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Part 28
Portal: Revolution

Part 28

Detailed walkthrough for Part 28 of Portal: Revolution, covering levels 069 'Going in all directions' and 070 'Rocket Science'. Learn how to save Lemmings and overcome obstacles.

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Detailed walkthrough for Part 28 of Portal: Revolution, covering levels 069 'Going in all directions' and 070 'Rocket Science'. Learn how to save Lemmings and overcome obstacles.

Walkthrough
  1. 1
    Level 069: Going in all directions
    • Set release rate to 45.
  2. 2
    First Lemming: Climber/Floater.
  3. 3
    Second Lemming: Climber.
  4. 4
    Third Lemming: Blocker (placed on the thick part of the ledge, far right).
  5. 5
    Allow Lemmings to walk.
  6. 6
    If the Climber/Floater falls, it's intended; it will activate a switch opening a tall skinny door.
  7. 7
    The Climber builds over pits and up a steel wall.
  8. 8
    The Climber/Floater builds to a switch on a long thin ledge, filling a pool before the tall skinny door.
  9. 9
    Concentrate on the Water Climber/Floater at the bottom.
  10. 10
    Near the right end of the pool, start building.
  11. 11
    The upper Climber scales the wall and drops down. Bomb him after about a second while he's on the thin bombable ground between steel bars to create a hole.
  12. 12
    Ensure the bridges built by the Lemming in the pool align with this hole for an escape route.
  13. 13
    Return to the beginning and bomb the blocker.
  14. 14
    Place another blocker to redirect Lemmings towards the exit balloon.
  15. 15
    Raise release rate to 99 for safe passage.
  16. 16
    Watch the Climber/Floater walk left to the balloon, then bash through the wall just before it to save him.
  17. 17
    Nuke any remaining Lemmings.
  18. 18
    Level 070: Rocket Science.
    • Release rate is fixed at 99.
  19. 19
    Lemmings fall into a hole; the last one might be lost as the gate closes.
  20. 20
    Have one Lemming bash through the small wall to the right, and another to the left.
  21. 21
    When Lemmings head right, make the last one a blocker.
  22. 22
    Build a bridge as soon as the Lemming reaches open air to prevent falling. Have him go up to the ledge above.
  23. 23
    Build a bridge starting about three rivets left of the laser detector to avoid activating it.
  24. 24
    If the Lemming falls into the pool, build an unbroken bridge all the way up to the wall above the X-shaped steel blocks (requires four builders).
  25. 25
    After the first bridge, blow up the blocker at the beginning to send more Lemmings.
  26. 26
    When the bridge meets the wall, start bashing through it.
  27. 27
    Use the remaining basher to go through the last wall to reach the balloon.
  28. 28
    Note on Basher Use: If the initial basher is hindered by the blocker in the tunnel, move the blocker away. If two bashers are needed for the first tunnel, use a blocker at the exit balloon, blow him up, and build a small bridge to cover the hole.
Tips
  • For Level 069, precise timing and placement of the blocker are crucial to prevent Lemmings from falling through the ledge.
  • For Level 070, avoid the laser detector at all costs. Building the bridge correctly is key to reaching the exit.

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