__ ______ __ _ __ _ __ __ __ _______ _____
/ / / ____/ / | / | / | / | / / / | / / / _____// ___ |
/ / / /_ / / | / | / / | / | / / / / | / / / / __ / /__ |/
/ / / __/ / /| | / / | / /| | / / | / / / /| | / / / / / | \___ \
/ /___ / /___ / / | / / | | / / | / / | | / / / / | |/ / / /__/ / ____/ /
/_____/ /_____/ /_/ |__/ |_|/_/ |__/ |_|/_/ /_/ |___/ /______//______/
* * *
* * * * _____ _ _____ _ _
* * * * |_ _|| | |_ _| |_| | |
* * | | | |___ ____ | | _ __ _ | |__ ____ __
* * | | | _ | / __ \ | | | / _\ | | | _ \ / __ \ /_ |
* * | | | | | |( ___/ | | | / | | | (_) )( ___/ __/ /
* * * * * * | | | | | | \ ¯¯| | | | | | | |____/ \ ¯¯| \ /
* * * * * * ¯ ¯ ¯ ¯¯¯ ¯ ¯ ¯ ¯¯¯ ¯¯
==============================================
Game: Lemmings 2: the Tribes
Platform: Super NES
Version: 0.9
Last updated: 14 July 2013
Written by: Iron Knuckle
Type: FAQ/Walkthrough
GameFAQ status: 95 %
==============================================
=================
Table of contents
=================
Version Updates
FAQ
Controls
Controller
Start Menu
Skills
Environment
Walkthrough
Beach Tribe
Outdoor Tribe
Egyptian Tribe
Medieval Tribe
Classic Tribe
Circus Tribe
Highland Tribe
Polar Tribe
Space Tribe
Cavelem Tribe
Shadow Tribe
Sports Tribe
Appendix A:
Extra
Bugs
Glitches
Stuff
Credits
Copyrights
E-mail, Questions and Contributions
Unfinished business
===========================================================================
Version Updates
===========================================================================
Version 0.1
15 June 2013:
Started with this Walkthrough, Completed intro.
Version 0.5:
28 June 2013:
All the tribes from beach to highland finished.
Version 0.8:
10 July 2013:
Rescued tribes up to Cavelem.
Version 0.9:
14 July 2013:
Finished that last few remaining sections and the shadow/sports tribes. That
should be all for the main walkthrough!
===========================================================================
Frequently Asked Questions
===========================================================================
Q: Is it possible to save all Lemmings from all Tribes?
A: As far as I currently know, it's possible to save all 40 Lemmings for each
tribe, with the exception of Polar & Classic tribes.
Q: Is this version the same as on the other consoles?
A: Well, actually it's quite different from the Amiga & PC. All the cannons are
set to fixed locations, and the "Chain" feature is also absent in the SNES
version. Furthermore, some levels have been altered in lesser/greater extend.
The biggest differences are for example seen in the first level of the Sports
tribe. This version has most similarities with the Mega Drive (Genesis) in terms
of gameply. However, in stead of offering a password, this game uses a save
system.
===========================================================================
Controls
===========================================================================
---------------------------------------------------------------------------
Controller
---------------------------------------------------------------------------
D-Pad
------------
Use this to move the cursor around on the screen
Start
------------
Shorcut button to Pause the game during a level
Select
------------
Shortcut button to put the game in double speed, useful when you're waiting for
Lemmings to finish their tasks or when the group has to march a long distance.
A Button
------------
Use it to confirm an attack or command. Also used to talk to people
in villages, open chests and pick up items when you examine objects.
B Button
------------
Confirm an option. Used in general to select a skill from the panel, or to
assign the skill to the currently selected Lemming
Top L/R Buttons
---------------
Use to scroll left/right through the skill panel, without having to move the
cursor to the panel. This can be handy when you need to switch between tasks
quickly.
Note: that you can also play this game with the SNES mouse as input!
---------------------------------------------------------------------------
Start Menu
---------------------------------------------------------------------------
This static menu appears when go through the opening cinematics. There are
several options here that you may choose from. Here are is a brief summary of
all the options:
Load / Store
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
This basically does what you expect it to do. Save/restore data from any of the
four available slots to play with. Per file the game stores the amount of
lemmings you saved for each individual level.
Practice
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Use this if you want to try out the some arbitrary skills on a few test maps. On
the first screen you get to see a grid with all the available skills in the game
(the "planter" has a duplicate slot here). The following screen shows you four
possible play levels each with unique elements. The available levels are based
on: Mediaval, Egyptian, Space & Polar tribe textures.
There no exit goal in these levels and no time limit either. The only way to
quit the training is by killing all your lemmings on the map. This can most
easily be accomplished by double clicking the Nuke button in the bottom right
corner.
Play
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Pressing this button will always select the Beach tribe to play with. It's not a
very useful button, although I start the lemming descriptions with Beach as well
for the sake of continuity.
Map
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
This brings you to an overworld map showing all 12 Tribes and their talisman
pieces. For every level cleared for a tribe the corresponding talisman piece
will move one step closer to the center where the ark is located. From here you
can select any tribe from which you wish to play a set of 10 levels.
---------------------------------------------------------------------------
Skills
---------------------------------------------------------------------------
Here's a rundown of all the skills that are available in this game. I've ordered
them in alphabetical order.
Archer
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
This skill causes the Lemming to halt and aim for the location of the cursor.
Upon pressing "B" the Lemming will unleash a small arrow in that direction. If
the arrow hits something it will get stuck there and become part of the
background. This skill is mostly used to create small ledges on very tall walls,
so the Lemmings that drop down there have an intermediate ledge where the can
recover rather that splattering down one long fatal drop. It should be noted
that when the arrow is perfectly vertical it will act as a barrier. We won't
need this feature in this version of the game, but it's still a nice thing to
note. Lastly, the Archer keeps its walking direction, regardless of the
direction the arrow is shot.
Attractor
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Once assigned the relevent Lemming will start playing a musical instrument,
which causes all nearby Lemmings that aren't busy with another skill to halt and
start dancing on the specific spot. This skill is in many levels very crucial to
separte a single Lemming that clears the path from the pack, so no Lemmings
march onward before the path has been cleared yet. The range is roughly about
4~5 blocks, and does require a second or two before any Lemmings get under its
influence!
This skill is essentially an improved version of the Blocker for multiple
reasons. 1: a single attractor can halt all Lemmings. In case of Blockers you
would sometimes need two to cover both sides. 2: An Attractor can be stopped
simply by assigning him another task, most often a single Jump will suffice.
Attractors can only be undone by digging away the ground beneath them (or by
applying the "exploder" skill which kills him in the process). Each tribe has
unique animation and instrument for the Attractor:
Beach - Disc Jockey
Outdoor - Trumpet
Egyptian- Pungi (snake charming flute)
Medieval- Guitar
Classic - n/a
Circus - Drums
Highland- Bag pipes
Polar - Horn
Space - Synthesizer/Xylophone perhaps
Cavelem - Bongos (these cannot even be seen in this version of the game!)
Shadow - Cymbal
Sports - Bass Guitar
Ballooner
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
A Ballooner will stop and inflate a large helium (or so) filled balloon, which
will send the Lemming directly upwards. The player can influence the path by
changing to Fan controls and generating wind in the proper direction. The
Lemming can be pushed in any direction (even downward), but if the balloon
touches anything it is going to burst and the attached Lemming will fall
directly down. Lemmings keep their walking direction, so make sure you drop them
on the right side of your destiny.
Basher
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
In order to dig horizontally through dirt walls the "Basher" is the skill to
use. Once a Lemming starts digging it will create a path at the same height as
where it started, and will only stop if you: assign a different task, it hits
metal, or when no more wall is detected. The last item means that less than 3
pixels of dirt are detected above the Lemming's walking level. Therefore, this
skill is different for example from the Club Basher cause that skill will
continue on unless there its club doesn't hit anything during its full swing.
Bazooka
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Like the shadow tribe on the box-art Lemmings can use a bazooka to fire an
explosive shell at the location they are at. The shell will following a slight
arc, and will remove dirt at its impact site. The shockwave generated during
impact will send any Lemming in the vicinity flying backward. In most cases
Bazooka's are used to create horizontal path ways, but there are instances in
which it is used to blow Lemmings over an obstacle.
Bomber
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Similar to the Exploder skill, this will make a Lemming place down a bomb at its
feet and generate a small explosion creating a crater and sending Lemmings
flying around. Unlike the Exploder the explosion occurs directly when used,
rather than a 5 second count down. Secondly, the skill itself doesn't kill the
Lemming (it still may if it falls down a huge gap of course). This makes it much
more preferable over the Exploder.
Builder
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Another classical skill retained from the original game. This skill will create
a staircase of 12 steps, after which the Lemming will shrug and continue walking
onward (the last 3 blocks will make a distinct sound to indicate the Lemming is
almost out of steps). The staircase is less than 45 degrees in slope so you'll
sometimes need to make sure you start early enough, when ascending over a larger
obstacle. If a Lemming builds into a wall it will _always_ turn around even if
it has a (rock)climber ability. You need to make use of this small, but
important fact in a few levels.
Climber
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
The Climber skill is a permanent skill which causes a Lemming to climb any
vertical wall from that point onward. At the top it will climb over the ledge if
possible, but if the ceiling is over it the Lemming will keep hanging there for
2 seconds to allow the player to assign the "Shimmier" ability. Not doing so
will cause the Lemming to fall downward and walk into the other direction.
Club basher
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Similar to the "Basher" skill mentioned earlier, this skill which generate long
horizontal paths through dirt. The club is actually pretty huge and chops away a
large hole from the environment with each swing, unless metal is hit. Unlike the
regular basher the Lemming won't stop if there is still some dirt that can be
hit during a swing, even if there is a pathway is already opened. Therefore, you
sometimes need to stop this ability manually by assigning a different skill or
carefully chosing a position to assign this skill.
Digger
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Another one of the 8 original skills. Like the "Stomper" ability the digger will
create a vertical path downward, until metal is hit (or a different task is
assigned). Just take care that creating very long vertical paths can cause
Lemming to splatter to death. Thus either make sure all Lemmings are in the pit,
while stomping or do not create pits deeper than 6 squares.
Diver
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
This is a peculiar skill. At first I thought this skill causes a Lemming to
survive a single fall from greater height, but it doesn't increase that distance
at all. The manual states that it can be used to jump into the water, but what
good is that. If a Lemming falls/jumps into the water it will also survive that
jump (of course you still need "Swimmer" or so to survive the water itself).
During my playthrough of the game I have used it once (Beach: Level 6 Beach
Lems). But that was because a "Jumper" wasn't available and some forward
momentum was needed. Perhaps that's its sole purpose.
Exploder
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
The most famous skill from the original game. Using this skill puts a count down
timer over the Lemming and kills it in an explosion after 5 seconds. This is THE
skill to avoid, when trying to go for clearing all Lemmings of a Tribe.
Fortunately, it can actually be avoided almost always with the exception of 1
level (Polar: ...).
Fencer
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
The Fencer is another unique skill to get through walls, as it fences its way
through the dirt. Unlike all other dig related skills go either horizontal or
downward, this is actually the only skill that can continuously remove dirt in
an upward slope of roughly 12 degrees. Very useful in some occassions.
Filler
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
This skill should not be confused with the "Glue Pourer" skill. Both skills
generate a single pixel line worth of material, but both Filler and Glue Pourer
have unique abilities. The Filler's material will not extend ledges as it can
only become solid on ground level. Therefore, this skill should be used to fill
up holes/traps or lower ledges between two slopes.
Flame Thrower
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Like the name suggests causes the Lemming to stop and pull out a large flame
that burns away any dirt infront of it in a cone like shape. The Flame Thrower
actually removes dirt below the level of the Lemming so be careful not to burn
away the ledge their walking on in some cases. Using this skill repeatedly can
thus generate slopes going up/downward.
