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The Lemshank Redemption
Statistics (Lemmings Touch)
Difficulty Taxing
Column 3
Level # 12
No. of Lemmings 60
Requirements (Lemmings Touch)
One Star 47 Lemmings, 8:10
Two Stars 52 Lemmings, 7:10
Three Stars 57 Lemmings, 6:10
Level Chronology (Lemmings Touch)
Previous Lemmings are a Girl's Best Friend
Next Lemming Drops

The Lemshank Redemption is the twelfth level of the Taxing difficulty in Lemmings Touch. As part of the third column of Taxing, it is unlocked after at least five stars are attained from levels in the second column.

Strategy[]

The Lemmings spawn in a small room, the top right among a set of eight such rooms, which are placed in two stacks of four rooms. Each room is separated by steel floors and lined at their sides by destructible metal pipes, with an additional floor piece protruding upward at their edges. There is a thick, destructible bar connecting the top right room with the one below it. Assign a Basher to any Lemming next to it, then assign a Builder to a Lemming behind it to close the hole. Assign a Digger to whichever Lemming is the only one inside.

Once it finishes digging, assign a Basher to the Digger when it is facing left so it enters the room nearby. Assign a Basher to the Lemming next to this room's pipe. Once the Basher is done, assign a Builder to it ahead of the floor's edge piece. If it turns around, assign a Builder to it again once it is standing on this piece. Keep assigning Builder skills to the Builder until it reaches the top left room. Assign a Basher to the Lemming next to this room's pole. Assign a Basher to any Lemming next to the staircase in the top right room to let them walk ahead.

Assign a Basher to the left Lemming when it is next to the room's metal bar, then assign a Digger to the Basher once it is inside. Then, assign a Basher any Lemming inside who is facing right to enter the next room. Assign a Basher to any Lemming next to this room's pole. There is a hole ahead, which leads to the room below. This room has a red terminal switch inside, which one Lemming will occupy. Ahead of it is another thick bar; assign a Basher to any Lemming next to it, then assign a Builder to any Lemming ahead of the bar to cover it. Assign a Digger to whichever Lemming is the only one inside.

Once it finishes digging, assign a Basher to the Digger when it is facing right so it enters the bottom left room. Assign a Basher to this Lemming next to this room's pole, then assign a Builder to it ahead of the floor's edge piece. If the Builder turns around, assign a Builder to it again once it is standing on this piece. Keep assigning Builders to it until it reaches the second bottommost right room. Assign a Basher to the Lemming next to this room's pole. This room has a green terminal switch, which that Lemming will occupy. Assign a Basher to any Lemming next to the staircase over the red switch to let them walk ahead.

There is a thick bar ahead of the switch; assign a Basher to any Lemming next to it, then assign a Digger to that Lemming. Once it finishes digging, assign a Basher to any Lemming inside facing left to enter the bottom right room. There is a destructible hole in this room's floor; assign a Digger to any Lemming over it. All Lemmings will fall into a large room with colored doors; press each switch's button to open these doors. There is a destructible opening at this room's left edge; assign a Digger to any Lemming over it, then assign a Basher to it when it is facing right. All Lemmings will reach the Exit portal ahead.

Notes[]

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