Just 17 | |
---|---|
Statistics (Lemmings Touch) | |
Difficulty | Tricky |
Column | 3 |
Level # | 14 |
No. of Lemmings | 18 |
Requirements (Lemmings Touch) | |
One Star | 17 Lemmings, 6:00 |
Two Stars | 17 Lemmings, 4:45 |
Three Stars | 17 Lemmings, 3:30 |
Level Chronology (Lemmings Touch) | |
Previous | Maximum Evil |
Next | Another Lem In The Wall |
Just 17 is the tenth Special level in the 2006 remake of Lemmings. It is also the fourteenth level of the Tricky difficulty in Lemmings Touch.
Strategy[]
Assign a Miner to the first Lemming immediately after it lands. The second Lemming will walk past it, so assign a Digger to it right after it does so. Either the Digger or the Miner will stop; once this happens, assign a Builder to whichever one has not stopped. Assign a Climber to any Lemming who is walking left.
Assign a Builder to the Climber on top of the wood following the stairs, so that it runs into a wall above. As soon as the Builder finishes, assign a Basher to it, ensuring it avoids a nearby Snare Trap. When the Basher reaches the other end and walks toward a pillar, assign a Basher to it.
The Basher will reach the other end and walk toward a gap; assign a Builder to it when it reaches this gap. Back at the right portion of this level, assign a Basher to any Lemming facing the pillar to free the rest of the Lemmings. All Lemmings will be able to walk to the Exit beyond the gap.
Gallery[]
Notes[]
- This level's name and the Lemming requirement number for all three stars are a reference to Team 17, the developers of the 2006 remake of Lemmings.