Floater
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
"Floater" causes a Lemming to carry an umbrella with him for the rest of the
level. Whenever falling of an edge of more than 3 blocks the umbrella will
unfold and the Lemming will glide strictly downward and survive a fall of any
height. Unlike the "Parachute" a fan has no effect on the path the Lemming
glides down.
Glue Pourer
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
This skill should not be confused with the "Filler" skill. Both skills generate
a single pixel line worth of material, but both Filler and Glue Pourer have
unique abilities. The glue coming from this pourers bucket will also become
solid when going over the end of a ledge. Depending on the vertical thickness of
the ledge this can cause a horizonal bridge of a single pixel to be generated
(if the final ledge tile is also only 1 pixel in height). This can be very
effective, when you need to traverse a long distance.
Hang Glider
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Similar to the "Magic Carpet" this skill will make the Lemming glide down in a
sloped angle. The height and speed of the glider can be manipulated with the fan
control. However, the direction in which the Lemming is facing will be retained,
even if you move in backward direction. Also note that this skill should not be
used on ascending slopes as the Lemming will hit the ground again and stop
before you have the chance to blow him upward.
Hopper
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Once a Lemming receives this skill it will start hopping along its path making
small jumps in one direction of half a square. It is therefore useful for
traversing over a long section of alternating blocks and gaps. Mind you that a
Hopper can only be stopped if it hits a ceiling or vertical wall.
Icarus Wings
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
These wings cause a Lemming to move in a horizontal direction half a square over
their starting position. They won't drop in altitude by themselves, but this can
be changed by the Fan. Blowing a winged Lemming backwards will also change its
walking direction!
Javalin
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
A very rare skill that is only useful in one or two occassions. After assigning
the Lemming will make a short run of 3 blocks and throws the Javalin it's
carrying in a huge arc. Like the Archer, if the javalin hits a wall it will get
stuck in there creating a ledge. The Javalin is however the length of a full
square which does make it protude longer than a single arrow.
Jet Packer
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Cool but annoying is how the Jet pack can be described. A Jet packed Lemming
will start hovering stationary over the ground where it got the skill. During
this time the fan has full control over the Lemming so you can move it to any
location in the air (which is pretty hard as a Jet pack tend fall down following
gravity). Jet packers will remain airborn even if they hit walls/solid ground.
The only way to stop them, is by waiting until their fuel expires, which is
after 10 or so seconds.
Jumper
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
As simple as it sounds it makes a Lemming make a small jump, which can be used
to get them over a small obstacle without having anybody behind him to follow
afterwards. If the Lemming is also a "Runner" the height and distance of the
jump will be doubled.
Kayaker
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Basically, the Kayaker is a one-time only version of the swimmer. While drowning
in the water this skill can be assigned causing the Lemming to peddle in the
direction it is facing. After reaching shore/wall it will dispose of the Kayak
and attempt to climb on shore. If the wall it too high (more than half a square
above water level) it will turn around, fall back, and start drowning again.
Laser Blaster
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Upon assignment the Lemming will stop moving and create a green laser ray that
extends directly upward. The laser will remove any dirt above the Lemming for ~8
squares, unless it hits metal in which case the laser's ray just stops. This
skill is in some cases essential to create a vertical path from the other way if
any of the digging skill aren't available.
Magic Carpet
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
"Magic Carpets" cause a Lemming to hover over the ground and follow any slope.
If no solid ground is available they will gently glide downward. Again, you have
full control over the carpets with a fan. Like the Icarus wings blowing them
backward will cause the Lemming to change its walking direction. If a carpeteer
hits the wall it will fall down and continues walking it the direction it is
facing.
Magno Boots
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Lemmings with these boots will continue walking, but cling on any surface (even
ceilings). The skill itself is very slow, and can only be stopped if the Lemming
is on ground level/facing straight up. Therefore, you should plan ahead any
actions involving these.
Miner
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Another blast from the past. Miners create a diagonal slope downwards in the
dirt, but at 30 degrees it goes down very slowly. Miners stop mining when
assigned another skill, or when an open path is detected (similar to the
Bashers).
Mortar
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
The "Mortar" skill sets up a launcher next to the Lemming that will shoot an
explosive shell in a very high arc. The shell hits the ground in roughly 8
squares distance. The explosions caused by both the blast and impact causes
shockwaves sending Lemmings flying through the air. It can be hard to aim
accordingly with the Mortar, but fortunately in cases where these are needed
you're given some extra shells.
Parachute
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Basically everything a "Floater" is, but with the possibility to control the
path of the Lemming using the Fan. Unlike some of the other fan related skills,
this skill is strictly descending. You can only blow Lemmings either to the left
or right.
Planter
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
A peculiar skill that isn't even needed in my walkthrough, although there are a
few missions (especially Outdoor) that have these. Planters put a seed in the
ground at their current location and sprinkle it with water. During the
animation a plant will sprout out from the ground that extends one square to the
left/right and half a square upward. The small branches make it ideal for
Lemmings to walk up them.
Platformer
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
"Platformer" is the horizontal version of the "Builder". A Lemming will defy the
odds of gravity and glues together 12 blocks in a horizontal paths. After
running out of blocks the Lemming will momentarily shrug and continues walking.
If you assign another Platformer just after the last block has been layed
(listen to the distinct sounds) the platform will extend in a perfect line.
Pole Vaulter
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
This skill can cause a Lemming to jump over 5 squares in height, but does
require a long running way (roughly 8 squares). Assigning a Lemming with this
skill makes the Lemming running for 3 tiles and then places the pole 3 tiles
further one causing a huge leap. After reaching the top the Lemming releases the
pole and continues flying in that direction for a few more tiles. If the
run/ascend is interrupted by an obstacle (or end of ledge) the Lemming will trip
and fall down making an "oof" sound.
Rock Climber
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Upgraded version of the "Climber" skill. This permanent skill causes a Lemming
not only to climb vertical walls, but it wall also traverse overhanging slopes
of up to 45 degrees. Care should be taken that a Lemming doesn't climb over the
edge of the screen (which instantly kills it).
Roper
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Lemmings with this skill will stop an aim for the cursor (similar to archers),
after selection the location a hook with extension cable is shot that latches
onto the shot surface. The rope is traversible by Lemmings making them ideal to
traverse very steep paths. If the distance of the shot is too long the cable
breaks and only the hook will remain in the wall. You might want to practice a
bit with the "Roper" as the hook needs to be shot at the exact corner of the
ledge in order to prevent a blocking passage. Furthermore, the allowable
distance of the rope is shorter horizontally than it is vertically. I've seen
many occassions in which the rope got up 5 or 6 blocks vertically, but cannot
get that far when shot horizontally.
Runner
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Running becomes a permanent ability for the Lemming which changes its standard
behavior. "Runners" more than double their walking speed, and will also make a
retain their forward momentum when they fall (unlike normal Lemmings whom fall
directly down). This causes runners to follow a different path and even turn
around if they hit a wall during their fall. Moreover, the "Jumper" skills will
become twice as effective for a runner. The rock thrown with "Thrower" will also
fly further when under influence of "Runner".
Sand Pourer
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
The third type of pourers. This type of Pourers generate a triangular pile like
the icon shows. Using two pourers close to square obstacle will create
sufficient height to get over it. It should be noted that the Sand Pourer's
bucket needs to fit on the screen in order to the start filling (likewise for
Filler and Glue pourer). If the Lemming is against the wall or in a tight
passage with overhangning ceiling, the Lemming can pour material and the skill
is basically wasted!
Scooper
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
A newer variation of the "Miner" ability. Scoopers also dig diagonally, but at a
much steeper angle.
Shimmier
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Shimmiers cling onto flat ceilings and causes Lemmings to continue their path
while hanging onto the overhanging ceiling. Unlike the other climbing related
abilities Shimmiers are one-time only.
Skater
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Solely used by the Polar Tribe, the Skater ability allows Lemmings to traverse
ice on which they would otherwise continously slip. Oddly enough, the game can
actually be played without this skill at all. Any level that features skaters
can be completed with all Lemmings without using it.
Slider
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Sliding abilities are often used in conjunction with (rock)climbers. It causes a
Lemming slide down a vertical ledge instead of just falling down. If no ground
is available at the end of the ledge the Lemming will keep hanging there for 2
seconds so you can change them into Shimmier. Otherwise they will let go, and
fall down. You should be aware that each time they slide down they will change
their walking direction! This is very important in some cases.
Stacker
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Like the "Builder" this construction skill creates a vertical stack of 12 blocks
arranged in two columns of 6. Depending on the slope at which the stack is
started two blocks is usually sufficient to block off any Lemmings for that
incoming direction. Stackers continuously switch between facing sides, this can
be very handy when using the "Jump" skill so you can let them continue in either
direction at wish. If no command is given before the blocks run out the Lemming
continues walking in the direction it had before stacking.
Stomper
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Copied from the "Digger" ability, this doesn't seem to have different behaviour
other than a jumping animation.
Super Lem
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Super Lemmings don a cape and an "S" insignia similar to the man of steel. Once
turned into a Super Lem a Lemming will fly and pursuit the cursor anywhere on
the map. If such a Lemming bumps into the cursor or hits a wall it will turn
into an ordinary Lemming again. Hint: use pause frequently with this ability so
you can correctly manipulate their flying path, because Super Lems fly at a very
high speed towards the cursor.
Surfer
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Another one-time only water ability based on the Kayaker. In this case however,
they need wind in order to be propelled in either direction. "Surfer" Lemmings
while change their facing/walking direction depending on the direction of the
wind. So you can turn around a Lemming with this ability.
Swimmer
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Bodies of water no longer pose a threat to Lemmings with this. The "Swimmer" is
a permenent ability that remains in the Lemming's knowledge for the rest of the
level. Like you might have guessed a Lemming with this ability cannot drown and
will swim across any body of water. If they hit a wall in the water they cannot
ascend a Swimmer will turn around and go back.
Thrower
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Straight from the Olympic event this is the rock thrower. The Lemming in
question will bring out a small rock and throws it several squares further ahead
of them. The rock is small, but large enough to function as an obstacle Lemmings
cannot traverse on ground floor. Furthermore, the throw distance increases
considerably while under influence of the "Runner" skill.
Twister
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
"Twister" Lemmings pivot around their own axis continuously at a stationary
location. The fan can be used to make the Lemming dig into any direction.
"Twisters" can only be stopped by having them fall. This can be achieved either
by digging through the ledge or blowing them directly upward.
===========================================================================
Walkthrough
===========================================================================
Different to Lemmings (1) the game is non-linear in the sense that you can
select any of the 12 Tribes to play with from the map directly. Each tribe has
10 levels that need to be completed. Thus after rescuing all tribes requires
completion of 120 levels in all. After completing every level you get a reward
screen showing how well you did. There are 3 different levels possible: Bronze,
Silver & Gold. To get an indication: Bronze is generally awarded when you
completed a level with less than 10 Lemmings remaining, Gold is only rewarded if
all but a few are remaining (>35 or so) and Silver is in between. This
walkthrough is aimed at gold standard for every level and you should be able to
repeat this as well. Therefore, I haven't really bothered to write down all the
limits for which awards are given.
Since there is no particular order in which the tribes should be completed I'm
starting with the Beach tribe as that is where the game lets you begin if you
select the "Start" option from the main menu. After that I'm just going counter
clockwise through all the tribes up to Sports, until the full talisman is
completed.
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Beach Tribe
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Difficulty: 2/5
This tribe featured tanned Lemmings, levels with sand castles & parasols, some
relaxed music. Watch out for some of the small blue clams dotted around a few
levels. These eyed and seemingly inanimate objects will devour and kill any
Lemmings that pass right in front of them.
Level 1: Quad Quirks on the Quay!
