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    The Polar Levels Walkthrough

    Polar 1: Lem Me Out

    The first lemming should flame-throw to the left. Let the group walk through the hole to the left and turn to the right. As on lemming reaches the top of the second "hump" in the snow, turn him into a mortar. Repeat this with another lemming and turn the leader into a runner. Just before the runner falls off the ledge, make him a glue pourer. Have a lemming bazooka through the wall to the right (it'll take 2 tries) and pour more glue if necessary.

    Polar 2: Ice Ice Lemy

    Turn the first lemming into a stacker when he's about halfway down the initial incline. While he's stacking, turn him and the two lemmings which sneak by into skaters. Fence through the snowman and the tree. As the first lemming starts climbing the hill to the right, quickly flame-throw a hole to turn him around. Flame-throw through the next snowman. When the lead lemming falls off the small incline left of the ice, quickly make him a laser blaster.

    Polar 3: Show More Lems

    Have the lead lemming fence through the tree at the bottom of the slope then turn him into a runner. Move your cursor straight down and find the opening in the steel blocks. When the runner gets there, rope to this opening (be ready - he really barrels down that hill!) Rope up to the small gap to the left. From there rope up and to the right twice, then up and to the left. Bazooka through the ice on the left (it'll take about three tries.)

    Polar 4: Danger Thin Ice!

    Turn the first lemming into a skier. He'll eventually start heading towards a small pit a bit below the entrance. As soon as he falls in, bazooka out the left side. When he falls to the ledge down and left, turn him into a stacker. Back at the entrance, make another skier. When this one hits the wall, he'll turn around and head towards the slippery ice. He should fall to that level and platform over it. Release the lemmings in the pit above by turning on into a bazooka. Release any lemmings that fall into the pit near the ice by filling about 10 times. Have someone bazooka the tree near the exit.

    Polar 5: Take Your Best Shot

    As soon as the first lemming drops, rope to the left tree. The group will walk over it and be trapped by the tree and a rock. Send a scout out by jumping over the rock. He'll fall two ledges down, then rope to the ledge just to the left. Rope again over the gap. As the scout reaches the left end of this passage, bomb twice. Use a bazooka three times to the left and fill the hole in the floor this made. Scoop down until your hit steel, then fence up until you're clear of steel. Scoop down again to the exit. Release the others by fencing through the rock.

    Polar 6: Turn Back!

    When the third lemming enters the dip in the snow, make him an attractor. The first should continue walking as a scout. If not, make him jump once or twice. When the scout gets to the dip at the bottom of the slope, club bash once, then make him a thrower. He'll turn around and head back up the hill. When he reaches the level of the round hole in the mountain, club bash to it, then stomp down above the snowman (your scout should land on the snowman's head). Platform to the left (it'll take all three platformers). Release the others by turning the attractor into a jumper.

    Polar 7: Slippin' & Slidin'

    As soon as the first lemmings reaches the top of the hump to the right of the entrance, turn him into a stacker. Only one lemming should sneak past. This lemming will drop down and begin walking down a slope. As soon as he is level with the ledge on the right, shoot an arrow straight into it. When the stacker finishes and follows, have him jump to the arrow and quickly shoot a second one into the left wall, right over the first. He'll continue to the right and come to a gap. Platform over it and let him turn back to the left. Before he drops off the ledge, make him jump. When he comes to, jump twice more to pick up some time (the first lemming is probably on his way back by now). Platform over the ledge to the exit. If the other scout shows up before the lower platform is done, make sure he jumps off the top ledge instead of walking off. Back at the entrance, bomb your stacker's wall.

    Polar 8: Snowed In

    Note - my solution for this level ends up killing 2 lemmings (they're made exploders), but you still get the gold medal for the level.

    Concentrate on the left entrance first. As soon as the first lemming to drop touches the snow on the right side of the pit he's in, turn him into an exploder so he can destroy some of the snow on the left. Go back to the right entrance and jump a scout out of the pit to the right. Move the cannon (a little below and left of this entrance) all the way to the right of it's range. Move down by the exit and wait for the scout. When he shows up and nears the left gap, platform over it and quickly move back to the left entrance. Make another exploder at the same location as the first (this should finish the opening the first one started). Go back to the exit and have your scout platform over the remaining gap toward the exit. Back at the right entrance, fence out of the pit to the right. Do the same with the lemmings in the pit near the cannon.

    Polar 9: It's All Up Hill

    As soon as the first lemming drops, rope to the ledge on the left. Turn the leader into a runner and have him build up and to the left to the next ledge. After the lead lemming gets shot by the cannon, let him turn around, then build up to the left (twice) when he's about 1/3 of the way down the ramp. This leads to another steep ramp. Turn one left-walking lemming into a superlem when he's about halfway up this ramp and fly him up and around to the left, crashing him into the wide pit. From here, start mining to the right from the extreme left side of the pit.

    (There's no time to spare on this screen. If you have trouble with the time, try shooting an arrow at the ledge below and to the right of the cannon to keep the lemmings from walking back to the entrance. If that doesn't help, try doing the beginning this way: Turn the first lemming into a runner and build up and to the left. Just before this bridge is finished, make the second lemming a skier and, if the bridge is in the right place, he'll ski quickly up the slope. Make him a builder to the next ledge. When you get to the right of the cannon, throw a rope at the ledge up and to the right. The rest is the same, but this beginning is much more difficult than the other one.)

    Polar 10: Stay Frosty!

    As soon as the lead lemming passes over the steel block in the hill, turn him into a twister and, using the fan, dig down just enough to contain all the other lemmings (one will escape and be our scout). When the scout passes the steel in the hill, turn him into a twister and use the fan to blow him straight down into the passage, then right, then down again, taking care not to hit the steel blocks. Before breaking through the bottom, dig diagonally down and to the right so the scout will land on the ledge. Let him fall to the next one on the right and turn him into a glue pourer. After passing the peak of the next ledge, pour glue 3 more times. Go back to the first twister and blow him out of the hill straight to the right.

    Yet another piece of the talisman is yours!


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