he gets to the water on the left, have him build a platform (it'll take two tries). Release the rest of the lemmings by turning the attractor into a jumper.

    This solution only saves 59 of the 60 lemmings, but I'm pretty sure it's what was expected since you get the gold medal, even though one was lost.

    You now have the "Highlands" portion of the Talisman!


    This walkthrough was written by Steve Derby. All rights reserved.