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Difficulty: 1/5
Target: 40/40 Lemmings
Time: 9:00
15x Jumper 15x Stomper
15x Bomber 15x Runner
15x Flame Thrower 15x Roper
15x Super Lem 15x Filler
With this being the first level the presence of 4 trap doors from which Lemmings
spawns may look complicated, but in fact it is not that hard at all. In this
level none of the Lemmings will die (at least not unless you force them off-
screen). So you can take your time and try out the abilities aplenty.
Top Trap door: use a Flame Thrower on either the slope so they fall through on
the umbrella/floor below. This will merge them with the second trap door. if
some Lemmings have already made it past the slope the pocket behind it will keep
the Lemmings imprisoned. Just use the flame thrower here as well to get them
out.
Second Trap door: This door just next to the red umbrella is also easy. Use a
flame thrower to the right and they'll land near the third door.
Third Trap door: The Lemmings from final door on the left are only blocked by
the palm tree. Again, burn it with the flame thrower and they can reach the red
flagged sand castle exit.
Fourth Trap door: All the way to the right is the last door. Again, one
flamethrower on the can is all it takes to clear their path. The Lemmings can
climb the green bucket by themselves.
40 out of 40 should easily make it to the exit here.
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Level 2: The Barley Mow....
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Difficulty: 1/5
Target: 40/40 Lemmings
Time: 9:00
10x Jet Pack 2x Roper
1x Laser Blaster 2x Sand Pourer
5x Glue Pourer 1x Attractor
10x Basher x -
From the start use an Attractor skill on the Lemming. Next use a Jet Pack, in
combination with the fan to separate this Lemming from the rest. Blow it to the
left and then downward so it reaches the ground floor. Wait for it to wear off,
and have the Lemming use "Basher" on the slope, so it reaches the grassy knoll
below it.
This Lemming will still be walking to the right, so use a "Roper" near the beach
ball to make a path to this obstacle on the ledge. This will make any Lemming
turn around at this spot and walk back. On its path back "Bash" the slope to
reach the bottom area with the exit and a can. Lastly, "Bash" through the can so
the first Lemming can exit.
As for the entire group up we need to create smaller gap, as the 7 squares is
too hight to have them drop down. Get another Lemming with a "Jet Pack" and send
it downward. Once the pack wears off, use a "Laser Blaster" directly below (or
to the right) of the Attractor Lemming. If the height is less than 6 squares the
Lemmings should survive the fall (use the cans as a guide line 1 can is two
squares in height). Finally, release the Attractor, e.g. with another "Jet Pack"
or a "Sand Pourer". This should send all the Lemmings on a path home.
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Level 3: Cannonball
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Difficulty: 1/5
Target: 40/40 Lemmings
Time: 4:00
1x Glue Pourer 6x Archer
3x Kayaker 5x Jumper
2x Bomber 2x Hang Glider
5x Diver 1x Laser Blaster
From the start of the level use a "Jumper" on the first Lemming to get him on
the metal section. Turn him into a "Kayaker" once he falls into the water to get
him to the other side. Unlike the original version there's no chain hanging
around to play with. Instead you need to use a "Hang Glider" to reach the right
ledge with the can (no fan should be needed). Have the Lemming turn around and
use the last "Hang Glider". Change to fan control, and get the Lemming to the
upper metal ledge using the fan. Just blow him upwards a little.
On this ledge use two "Bombers" when almost touching the sand wall, followed by
a "Laser Blaster" to free all the Lemmings. Just make sure the laser doesn't hit
any metal as it will stop otherwise. As you may have noticed there's still a
water hole in their path. This should pose no problem. As the first Lemming
falls down and turns against the Beach ball have him use the "Glue Pourer" near
the edge. This will create a 1 pixel thick walkway over the water which is
strong enough to carry all the Lemmings.
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Level 4: Coastal Suction Function
---------------------------------------------------------------------------
Difficulty: 1/5
Target: 40/40 Lemmings
Time: 9:00
12x Jumper 2x Bazooker
12x Runner 1x Hang Glider
1x Kayaker 1x Surfer
2x Laser Blaster x -
Use a "Jumper" on the first Lemming to get him over the beachball obstacle (you
may also want to give him a "Runner" to speed things up). Next once this Lemming
falls in water use a "Kayaker"/"Surfer" to get him to the other side. Be careful
to make this Lemming "Jump" before he goes underneath the red vacuum mechanic.
That thing will suck away any Lemming and kill it in the process.
Let the lone Lemming fall down the ledge and use the other "Kayaker"/"Surfer" to
get to the other side of the water as well. Wait until this Lemming is over the
heighest point of the bucket and then use the "Laser Blaster" to free all the
Lemmings from the entry point above. Just make sure not to use it directly
undeneath the trap door, as the height may be too much for the Lemmings to
survive if they are still spawning (you would have to be quick for that to
happen). Otherwise easy, peasy.
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Level 5: Sand Stone
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Difficulty: 2/5
Target: 40/40 Lemmings
Time: 8:00
2x Stomper 1x Fencer
3x Builder 4x Jumper
4x Glue Pourer x -
2x Archer x -
This level is getting somewhat harder. Use a "Fencer" to get through the sandy
wall at the beginning. All Lemmings will continue their path to the can to the
right. Start "Building" a single staircase at the height of the huge metal
boxes' top to get near the can, then have a single Lemming "Jump" over it.
Let this Lemming follow its path until it almost falls of the ledge close to the
sand castle. "Build" another staircase here, after 3 or 4 steps change him into
a "Glue Pourer" so that he creates a single pixel wide path to the left. After
doing so the road to the end is cleared.
Back at the first staircase use either another "Builder"/"Glue Pourer" to get
over the can. Now all of the regular Lemmings can get through they should all
make their way to the exit soon enough.
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Level 6: Beach Lems
---------------------------------------------------------------------------
Difficulty: 2/5
Target: 40/40 Lemmings
Time: 7:00
1x Swimmer 1x Platformer
1x Diver x -
5x Stomper x -
1x Climber x -
From the start use three "Stompers" to get to the area with 2 cans. Make sure
not to stomp directly underneath each other as the fall will become too high for
later Lemmings to survive. Near the get one with "Climber" abilibities so only
that Lemming can get past it. Let it fall down one floor and use "Diver" to give
the Lemming some forward momentum during his second fall, so he lands on the
mid-air suspended island's green can.
Continue on and he gets to the bottom floor. Give this Lemming the "Swimmer"
ability in order to get him turn around at the obstacle past the water and make
him return. At the next watery ledge use the single "Platformer". This blocks
the watery path and allows the other Lemmings to reach their destination safely,
but of course you still need the last "Stompers" to get them down there.
---------------------------------------------------------------------------
Level 7: Sand In Yer Sarnies
---------------------------------------------------------------------------
Difficulty: 2/5
Target: 40/40 Lemmings
Time: 5:00
2x Platformer 5x Stomper
10x Jumper 2x Miner
1x Swimmer 5x Basher
1x Runner x -
Have the first Lemming "Run" & "Swim" followed by a "Jump" over the gap. The
next Lemming should only "Jump" after falling down so it in time to plug the
small hole near the green bucket with a single "Platformer" tile. Back to the
runner/swimmer Lemming. Have him "Bash" through the palm tree after traversing
through the water. Make him "Jump" near the tip of the bucket to make it to the
higher ledge (a runner can jump farther).
Wait for the turn around, "Jump" again to get on the grass, "Jump" once more to
get past the evil blue cloyster, then have him "Mine" through the first tent so
he reaches the level of the sand. Once he gets there "Bash" to the left and use
the final "Platformer" to patch the gap. Don't make him go through the green
bucket, but instead have him turn around once more, so he can go ahead and
"Bash" the green can next to the exit. Once the runner has turned you may safely
"Bash" the green bucket using any of the other Lemmings. Btw. use 'X' button to
select and follow a single Lemming so you can make sure the "Basher" doesnt' go
wasted. That's all.
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Level 8: Beach Mania
---------------------------------------------------------------------------
Difficulty: 2/5
Target: 40/40 Lemmings
Time: 6:00
3x Jumper 5x Builder
5x Archer 4x Basher
2x Runner 4x Bomber
1x Attractor 2x Magic Carpet
"Magic Carpet" the first Lemming so he drifts to the high right ledge using the
fan. Next make sure to start an "Attractor" with the second Lemming to prevent
any of the 39 others to fall down fatal height here. Wait for the Lemming to
turn around and shoot one or two arrows in the most bottom right part of the
ledge with the Lemmings. This will decrease their drop distance to non-fatal
"ouch" height. If you want to use 2 arrows, make sure to pause the game between
shots as it can be difficult to switch between Lemming and archery target.
After the Lem falls down build into left wall so any Lemmings that follow later
on can go to the right without dying from too much height drop. After the
builder completes he will always turn around so let him go to the right. For the
next part you have to create a barrier to force all Lemmings back to the left
again. This can be done either by "Building" a bridge into the grassy knoll
(there's plenty builders), or use two or three "Bombers" in a slightly sloped
fashion to create a slope to the left and a 'wall' to the right.
After the Lemming runs back to the left the path is safe. Release the attractor
with possibly a "Jump" and all Lems should get home safely.
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Level 9: Laser Blaster
---------------------------------------------------------------------------
Difficulty: 3/5
Target: 40/40 Lemmings
Time: 7:00
5x Roper 1x Attractor
6x Mortar 1x Archer
20x Jumper 20x Surfer
1x Filler 6x Bazooker
Not much 'Laser blasting' in this level, despite the name... Lots of "Jumpers"
and "Surfers" here, not that we need that much. The first Lemming should drop of
the ledge, while the second turns into an "Attractor" and keeps everybody else
at bay. You can create more distance by having the former "Jump" once. Use a
"Roper" to get over the water section to the other side. Then use 5 "Bazooker"
shells to get through the center of the sand castle. If necessary you can even
waste a two "Mortar" shell here.
Use the "Mortar" 4 more times directly after getting past the castle. This
should create a hole in the thick ledge to the lower level. Just spam that
button to make him shoot in the same location. Have him fall down both ledges,
use a "Surfer" to blow him to the left metal ledge. Next use the "Roper" while
being on the very ledge of the water. The rope is _just_ sufficiently large
enough to make it to the metal column to the right. Once this is done you can
releaes the "Attractor" above, and use another "Roper" to reach the grass
section to the left.
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Level 10: Surf Lem !
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Difficulty: 2/5
Target: 40/40 Lemmings
Time: 5:00
1x Jumper 1x Platformer
2x Builder 6x Parachute
2x Runner 1x Archer
5x Filler 1x Scooper
Let the first Lemmings walk towards the sandy slope to the right. Use "Scooper"
on the second Lem to block off the path in a single scoop. Give te first Lemming
the "Parachute" ability (and optionally "Runner" too), and while descending use
the fan to get him to the left edge immediately below it. "Platform" on the very
edge to the right to decrease the height drop to non-fatal for the later
Lemmings.
Let the loner continue his path down which he survives by reusing his parachute,
until he turns around against a red bucket. At this point use an "Archer" to
shoot an arrow at the sandy small mid-air suspened land mass. This will again
break the long fatal fall in two steps which the others can survive.
"Build" a single bridge over the small gap to reach the exit, and use second
bridge to "Build" over the gap where all the remaining boys are.
---------------------------------------------------------------------------
---------------------------------------------------------------------------
Outdoor Tribe
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Level 1: Pa-tent-ly Obvious
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Difficulty: 1/5
Target: 40/40 Lemmings
Time: 9:00
10x Icarus Wings 20x Sand Pourer
10x Twister 10x Glue Pourer
10x Platformer 10x Filler
20x Stacker 10x Planter
With this many abilities there are several ways to complete the level. In all,
the simplest in all is probably using a single "Twister" in an uprightward
direction. Alternatively "Plant" 8 plants in a diagonal line to reach the left
tent.
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Level 2: Swing / Roundabout Theory
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Difficulty: 1/5
Target: 40/40 Lemmings
Time: 6:00
20x Laser Blaster 3x Filler
20x Parachute x -
5x Stacker x -
10x Diver x -
This level's name make a lot more sense if you play the original version.
