| 1 |
5 |
2 |
10 |
2 |
6 |
10 |
10 |
10 |
| Fire and Forget | |
|---|---|
| Statistics (Lemmings Touch) | |
| Difficulty | Hard |
| Column | 2 |
| Level # | 9 |
| No. of Lemmings | 100 |
| Requirements (Lemmings Touch) | |
| One Star | 92 Lemmings, 5:15 |
| Two Stars | 95 Lemmings, 4:45 |
| Three Stars | 97 Lemmings, 4:15 |
| Level Chronology (Lemmings Touch) | |
| Previous | No justice for the hero |
| Next | Lem's Dead Baby, Lem's Dead |
Fire and Forget is the ninth level of the Hard difficulty in Lemmings Touch. As part of the second column of Hard, it is unlocked after at least five stars are attained from levels in the first column.
Strategy[]
This level has two Entrances, both of which are above a long platform with short indestructible walls at its sides. Assign a Climber to the first Lemming immediately after it spawns. Assign a Digger to the second Lemming once it walks right slightly. Set the release rate to its maximum setting. All new Lemmings will land on a ramp and walk into a pit.
The Climber will climb out and land on a large floating platform, which it will turn at and fall from. It will land on a smaller floating platform, and then onto the floor, where there is a Cannon. Aim the Cannon so that it directly faces the small platform's underside. Begin assigning Builders to the Climber immediately after it is shot out and lands on the floor, then stop once it turns around at a one-way wall.
Once the Climber returns to this wall, it will climb up to the top of a larger, hollow structure. This structure has a ramp next to its top; assign a Digger to the Climber when it is on this ramp. It will fall onto a ledge within the structure's interior, then again onto the structure's floor. Allow the Climber to turn right then turn left, and assign a Builder to it, ensuring its staircase is roughly aligned to its earlier staircase at the wall's other side. Once it turns around and returns to the wall, assign a Basher to it.
Back at the pit, assign a Basher to any right-facing Lemming next to the pit's right wall. All Lemmings will safely fall to the floor and reach the structure's interior; assign a Basher to any Lemming next to the interior's right wall. All Lemmings will land on another floor, which will lead them all to the Exit.
Notes[]
- This level's name is a reference to "fire-and-forget", a type of missile guidance system that does not need to be directly controlled after its launch.