There's supposed to be a chain on this single screen map, which is absent in the
SNES version. Now the level is even more simple. Use a "Stacker" against the
left wall, and use "Filler" after place 3 or 4 blocks (just make sure the
stacker is facing leftwards). Use up all three "Fillers" to create a path to the
left. The only annoying thing might be making sure the stack get's build in the
correct location without trapping any Lemmings behind it.
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Level 3: Glide Like The Wind
---------------------------------------------------------------------------
Difficulty: 2/5
Target: 40/40 Lemmings
Time: 8:00
4x Hang Glider x -
3x Platformer x -
10x Flame Thrower x -
2x Jumper x -
An interesting level as there is no way to split off the group of Lemmings. You
need to be fast on this level to get it done properly. The level's title already
hints at you that a "Hang Glider" moves faster on the horizontal plane than
regular Lemmings. Use this in the beginning of the level combined with the fan
to get the first Lemming ahead of the bunch by a small margin.
Get on the wooden section and start "Platforming" to the right. The other dudes
will quickly catch up with your first guy, but the path should be safe for them
to fall down. Again, use a "Hang Glider" on the leader Lemming at the end of the
ledge to gain a more significant lead. Blow him past the dangerous Lemming
eating frog. Your number #2 should be able to quickly use "Flame thrower" just
in front of it, so the Lemmings don't step on its trigger location. Meanwhile
your leader Lemming will be near the final ledge. Have him "Platform" to the
exit. Plenty of leeway if you multitask and don't forget to pause in the
critical sections.
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Level 4: Deliverance ?
---------------------------------------------------------------------------
Difficulty: 2/5
Target: 40/40 Lemmings
Time: 3:15
2x Kayaker 1x Roper
5x Archer 20x Jumper
5x Glue Pourer 1x Rock Climber
1x Attractor 1x Stomper
Make the second Lemming into an "Attractor" immediately, and let the first
Lemming fall into the water. Quickly switch to "Kayaker" and send him to the
other side. Meanwhile also make him a "Rock climber" as the ledge cannot be
ascended otherwise. Once he's there use an "Archer" to shoot an arrow to the top
left edge where all the other Lemmings are. After doing so, use two "Glue
Pourers" on the dancing Lemmings so a bridge is formed. Use "Jumper" on the
attracting Lemming to stop the enchantment and let everybody reach the exit.
Note: if you wait too long with the pouring one or two Lemmings might actually
walk past the attractor and fall down the ledge. I've seen this happen a few
times, when I was messing around with this level. I think I was trying to use 5
"Archers" with a "Roper" to fill the game, but I don't recall it too well
anymore. The thing is that the ledge for the attractor to stand on is relatively
short, and as you may have noticed, attracted Lemmings form 'clumps' so
sometimes they walk out too far and get over the ledge. However, if you play
this level normal with a clear intention of doing said instructions as mentioned
above you should be able to fill the gap before such a Lemming may fall off the
ledge.
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Level 5: Friday's Walk
---------------------------------------------------------------------------
Difficulty: /5 (or 1/5 when using the 'climb through ceiling' trick)
Target: 40/40 Lemmings
Time: 3:00
99x Jumper 2x Club Basher
1x Platformer 8x Roper
3x Stacker 1x Archer
2x Stomper 99x Ballooner
Quite a large level, which can be finished like most levels in multiple
fashions. I'll describe two methods here. The intended way, and the 'unintend'
but quicker way.
'intended'
'unintended'
From the start use a few "Jumpers" to get a small head start. Next use a "Roper"
on the ledge towards the flower so the path is blocked. When the Lemming is on
its way back "Rope" against the blue flower to create a cone that keeps the
Lemmings enclosed. Third use a "Roper" near the top in 60 degree slope upright,
which is just left of the tree trunk on the ledge above. If you do it right the
Lemmings will get stuck up there and keep waddling above the hook. Wait for all
Lemmings to gather in this spot. Next shoot another "Roper" directly upwards
into the wall and all the trapped Lemmings will climb to the top ledge and
directly towards the exit. Note that shooting the last "Roper" blocks the path
below, that's why you have to wait until all Lemmings are there.
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Level 6: The Magic Of Mushrooms
---------------------------------------------------------------------------
Difficulty: 2/5
Target: 40/40 Lemmings
Time: 6:00
10x Jumper 5x Stacker
15x Roper 5x Platformer
10x Archer 10x Fencer
10x Spearer 10x Stomper
"Jump" the first Lemming over the vines towards the far edge, and let him fall
down. The other Lemmings will keep running in circles due to the construction of
the vines so you don't need to worry about them for now.
Once on the first mushroom shoot a "Roper" to the right mushroom's tip so the
Lemming can walk over it. At the ledge use either a "Roper" directly to the
mushroom's ledge below (you must be at the very edge for a roper to shoot
downward), or "Platform" to the left. After 4 or so blocks use a "Stomper" to
get below, and quickly use another "Stomper to get through the 'shroom before
hitting the trunk. This way the Lemming will turn around.
"Platform" from the edge at least two blocks, "Stomp" to get to the ledge below
(it's safe fallind distance) and have him turn around again. Finally, use
another "Platformer"/"Roper" at the edge to reach the exit.
To release the other Lemmings, use another "Platformer"/"Roper" to reach the
right edge. You have plenty of resources so that should be easy.
---------------------------------------------------------------------------
Level 7: Natural Selection
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Difficulty: 2/5
Target: 40/40 Lemmings
Time: 7:00
22x Jumper 10x Bomber
22x Shimmier 10x Mortar
22x Floater 1x Attractor
10x Bazooker 2x Stacker
This level has three exits and three intended unique paths to reach them
(Shimmier, Jumper, Floater). The original game featured 60 Lemmings, but the
quantity of tasks that we are given remains the same eventhough we have 20 less.
Because of this, we only need to use two paths, which makes this level
essentially easier as we skip the "Floaters" all the same. In fact, only one
path is needed...
Turn the first 20~22 Lemmings into "Shimmier", while they're walking down the
slope. This way they reach a safe spot on the other side. The following Lemmings
can do a single "Jump" at the very edge of the slope to guide them to a safe
place as well.
For the Jumpers: Use the "Bomber"/"Mortar" half a dozen times to create a path
downward to the exit tent. Just be careful not to blow any Lemming over the
center gap so they fall outside the safe area and die. You'd best start near the
left side, cause the path to the right is a dead end and leads any stray
Lemmings back.
For the Shimmiers: Use the "Bazooker" a few times, and you should be able to get
through the 3 dirt walls and into the second tent. Btw. If you let the Lemmings
"Shimmier" on the very bottom ledge like the "Jumpers" they won't shimmy, but
their starting jump will also get them through (must be another general
oversight in this level's design).
For the Floaters: Afte... Wait a second, we don't have any need of these. You
couldn't possibly have these unless you're playing on a different platform. Or
like a different challenge. I'm sure you can get them to the exit yourself too.
:)
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Level 8: The Laws of Tradition
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Difficulty: 3/5
Target: 40/40 Lemmings
Time: 4:30
1x Rock Climber 9x Platformer
1x Slider 4x Fencer
1x Bomber 2x Scooper
2x Attractor 1x Stomper
Slightly, harder than the previous levels. This one only really requires you to
use several "Platformers" and some well placed "Fencers" to get through. First
off, start with a "Platformer" for the first Lemming, followed by an "Attractor"
to halt all the other Lemmings. Use another "Platformer" after the big
pebble/skull to get to the diagonal slope. At the top turn around and directly
use yet another "Platformer".
At the left wall near the metal start "Fencing" through it halfway then "Stomp"
down most of the way. What we're trying to do here is reach the higher inlet to
your left. Thus try to aim the location where you need to start fencing again to
get up there, without hitting the green metal above you. Once there use a final
"Platformer" to reach the left wall in the center. From there one a single
"Fencer" should take you to the level's exit without any problems. Release the
other Lemm's and you're done here!
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Level 9: 22934
---------------------------------------------------------------------------
Difficulty: 3/5
Target: 40/40 Lemmings
Time: 5:00
1x Parachute 10x Builder
1x Runner 1x Basher
10x Jumper 1x Roper
1x Club Basher 10x Archer
What kind of number is that? Anyway, the following level is pretty tricky. The
easiest overall method does require you to be quick in the beginning. Start
immediately with a "Runner" and "Jump" 3x at the top of each vine section to
reach the lower right leaf ledge. Use an "Archer" here aimed directly to your
left ot break the fall of the later Lemmings to come. Have your runner fall down
as well and get him to the last section before the big fall into the vine
pocket. "Build" a bridge here and all your Lemmings should be safe from falling
into great depths/pits for now.
Turn your runner around by building into the wall, and have him construct a
bridge from the vine towards the yellow flower (4x "Builder"). After hitting the
flower let him walk down a little and "Build" a third bridge towards, but not
_over_ the right wall. Upon completion get out your single "Roper" to aim it at
the topmost left metal block. Your Lemmings should be able to walk over it. All
that remains is a single well placed "Club Basher" to reach the exit tent (use
'X' to select the proper Lemming in location).
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Level 10: Garden of Stone
---------------------------------------------------------------------------
Difficulty: 3/5
Target: 40/40 Lemmings
Time: 4:30
2x Jumper 1x Bomber
1x Runner 1x Fencer
2x Platformer 1x Kayaker
1x Stomper 1x Hopper
Start off with a "Stomper" to get down one level, and to keep one guy up ahead
down there. The one should fall down the ledge near the right flower, while the
next Lemming should build over the gap with a single "Platformer" tile. If you
succeeded at that the rest of the level is simple. You can use the "Jumpers" to
split them a little, but not the runner!
The lone Lemming should walk all the way down to the flower, "Fence" its way
through, and immediately start building a bridge. If you started before the very
edge you'll land on the green metal from a safe height. From there the Lemming
can reach the exit. Now you only need to use a "Bomber" to blast through the
single block we placed earlier. After doing so all Lems should be able to reach
the exit. *yay* another 100% clean sweep for this tribe. Let's see how lucky we
are with the others...
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Egyptian Tribe
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Level 1: Two's Company....
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Difficulty: 1/5
Target: 40/40 Lemmings
Time: 9:00
1x Digger 1x Basher
2x Bazooker 1x Flame Thrower
1x Fencer x -
1x Club Basher x -
Like the Beach Lemmings you start with multiple trapdoor on the first level. The
top left hatch should use a "Club Basher" to the right. This merges the two top
hatches together. Next have a Lemming from those two use "Digger" in the center
column of dirt to unite with his brethren from the bottom door. In the mean
while the bottom door can already use a "Basher" followed by "Flame Thrower" to
get through the two dirt sections.
That's all, the "Fencer" & "Bazookers" won't be needed here. Unless you like to
mess around.
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Level 2: Glued To The Goal!
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Difficulty: 2/5
Target: 40/40 Lemmings
Time: 9:00
10x Runner 10x Flame Thrower
2x Platformer 1x Attractor
6x Glue Pourer 10x Jumper
1x Stomper x -
Another triple trapdoor level. Better unite them again, to make the writing of
this walkthrough easier. Merging the bottom two section is trivial with a single
"Flame Thrower" that goes through/underneath the metal block. The Lemmings at
the top should start with a "Runner" followed by a "Glue Pourer" to over the
gap. Near the right wall use a "Stomper" to reach the bottom area. At the top of
the right ledge use another 2 "Glue Pourers" to get over to the right. In the
mean while you can have one Lemming "Jump" over the stomper's pit to turn him
around. This way he can "Platform" ove the water, which makes it easier for the
other Lemmings when you free them with another "Flame Thrower".
In all the little cretins should be heading towards the top right wall where
they turn around mindlessly. Use a "Platfomer" here to reach the blue/purple
tiles, and a single "Flame Thrower" to get to the exit pyramid.
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Level 3: Labyrinth Of Fun
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Difficulty: 1/5
Target: 40/40 Lemmings
Time: 9:00
5x Jumper 3x Stacker
3x Platformer 2x Fencer
1x Scooper 1x Stomper
3x Filler 3x Attractor
Separate the first Lemming with a few "Jumps" then let an "Attractor" keep the
rest in a occupated with doing their silly 'walk like an Egyptian' dance. Once
the Lemming reaches the bottom turning point, use a Stomper to make him fall
down. Regardless of his initial direction he'll end up in the pocket between the
Obelisk and Sphinx. Use a "Fencer" here, followed by another "Fencer" away from
the sphinx. Lastly, use "Scooper" to reach the bottom left area with the
pyramid. Make the attractor "Jump" and that's it. Double speed to victory!
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Level 4: Spiralling DNA
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Difficulty: 2/5
Target: 40/40 Lemmings
Time: 4:00
1x Super Lem 1x Basher
1x Stacker 6x Sand Pourer
2x Twister x -
1x Platformer x -
From the start use a "Super Lem" on any of the initial Lemmings that appear.
Guide the guy over the wall and use some "Sand Pourers" or "Platformer to reach
to other side of the pit, without tripping the green button trap. Make him turn
around, "Twist" through the two small blocks, "Platform"/"Sand Pour" on the
right side of the bottom pit around here, followed by second "Twister" to the
far left where the other Lemmings are. Finally, use the remaining "Basher"/"2
Sand Pourers" to clear remaining obstacle before the exit.
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Level 5: Echo Of Light
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Difficulty: 3/5
Target: 40/40 Lemmings
Time: 3:00
1x Rock Climber 2x Glue Pourer
1x Slider 6x Jumper
5x Club Basher 1x Runner
2x Stomper x -
This level is not super hard, but can be very tricky because of the strict order
in which you need to execute the tasks. The main challenge here will be using up
your "Glue Pourer" in correct locations. You may have 6 of them, but you'll be
needing two and no more than that. This is caused by the fact that use a
separate "Glue Pourer" for the final ledge causes the remainder of the glue to
fill up the exit path blocking your Lemmings from getting out of this area.
Therefore, you need careful planning to get it done correctly.
From the start let one Lemming become a "Rock Climber", "Runner" & "Slider"
(quite an elite), and have him "Stomp" down the center of the two large columns.
In the mean while have a regular Lemming "Stomp" down the very left side. The
first Lemming walking towards the right should "Pour Glue". Glue is just as fast
as a walking Lemming, therefore no harm should occur to any Lemming if you got
the first one to pour the gluey substance.
Have our elite Lemming "Club Bash" through the right wall, and "Jump" at running
speed to get over the pit. Use another "Club Basher" + "Jumper" to get him
towards the exit. Once this is done, "Club Bash" with any of the remaining
Lemmings through the wall. Get your first Lemming to do some more "Glue Pouring"
and it should fill up both pits in a single go. The last itty bitty remainder
shouldn't block the exit and thus all your Lemmings can get out.
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Level 6: Ruper'z Questling
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Difficulty: 1/5
Target: 40/40 Lemmings
Time: 9:00
20x Jumper 20x Basher
10x Runner 5x Attractor
10x Platformer 30x Filler
1x Roper 5x Hopper
This level looks really long and hard, but intended or not it can be almost
completely bypassed. Start off with another duo of "Attractor"/"Running" Lems.
Fill all the 4 gaps either with "Fillers" or "Platformers". Next before reaching
the water deploy a "Roper" and aim upleft near the gap in the wall of the exit
pyramid. Your Lemming should be able to run up against it, and "Platform" to the
right. Release the attractor with "Jumper" and voila.
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Level 7: The Egypt Cottage!
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Difficulty: 3/5
Target: 40/40 Lemmings
Time: 9:00
1x Parachute 1x Swimmer
1x Super Lem 1x Rock Climber
1x Laser Blaster 1x Stomper
1x Ballooner 1x Jet Pack
A very long vertical level indeedy. Start with a "Jet pack" an push the high
tech Lemming towards the upper left area. Give him a "Parachuter" so he can get
to the bottom safely. Next transform him into a "Super Lem" and carefully guide
him to the top of the sphinx (this is the hardest part). Once he's there use the
"Laser Blaster" to free all his comrades, and a final "Stomper" to save all
allies that went right instead of left.
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Level 8: Heroe'z Quest....
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Difficulty: 5/5 (2/5 if you can tolerate the loss of a few Lemmings)
Target: 40/40 Lemmings
Time: 9:00
20x Jumper 10x Attractor
4x Fencer 2x Platformer
4x Stomper 1x Scooper
5x Pole Vaulter 2x Ballooner
Another very vertical level; only this time we're not even going to scroll down,
unless you want to go sight-seeing. The only strategy I could find that works
decently is still pretty annoying to carry out. The main problem is the very
confined working space you have and the fact that the "Attractor" is hard to get
work on ALL Lemmings here at the right timing. e.g. it seems almost luck based
which very annoying to me and ups the difficulty quite a lot. If it weren't for
that the level's difficulty can easily lowered by 3.
Directly under the trapdoor use a "Stomper" once at the bottom start an
"Attractor" against the left wall followed by a "Fencer" that heads to the
right. Once he gets through the wall start "Platforming" immediately. The
Attractor's effect may sometimes take several steps before it takes effect and
may plunge several Lemmings down into their doom. You could try to use a spare
"Ballooner" to delay them, but it's very hard to select the correct Lemming
here.
Once you're past the open square above you, you can safely use a "Stomper" to
get down the lower ledge to the right. "Scoop" or "Fence" through the slope,
walk up, turn around, "Platform" into the upper ledge, and "Fence into the exit
pyramid. Undo the attractor by jumping and all remaining Lemmings will reach the
exit.
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Level 9: Wave Pathway
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Difficulty: 3/5
Target: 40/40 Lemmings
Time: 4:30
1x Jumper 6x Basher
6x Stomper 2x Bomber
3x Platformer x -
1x Stacker x -
This level is a much nicer design. It may look very hard, maybe even impossible
to save all Lemmings here, but in fact it's quite possible as death is impending
from the very beginning of the level.
The trick here is to use a "Stacker" exactly underneath the trapdoor. This will
ensure Lemmings can only pass it to the right side, when they first spawn into
the level. After having a stack of at least 4 blocks "Jump" the stacking Lemming
to the right over the square. Start "Stomping" downward near the leftmost wall,
then "Bash" towards the right when you're just above the metal. "Platform" 2x
over the water, followed by another "Stomper", "Basher", "Stomper", "Basher" &
"Stomper" combination to get to the bottom of things.
Use the last "Platformer" to create a safe path to the turn around location.
Repeat another "Stomper" & "Basher" sequence to the left to reach the exit. You
should have at least one more "Basher" available to open up the path for the
rest of the Egyptian Lemming armada.
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Level 10: Pyramid of Despair!
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Difficulty: 0/5
Target: 40/40 Lemmings
Time: 9:00
1x Mortar 5x Rock Climber
5x Glue Pourer 5x Shimmier
10x Hopper 15x Sand Pourer
1x Jumper 5x Slider
This level is by the looks of it, rather hard and indeed when played properly
you'll need to use quite a lot of tricks to get through this level. However, the
localization to the SNES has made this level laughably easy, hence the 0 out of
5. The pit as explained below that makes this feat possible was extended for the
SNES version, thus makes it possible to bypass the entire pyramid level. In fact
you only need one skill to complete it. That's even less than most tribe's first
levels.
Here's what you need to do. Let your Lemmings wander around, until they fall
into a large pit. Wait until a Lemming reaches the right wall here, and use the
"Mortar" against the wall. *Boom* the floor should shatter underneath the Lems
andy they just walk towards their path. Select Double speed and you've saved all
40 Lemmings of this tribe.
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---------------------------------------------------------------------------
Medieval Tribe
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Level 1: Lemming of Nottingham
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Difficulty: 1/5
Target: 40/40 Lemmings
Time: 6:00
10x Scooper 10x Icarus Wings
20x Jumper 10x Parachute
20x Sand Pourer 10x Stacker
10x Jet Pack x -
From the beginning, wait a few moments and "Stack" up to block the Lemmings from
going to the right. One Lemming should pass. If none passed make the stacker
jump to the right instead. Your sole Lemming should "Scoop" two times to reach
the bottom, walk to the right, "Sand Pour" the small gap on the right side, fly
over the ledge using the "Icarus Wings", turn around, "Scoop" to the left so the
ledge is bypassed.
From here on all Lemmings can be freed from the local area and one more "Scoop"
(possibly "Jump" to get the Lemming ahead of the rest) is necessary to reach the
exit in the shape of a castle.
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Level 2: Sir! I Kid Ye Not
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Difficulty: /5
Target: 40/40 Lemmings
Time: 6:00
8x Twister 10x Sand Pourer
5x Club Basher 5x Platformer
5x Flame Thrower x -
8x Filler x -
Use a "Twister" to get in the down right area, followed by 2 "Flame Throwers" to
the right to get through wooden columns. "Sand Pour" the gap followed by two
more "Sand Pourers" near the square to get over it. Use "Stomper" to get down,
and lastly a "Twister" blown to the right to reach the exit ("Club Basher" also
works, but is slower).
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Level 3: All in a Knights Work!!
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Difficulty: 3/5
Target: 40/40 Lemmings
Time: 3:00
1x Exploder 2x Platformer
1x Stacker 1x Roper
2x Stomper 2x Ballooner
10x Jumper x -
Using the same trick as "Egyptian - Level 9" start immediately with a "Stacker".
After 3 blocks "Jump" to the left and "Stomp" down the pit to the left. At the
bottom walk to the edge and use a "Roper" to reach the other side (target past
the corner tile). "Stomp" down the end of the hook/rope and turn around to build
a "Platform" to the left side. Use the last remaining "Platformer" to undo the
height difference of the previously built stack. This will grant your Lemmings a
free path home.
Alternatively, build the "Stack" halfway the pit, and have the lone Lemming
"Stomp" down against the metal. Just as it hits the bottom, select the "Roper"
and target the right edge of the watery pit. Then only a single more "Stomper"
is necessary to reach the exit. This strategy can be somewhat hard to pull off
as you can only succesfully switch between "Stomper" and "Roper" when the
stomping Lemming is touching ground. If he's in mid-air the "Roper" action will
be cancelled out as the Lemming is falling. Bear this in mind when trying this
method.
Finally, if you can bear the loss of Lemming just "Explode" one into the column
to the right, and build over the water pit like normal. An easy, but non-optimal
solution. You will still be awarded with gold for the loss of a single Lemming.
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Level 4: Watch That Last Step!
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Difficulty: 1/5
Target: 40/40 Lemmings
Time: 7:00
1x Club Basher 2x Glue Pourer
1x Surfer x -
2x Sand Pourer x -
4x Stacker x -
Again, we need to separate one Lemming for the rest of the troups and get him
over to the water area. The easy part is that the Lemmings will reach the water
just by walking towards it. The slightly less easy part is to make sure only one
does (as you only have one "Surfer"). From the start let the first Lemming
"Stack" up on the second platform, this way at most two Lemmings will pass.
Repeat the "Stacking" process for the two platforms behind such that only the
3rd rightmost stacker can continue on.
Use a "Glue Pourer" to get over the gaping ledge, followed by a "Surfer" while
he drowning in the water, then blow him to the right with the fan. Let the
little guy walk down the slopes and "Sand Pour" on the left side of the small
gap to the left of the exit. This will most likely turn him around, so fillup
the right side with "Sand Pourer" as well. Again, this turns him back to the
left so you can "Pour Glue" to extend the ledge further to the left. From here
on a single "Club Basher" against the column sets all Lemmings free.
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Level 5: King Arthurs Lemmings
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Difficulty: 1/5
Target: 40/40 Lemmings
Time: 6:00
3x Bomber 2x Jumper
2x Builder x -
1x Club Basher x -
1x Attractor x -
One you learn how to effectively use the "Club Basher" this level becomes almost
trivial. Club bashing into the trees straightaway isn't a good idea as he will
stop after every strike due to the open holes. Instead, make him "Stomp" two or
three times so he gets a little lower into the ground. This way a single "Club
Basher" can get through the entire forest without getting interrupted. In the
meanwhile also start an "Attractor" as it is not yet safe for any Lemmings to
cross the ledge near the end.
Once the basher is done "Build" twice over the gap and walk to the right. At the
very final ledge you may notice that the height is dangerously high. Indeed,
that is a fatal pit for the moment. Use a "Bomber" near the edge to lower the
height to a tolerable 'back-breaking' height and "Jump" the attracting Lemming
to let them all go home.
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Level 6: Let's Play Twister!
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Difficulty: 3/5
Target: 40/40 Lemmings
Time: 4:00
5x Twister 5x Rock Climber
1x Platformer 5x Slider
5x Jumper x -
5x Runner x -
A rather annoying level, mostly because the fan controls with the "Twister" are
hard to get right. As in most cases split the first Lemming from the group. This
is achieved by having him "Jump" to the right at the start (the others can just
fall down the pit to the right. Don't worry about the hand in the background it
won't kill your Lemming. Make him a "Runner" and after he turns a single "Jump"
from the ledge should get him to the structures above the left metal block.
Assign a "Twister" and blow the Lemming through the bottom of the lower left
area.
Make him "Slide" down the left ledge of the hollow structure here to reach the
sloped platforms down below. From there use another running "Jump" to reach a
horizontal section. On the far left "Platform" into the wall just above the
water. This will be the landing point of the other Lems later on. Once your
slider Lemming is done "Twist" through the right side of the of area so any
later Lemmings will fall down the bottom gap facing left (otherwise they die).
However, make sure that your slider guy "Jumps" over the gap as he will always
turn around after sliding down. And you'll lose him if you let the little wander
off by his own.
After clearing the first Lemming, select another "Twister" from the Lemmings in
the pack and make your way to the platform you just created. You need at least 2
"Twisters" to get there, so you afford one spare if necessary. Make sure to
follow the right most path as the hollow sections to the left are not where you
want to head towards.
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Level 7: Underground
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Difficulty: 1/5
Target: 40/40 Lemmings
Time: 4:00
4x Platformer 4x Filler
4x Stacker 4x Archer
4x Stomper 4x Fencer
4x Jumper 4x Attractor
Yes, it's another one of those "Attractor" levels. Start with this skill for the
3rd or 4th Lemming that pops up. Next have the first fella "Fence" through the
first two towers in a single swipe (hint: you can also first start with fencing
before attracting). Once through, use a "Platformer" to reach the tree tops.
"Fence" through those as well, and again through two more structures behind it.
That's all.
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Level 8: What Shall We Do Now?
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Difficulty: 2/5
Target: 40/40 Lemmings
Time: 6:00
10x Jumper 10x Platformer
5x Bomber 2x Ballooner
5x Runner 10x Stomper
10x Filler 10x Attractor
We won't be need half the skills that you're given in this level, but it can
still be somewhat tricky nonetheless to get through here. One "Attractor" shall
be sufficient here, followed by a "Stomper" some distance away from the trapdoor
(preferably on the right). Let the stomper fall down the gap, and continue on
"Stomping" through another floor. If you stayed to the right your guy will be on
the central platform. Otherwise, you might have to turn him around and
"Platform" towards this area.
Make him "Balloon" all the way up to the right area where you can any remaining
"Platformers" to create a path to the left. Carefully "Bomb" through the wall
moving the Lem as close to the wall before exploding. This should allow you to
get through it. If you bombed a little too deeply into the metal blocks use a
"Filler" to create a passable slope.
All that remains from this point onward is dispelling the attractor and
"Stomping" through two more floors to reach the home fortress.
---------------------------------------------------------------------------
Level 9: Lemming In Distress!!
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Difficulty: 2/5
Target: 40/40 Lemmings
Time: 8:00
5x Jumper 1x Attractor
2x Ballooner 1x Roper
3x Runner 5x Spearer
1x Builder 4x Archer
Have the first Lemming "Jump" off the ledge when he's little more than one
square away from it. This drops him next to the water. Again "Attraction" is
important here, so immediately get the second Lemming to keep the others busy,
while the first one is still jumping. Shoot 2 arrows with the "Archer" skill on
the edge you just fell off to create a safe path over the water. Wait until the
Lemming falls down the second ledge and make him into a "Roper" the moment he
touches the ground floor. With this you can create a steep slope to the left
against the other floating platforms ceiling.
You might think that that is about it for this level, but don't forget about the
little Dragon hiding behind the specific grey rock formation near the exit. Use
a "Platformer" near the center of the rocks to skip the trigger spot (this may
be hard to get done right as the proximity trigger is rather large). Afterwards
stop attracting, and your army can head to the final level.
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Level 10: Just Jousting Around
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Difficulty: /5
Target: 40/40 Lemmings
Time: 7:00
1x Pole Vaulter 2x Stacker
1x Bomber 2x Glue Pourer
4x Runner 1x Roper
2x Floater 1x Ballooner
When the first Lemming makes contact with the ground immediately have him "Pole
vault" to reach the upper ledge. If you find it difficult to get this done, you
can also use a "Ballooner" to reach the ledge, or to blow the Lemming a little
to the left. This gives you some extra leeway when pole vaulting. The second
Lemming should fall down the gap and "Pour Glue" to prevent another Dragon from
frying your helpless minions.
Let your leader "Float" down the large pit and make him "Stack" once at the
bottom floor, when he turns left "Rope" against the left protuding edge. If done
correctly the Lemming will walk towards the left water. Here use "Glue Pourer"
to block the watery pit of doom and "Bomb" with any of the above Lemmings at the
narrow section to set them free. That's basically all for this level, and
concludes the Medieval Tribe will all 40 Lemmings!
---------------------------------------------------------------------------
---------------------------------------------------------------------------
Classic Tribe
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This tribe may remind you of the original game. In all levels you have the
availability of the original 8 skills, and the background/theme is also
reminiscent of the olden days. Lastly, just like in the original Lemmings
explode in million pieces unlike the other tribes whom just create a small
explosion when self-destructing.
Level 1: Do You Remember?
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Difficulty: 1/5
Target: 40/40 Lemmings
Time: 5:00
20x Climber 20x Builder
20x Floater 20x Basher
20x Exploder 20x Miner
20x Blocker 20x Digger
With 20 instances of each skill there's literary several hundreds of ways to
complete this level. The easiest is to have the first one "Stomp" down one
level, so only one Lemming passes him. The passer by should "Bash" into the
right wall, fall down the column and "Build" a bridge into the right wall. From
there "Bash" & "Build" again to reach the exit portal. Lastly, "Bash" with any
of the remaining Lemmings into the right wall to set them all free.
---------------------------------------------------------------------------
Level 2: Mr Lemmy Lives Next Door
---------------------------------------------------------------------------
Difficulty: 1/5
Target: 40/40 Lemmings
Time: 5:00
1x Climber 6x Builder
10x Floater 1x Basher
2x Exploder 1x Miner
2x Blocker 1x Digger
This level is a lot easier in this version of the game, just because several
metal blocks were removed and turned into dirt for some reason... Make the first
guy a "Climber" and have him "Stomp" down the right edge almost through to the
bottom. When you're nearly there "Build" 3x times to the left to reach the exit.
Naturally, all that remains is "Building" another bridge with one of the other
Lems to reach over the wall the climber got by.
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Level 3: Lemtris
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Difficulty: 2/5
Target: 40/40 Lemmings
Time: 4:00
4x Climber 4x Builder
4x Floater 4x Basher
4x Exploder 4x Miner
4x Blocker 4x Digger
With only 4 minutes to spare you should not waste too much time or else your
Lemmings won't make it to the exit in time (e.g. don't "Bash" through the long
horizontal 'I' block). Fortunately, there's 4 skills of each and a lot of things
can be done in parallel!
Turn the first two Lemmings into "Climbers" as soon as they turn left. Let them
both climb over the square and T-shaped blocks, but let the first one "Build" a
bridge towards the 'S' block. The second Lemming will fall down, attempt to
climb the 'S', fall down, turn around and climb up the 'T' again. From there let
him "Mine" through the 'T' and "Bash" to the right so the other Lemmings are set
free.
In the mean while your first Lemming can get over the 'J' tetromino. At the left
edge make him "Stomp" to create a wider gap, then "Build" up and over the
stretched 'I'. From there on use one more "Builder" to get on the 'Z' block,
"Mine" through it, and finally "Bash" through the upsidedown 'L'. Lastly, all it
takes is a single "Basher" on the 'J' to create a walking path for all your
other Lemmings.
---------------------------------------------------------------------------
Level 4: Tension Sheet, Good Idea
---------------------------------------------------------------------------
Difficulty: 2/5
Target: 40/40 Lemmings
Time: 5:00
2x Climber 5x Builder
2x Floater 5x Basher
10x Exploder 3x Miner
10x Blocker 1x Digger
Level 4 is nerfed for the SNES. In the original game, you don't have the luxury
of the excavated diagonal path leading towards the exit (this made saving all
Lemmings quite a pain in those versions). Of course, we're going to make use of
this.
Make the first Lemming a "Climber" & "Floater", so he can "Build" over two gaps
to the right allowing him to reach the exit. Next, use a "Digger", until he gets
past the metal section. Change him into a "Basher" and "Build" another bridge to
get all Lemmings out.
---------------------------------------------------------------------------
Level 5: The Magnificent Severn
---------------------------------------------------------------------------
Difficulty: 2/5
Target: 40/40 Lemmings
Time: 5:00
1x Climber 4x Builder
5x Floater 5x Basher
1x Exploder 1x Miner
1x Blocker 2x Digger
The limited amount of "Bashers" might cause you to ponder how to get through all
the horizonal obstacles... Fortunately, it's not that hard. Use up the first
four "Bashers" on the columns, and "Mine" through the fifth. This will lead you
Lemmings to the safe ledge to the right.
The last important thing here is to get bridge underneath the dirt path, cause
you cannot change all your Lemmings into climbers. In order to get there, make
single right facing Lemming a "Climber" so he gets over the metal, "Bash"
through the very long wall, and immediately make him "Dig" down the left side of
the pit he ends up at. This way the climber Lemming will turn around as he
cannot scale the entire wall to his right.
Quickly "Build" a bridge to the left of the exit so he won't leave the level
yet. Then "Build" two more times so an ordinary Lemming up above can "Dig"
through the dirt without dying. That's all there is to do here.
---------------------------------------------------------------------------
Level 6: The Starry Threshold
---------------------------------------------------------------------------
Difficulty: 2/5
Target: 40/40 Lemmings
Time: 8:00
4x Climber 10x Builder
2x Floater 5x Basher
2x Exploder 5x Miner
2x Blocker 10x Digger
Have the first Lemming turn around and make him a "Climber" & "Floater" to get
him over the broken pillar, whilst keeping all of his comrades trapped. Once
he's down "Build" (twice) into the left wall to turn him around. Continue
walking until you're over yellow dirt, so you can "Dig" down just a wee bit
right of the metal. Once he gets near the bottom make him build into the wall to
make him turn and make him "Mine" to the left. Change into a "Stomper" once he's
two squares left; this way he'll reach the bottom, turn around after attempting
to climb the excavated path, and once back down facing right "Bash" through the
wall.
"Build" another bridge over the single water tile. "Build" a few steps against
the yellow structure, so you can "Bash" through it without falling through the
bottom! Lastly, used one of the grouped Lemmings to "Dig" down the yellow dirt.
This will make them follow the setup path to victory.
Level 7: So Close But So Far Away
---------------------------------------------------------------------------
Difficulty: 3/5
Target: 39/40 Lemmings
Time: 8:00
4x Climber 12x Builder
4x Floater 2x Basher
4x Exploder 2x Miner
2x Blocker 2x Digger
Another level that has been simplified by giving you extra 'excavation' tasks,
and the first wall to your left has an open hole through which a climber can
trivially pass by. Moreover, this will be the one of the few levels where the
loss of Lemming has become inevitable at least to my knowledge.
Still, this level is quite hard even with 8 full minutes to spare. "Climb" the
first Lemming of the left wall, "Build" over the gap as high as possible into
the yellow dirt, and "Bash" through it all the way to the left.
Once he's done immediately start "Building" a bridge, when he falls down to
solid ground. Continue "Building" 4x total and make him into a "Blocker" when he
almost falls off the screen. In the meanwhile (during the 3rd bridge) get
another "Climber" to the far left. The blockade will turn him around, once this
happens start "Building" 3x more stairs to the left to get over the metal ledge.
Continue to the right while "Mining" through the two dirt sections at the end
"Dig" down the long pit. However, we must stop our Lemming and turn him to the
left. The only way to get a climber to turn is by "Building" into the wall. Do
this, when there is no metal to your left. Lastly, use a "Basher" and yet
another "Builder" to get over the gap.
All that remains is "Digging" through the dirt with one of the remaining
Lemmings. You might want to do this as soon as the other Lemming starts his
digging routine as it is a very long way around the level and those 8 minutes
will have mostly dissolved due to the major amount of building & bashing you had
to do earlier. You might as well use "Exploder" on your last remaining Lemming
so you don't have to wait until you get a timeout.
---------------------------------------------------------------------------
Level 8: The Secret Of Lemh
---------------------------------------------------------------------------
Difficulty: 2/5
Target: 38/39 Lemmings
Time: 5:00
10x Climber 1x Builder
1x Floater 2x Basher
1x Exploder 1x Miner
1x Blocker 20x Digger
This will be the second level in a row where we're going to lose a Lemming due
to the way "Blockers" function. I've heard of strategies that can save all
Lemmings here, but I haven't been able to reproduce them.
Make the first Lemming "Climb" the wall and "Dig" down about 6x a segment from
above to get past the metal. Don't forget to make the second guy a "Blocker"
once he passes the trap door! Next have the climber Lemming "Mine" down the dirt
further on to the right to get to the small pit from a reasonably drop height.
Get any Lemming to "Build" the bridge up against the slope. While doing so the
"Climber" Lemming will most likely make it past the small wall. You can use him
to "Bash", "Dig" & "Bash" through the next sections. Kill the blocker Lemming
with another "Exploder" to end this level without having to wait for time to run
out (alternatively use the nuke button).
---------------------------------------------------------------------------
Level 9: Flying The Mad Pursuit
---------------------------------------------------------------------------
Difficulty: 3/5
Target: 38/38 Lemmings
Time: 5:00
2x Climber 10x Builder
10x Floater 1x Basher
10x Exploder 2x Miner
10x Blocker 10x Digger
"Climb" over the first obstacle with a lone Lemming, "Build" at the top over the
ledge and "Bash" through the pillar. Upon reaching the right wall section start
"Mining" down to the right, then make sure to have him "Dig" before he gets over
the bottom right column section (otherwise he will leave the level for good).
Upon turn around "Build" into the metal, wait for him to climb over it and
"Build" three more times to make him drop on the small metal section. Ascend the
wall and "Dig" down the left side just until you're past the square block in
height. Another staircase over the enclosed exit is necessary, so "Build" one
and then "Mine" or "Dig" through flat surface in order to reach the exit.
To get your other Lems out get another "Climber" facing right, and "Dig" down
the yellow square block in several chunks. All your Lemmings will be set free
and reach the exit (for the climber make sure to "Build" into the wall you dug
down earlier to prevent him from climbing over it!
---------------------------------------------------------------------------
Level 10: What's It Like Up There?
---------------------------------------------------------------------------
Difficulty: 3/5
Target: 38/38 Lemmings
Time: 5:00
2x Climber 2x Builder
10x Floater 10x Basher
20x Exploder 2x Miner
20x Blocker 1x Digger
Only 5 minutes to spare here. You'll need to do some multitasking on right &
left sides to get through here within the time limit. From the start have one
Lemming "Climb" up each side of the metal wall. What follows are two separate
sections for the Lemming in either direction. Make sure to pause and check the
other side from time to time.
Left: On the dirt ledge start "Build" over the exit to prevent him from leaving
too soon. Just after he falls down "Mine" to the left so he reaches an dead end
inlet to the far left. This wall is unsurpassable making the climber turn the
other way. From there start "Bashing" all the way to the left. He should stop
automatically once he bashes through into the wooden segment's gap. Make him go
back and "Build" over the gap you previously mined to make him reach the exit.
The path for the later Lemmings to come is clear once the dude on the right
finishes his tasks.
Right: Let the Lemming fall down so he can "Bash" into the right wall. This will
also make him turn around, since the wall runs into a ceiling. On his way back
"Bash" through each wooden segment from left to right and back again.
Eventually, he'll meet up with the leftside Lemming and join him on his path
back.
After doing so "Dig" down with one of the regular Lemmings above to free them
all. With the mined/build path from the left Lemming this level is easily done.
---------------------------------------------------------------------------
---------------------------------------------------------------------------
Circus Tribe
---------------------------------------------------------------------------
Level 1: Lightlines....
---------------------------------------------------------------------------
Difficulty: 1/5
Target: 40/40 Lemmings
Time: 9:00
10x Jumper x -
2x Laser Blaster x -
1x Glue Pourer x -
1x Climber x -
"Jump" over the first obstacle with the first Lemming. He'll automatically climb
into the cannon to get shot over to the right. Let him fall down to the left
just to have him "Jump" over another gap. After this give him "Climber"
abilities so he can get past the two square high wall. Once he has fallen of the
highest ledge use the "Laser Blaster" to free all other Lemmings. Don't worry
about the obstacles up ahead.
The Lemmings keep on marching towards the diagonal ledge to the right. Make sure
to "Pour Glue" with the Lemming in the lead. After this the exit circus tent is
in clear sight.
---------------------------------------------------------------------------
Level 2: Lemmings In The Family
---------------------------------------------------------------------------
Difficulty: 1/5
Target: 40/40 Lemmings
Time: 3:00
1x Basher 1x Roper
3x Stomper 1x Flame Thrower
2x Filler 1x Pole Vaulter
1x Platformer x -
You don't have much control in this level due to the trampolines all over the
place. Once the first Lemming walks between two trampolines over a colum just
"Stomp" down the left side and use two "Fillers" to complete the level.
---------------------------------------------------------------------------
Level 3: We're Coming Home
---------------------------------------------------------------------------
Difficulty: 3/5
Target: 40/40 Lemmings
Time: 5:00
1x Bomber 2x Glue Pourer
1x Attractor 2x Club Basher
4x Runner 1x Thrower
1x Jumper 1x Filler
For some reason this level is completely different from the original game...
It's actually even somewhat harder!
"Bomb" the white line at the start to get out of the contraption. Wait for three
or so Lemmings to pass before "Attracting" them. Only one Lemming should get
outside the attraction range. You might be tempted to use Jump or Runner here,
but don't do this as you need them later. Let the single Lemming fall off the
ledge and bounce of several trampolines to the right. Now turn him into a
"Runner", wait for him to turn around, "Jump" on the upper left platform via the
slope, let him fall off the left ledge (runners will keep momentum), and "Pour
Glue" in both directions on the lower ledge. This will create a stretched out
platform all the way to the right. "Club Bash" through the walls and use a
"Filler" (don't Throw!) with the attracting Lemming to stop his little concert.
---------------------------------------------------------------------------
Level 4: 'Round The Blox!
---------------------------------------------------------------------------
Difficulty: 2/5
Target: 40/40 Lemmings
Time: 9:00
5x Twister 5x Fencer
5x Flame Thrower 5x Scooper
5x Basher 5x Stomper
5x Club Basher 5x Attractor
It is possible to finish the first section of the level with a single "Twister",
and with a lot of skills to spare. So just follow the yellow path, you'll get to
join both groups, and reach up the blue diagonal stairs section. From there
another "Twister" or "Scooper"/"Stomper" + "Basher" can get you to the second
set of diagonal slopes. Just one more "Basher" in the final area should be
sufficient to finish this square shaped level.
---------------------------------------------------------------------------
Level 5: Big Top Time
---------------------------------------------------------------------------
Difficulty: 2/5
Target: 40/40 Lemmings
Time: 9:00
10x Hang Glider 10x Ballooner
10x Magic Carpet 10x Super Lem
10x Icarus Wings 10x Stomper
10x Jet Pack 20x Pole Vaulter
Lot's of Pole Vaulters here; you'll be needing to assign skills for each Lemming
here! At the start try to get as many as possible over to the top left area (at
least 20). First start with 10 "Icarus Wings" from the start, which make it
there rather trivially. Next use some "Hang Gliders" & "Magic Carpets" in
combination with the fan to get at least 10 more Lemmings there.
The Lemmings that you have left over will walk all the way down to a large red
pit. You can have each one "Pole Vault" from the leftmost block of the pit to
the right. They'll easily reach the tent in the up left corner. For the other 20
Lemmings you separated earlier use a "Stomper" in the area where they get locked
up. This way they'll reach another tent to safety. Any left overs can secured
with individual "Super Lem" skills.
Level 6: Headache
---------------------------------------------------------------------------
Difficulty: 1/5
Target: 40/40 Lemmings
Time: 9:59
3x Glue Pourer 5x Climber
3x Bomber 1x Slider
10x Fencer 10x Shimmier
10x Jumper x -
You might suspect a super hard level with such a time limit and name, but it's
actually medium at most. Start with a "Fencer" to release all Lemmings from the
initial confinement. "Bomb" the leftside of the white line to reach the bottom
area. In here do some "Glue Pouring" in the bottom right pit to prevent the
Lemmings from using the trampoline all the time. "Fence" through the right wall
again, and have all Lemmings shoot the bottom cannon to reach the exit. The Fast
Forward feature will be helpful here.
---------------------------------------------------------------------------
Level 7: Circus Of Fear
---------------------------------------------------------------------------
Difficulty: 3/5
Target: 40/40 Lemmings
Time: 4:00
3x Bazooker 2x Stomper
1x Climber x -
3x Roper x -
6x Filler x -
"Climb" with the first Lemming (as usual; we have to separate him) so he can
"Rope" twice over the first pit and the following section. The second gap
requires you to use the "Bazooka" to create a hole in the right wall. You better
fire it as close as possible to the left wall as the pathway should head upward.
The backfire will cause the Lemming to bump into the wall and turn around, since
he's a climber this poses a problem. To prevent him from leaving this area use a
single "Bazooka" shell to the left to create a small gap underneath the metal.
This way he can't climb out of the pit, but turn around instead. The third and
last "Bazooka" shell should be aimed at the right wall again to get through it.
"Stomp" down onto the small blue ledge below, take two or three steps, "Stomp"
again to reach the bottom area without creating a fall from fatal height for the
later Lemmings. Down there the climber will attempt, fail to ascend the right
wall and turn around. From there on use all your "Filler" to clear the small pit
to the left. While doing so you can release the other Lemmings with a single
"Roper" aimed to the top right corner of the yellow block. All Lems will follow
the previously constructed path to safety.
---------------------------------------------------------------------------
Level 8: Play that Funky Lemming
---------------------------------------------------------------------------
Difficulty: 3/5
Target: 40/40 Lemmings
Time: 7:00
8x Basher 2x Platformer
8x Scooper x -
8x Jumper x -
2x Hopper x -
Wait until the first Lemming gets on his feet after the long fall from the
trampoline. Immediately turn him into a "Stomper" when he gets to the center of
the area. If you do it right the second Lemming won't be able to pass on his way
back (if he does he'll die from exiting the edge of the screen). When you're
down halfway "Scoop" to the right and you'll reach the cannon.
The first Lemming that gets shot should "Scoop" down to the right (starting
approximately four blocks from the metal). Have him ascend the diagonal
staircases, "Jump" over the first small block, then "Bash" through the second.
You may need to have him "Jump" as he otherwise bashes through the slope which
you need later on!
Have him "Jump" three more times to get him all the way around the big yellow
smiley icon. Continue over to the carved out arrows, "Stomp" down the right
section followed by a "Scooper" to the right. From there use a "Platformer" into
the slope to create a path for the other Lemmings. Before releasing all the
Lemmings have your single guy turn around and "Bash" through the arrow and left
wall.
---------------------------------------------------------------------------
Level 9: The Carpet Capers....
---------------------------------------------------------------------------
Difficulty: 2/5
Target: 40/40 Lemmings
Time: 9:00
3x Pole Vaulter 1x Attractor
10x Hopper 1x Platformer
1x Laser Blaster x -
5x Magic Carpet x -
"Magic Carpet" the first guy over to the cannon. He'll shoot to the other side,
wake up, fall down several ledges and reach a section of small blocks and gaps.
"Magic Carpet" him over to the left and make him crash into wall just left of
the tent. With him being left of the tent, he won't exit but "Platform" to the
left side. Once there, immediately change to "Magic Carpet" and float up the
left ledge. Use the "Laser Blaster" here and all should go well.
---------------------------------------------------------------------------
Level 10: Swingz and Roundaboutz!
---------------------------------------------------------------------------
Difficulty: 3/5
Target: 40/40 Lemmings
Time: 9:00
30x Jumper 1x Stacker
2x Platformer 1x Stomper
5x Filler 5x Pole Vaulter
2x Club Basher 2x Scooper
The final Circus themed level in the game features quite a few tricks. "Jump"
twice at the start and "Platform" over the small gap to prevent any Lemmings
from splattering to death. Once they turn around let them walk up to the left
and "Pole Vault" two Lemmings from the left most tile so they reach up the huge
slope. "Jump" one Lemming into the wall so he turns, and have him "Scoop" down
to the left. The other Lemming should continue on, "Club Bash" throught the
block, "Platform" over the ledge and "Fill" the gap. This way all Lemmings can
reach the cannon.
Get the first Lemming to "Fill" up the following gap at the bottom of the slope
(requires two fills). Continue, "Fill" another gap, "Stomp" down along the right
side of the column of squares, "Club Bash" throught the white-red colunn and
wait for all 40 Lemmings to reach the exit. Yet another flawless tribe!
---------------------------------------------------------------------------
---------------------------------------------------------------------------
Highland Tribe
---------------------------------------------------------------------------
Level 1: Cream Of Lemming Soup
---------------------------------------------------------------------------
Difficulty: 1/5
Target: 40/40 Lemmings
Time: 9:00
10x Bazoorker 10x Stacker
10x Glue Pourer 10x Ballooner
10x Twister x -
10x Filler x -
A single "Twister" should get you to the bottom right corner if need be.
Otherwise use some extra skills to get there. Once you're there a single
"Bazooker" should get you through the final obstacle.
---------------------------------------------------------------------------
Level 2: Wee Beasties!!!
---------------------------------------------------------------------------
Difficulty: 4/5
Target: 40/40 Lemmings
Time: 5:00
30x Jumper 4x Stacker
5x Platformer 10x Filler
10x Runner 20x Archer
1x Fencer 1x Stomper
I gave this level such a high rating, because the final fencing part requires
proper timing to get through without hitting metal. The very strict setting
makes you probably replay this entire level a few times to get it done properly.
Get a "Runner" with improved jumping abilities, and use him to get through the
upper left 'maze' section with 5 "Jumps". He can make all of them, but you may
require good timing (or a "Stacker" to get him to jump at the right moment).
Your speedy guy will even make it over the 3 tile gap with a single "Jump", so
you don't have to waste/wait a "Platformer" here. Let him fall all the way down,
"Jump" into the wall to turn him around, and let him approach the green soil.
When he's exactly against it, use "Fencer" to get through. If you did it right
he should reach the other Lemmings and not hit any metal along the way.
---------------------------------------------------------------------------
Level 3: Stop Your Ticklin' Jock!
---------------------------------------------------------------------------
Difficulty: 2/5
Target: 40/40 Lemmings
Time: 4:00
20x Filler x -
20x Jumper x -
5x Builder x -
x - x -
"Build" a platform up the right ledge, and "Build" another up the small ramp to
your right. This will cause all Lemmings to bounce over several platforms to the
left. Once the first one make it there, use 3 "Fillers" to plug the hole and
finish the level.
---------------------------------------------------------------------------
Level 4: A Mere Stone's Throw
---------------------------------------------------------------------------
Difficulty: 1/5
Target: 40/40 Lemmings
Time: 5:00
25x Thrower 5x Fencer
5x Filler x -
5x Attractor x -
10x Jumper x -
Finally, a level that actually makees use of the "Thrower". Let the first
Lemming walk of hte ledge, and have the second start "Attracting". Your first
Lemmings should also be under this influence. Now, have him "Throw" all his
rocks to form a large ramp, because he can't walk due to the attractor it should
form a perfect arc. "Fill" up the hole and release the attractor to get this
level done with.
---------------------------------------------------------------------------
Level 5: Donald Whars Yer Lemming
---------------------------------------------------------------------------
Difficulty: 1/5
Target: 40/40 Lemmings
Time: 4:00
1x Pole Vaulter 1x Builder
3x Jumper 1x Parachute
5x Platformer x -
5x Club Basher x -
This level looks rather awkward due to the fact the main gimmick of this level
is not present in this version of the game: the chain. Instead, they've given
you a "Parachuter" to play with.
Start the level and have one Lemming (from any side) "Jump" over the square.
Make him a "Parachuter" and wait until he falls down the ledge. Quickly turn on
the fan and guide him to the ledge below on the same side. This will make him
try to walk of the ledge, so you can change him into a "Platformer". Use 3
platforms to reach the other side, and then "Club Bash" through both sides to
release them all.
---------------------------------------------------------------------------
Level 6: Brigadoom!
---------------------------------------------------------------------------
Difficulty: 3/5
Target: 40/40 Lemmings
Time: 3:00
5x Hang Glider 2x Roper
1x Ballooner 2x Laser Blaster
5x Jumper x -
5x Surfer x -
Lemmings appear in two groups in this level. Both of them are initially trapped,
but only the Lemmings on the left side can actually do something about this
situation. "Jump" with the first Lemming on the left over the right bump. "Hang
Glide" to the right and push the Lemming down so he lands on the small ledge.
From here use a "Laser "Blaster" to free the Lemmings above him. There should
still be enough time from him to setup a "Roper" and connect with the small
island to the left. Don't let your guys fall down here as the vegetation below
contains killer plants. Avoiding the plants should set these Lemmings free.
For the other side, get another "Hang Glider" ready and guide one of the
Lemmings near the "Roper" over to the left floating ledge. Use another "Roper"
to get to the left ramp and let the Lemming walk all the way up there. At the
top use a "Laser Blast" just after turning around through the ceiling freeing
all the Lemmings in the process.
---------------------------------------------------------------------------
Level 7: In Memory Of McAngus
---------------------------------------------------------------------------
Difficulty: 2/5
Target: 40/40 Lemmings
Time: 5:00
10x Platformer 10x Club Basher
10x Stacker x -
10x Jumper x -
20x Laser Blaster x -
Two cannons in this level and their range is blocked by some walls that need to
be removed. From the beginning find the right trapdoor and "Jump" one Lemming
over the left side. He'll fall down, get up, and walk to the left. From there
use a "Platformer" to clear the gap between the platforms. Now "Laser Blast"
both left and right wall sections to free up the Cannons. You have plenty of
blasters so don't worry if you don't get your aim perfect the first time.
Let the Lemmings continue their path and they'll make it to the Telephone booth,
but facing the wrong direction. "Platform" to the left side with the first and
second Lemmings, so none will fall into the gap. Once this is done wait for all
Lemmings to get past the cannon. Alternatively, "Club Bash" the right obstacle
so your guys fall onto the platform you just constructed and exit right away.
---------------------------------------------------------------------------
Level 8: The White Heather Club
---------------------------------------------------------------------------
Difficulty: 3/5
Target: 40/40 Lemmings
Time: 5:00
5x Hopper 5x Jumper
4x Basher 1x Parachute
2x Platformer x -
1x Laser Blaster x -
The first Lemming should use the Cannon here. The second should "Bash" into the
rising slope so the path is blocked for all the other Lemmings. Once the first
guy has recovered from the cannon blast "Jump" over the gap and turn him into a
"Parachuter". This will make him fall down both ledges (the bottom ledge has a
bump that is too high to climb) and push the Lemming to the right with the fan
past the white rock. This will make him turn around, now "Jump" over the small
gap, fall down the right hole, "Jump" into the wall to turn the Lemming around,
"Platform over the bottom pits to the left and "Bash" through the left wall.
Continue on, and "Platform" over the gap, turn back to the left, "Laser Blast"
through the ceiling so the other comrades are freed and "Bash" through the final
dent to clear the path for all Lemmings.
---------------------------------------------------------------------------
Level 9: Take A Running Jump !!
---------------------------------------------------------------------------
Difficulty: 3/5
Target: 40/40 Lemmings
Time: 5:00
5x Flame Thrower 3x Jumper
2x Platformer 3x Floater
1x Attractor 3x Rock Climber
1x Icarus Wings 1x Runner
Separate the first Lemming with a "Jump" so the third or so can start
"Attracting" all but the first Lemming. Change your single one into a "Floater"
& "Rock Climber". Wait from him to ascend over the big wall to the right, then
use the "Icarus Wings" to get him airborne. We need this to turn him around and
face the other way with the fan. After doing that make him crash into the ground
so he's facing the high wall from the left side.
Now you can easily "Flame throw" through the wall and use several "Platforms" to
clear the path. Get your attractor to stop and that's it for this level.
---------------------------------------------------------------------------
Level 10: Eat My Shrapnel !!
---------------------------------------------------------------------------
Difficulty: 1/5
Target: 40/40 Lemmings
Time: 4:00
5x Exploder 5x Jumper
2x Platformer 3x Slider
4x Attractor 1x Rock Climber
1x Ballooner 2x Shimmier
The final Highland level is actually not that hard in this version of the game.
Since you're given "Shimmier" the difficulty of this level becomes a lot easier
than in the original, hence the low score.
From the start "Attract" all but the first Lemming. Make that fella into a
"Slider". When he's at the edge "Jump" to make him slide down the wall. At the
bottom change him into a "Shimmier" so he can get past the watery pit. After he
stops shimming, wait for the bloke to turn around and "Platform" over the water
(don't forget to "Jump" because the slider will otherwise take over and make him
face right again!). Free the attractor and followers to get another perfect
clear for this tribe.
---------------------------------------------------------------------------
---------------------------------------------------------------------------
Polar Tribe
---------------------------------------------------------------------------
Level 1: Lem Me Out !
---------------------------------------------------------------------------
Difficulty: 1/5
Target: 40/40 Lemmings
Time: 5:00
1x Flame Thrower 2x Runner
4x Bazooker 2x Builder
4x Mortar 6x Rock Climber
2x Glue Pourer x -
Use 2 "Bazooka" shells into the left snow to get out of the initial contraption.
Let your Lemmings turn around and make the first one into a "Runner" & "Rock
Climber", the second can start "Building" a staircase against the metal. With
the climber's head start fry through the snow with a "Flame Thrower".
Next get the runner to use a "Glue Pourer" at the very edge. Don't use it before
reaching the top of the slope or else the Glue will solify in the wrong place.
That's all.
---------------------------------------------------------------------------
Level 2: Ice Ice Lemy
---------------------------------------------------------------------------
Difficulty: 1/5
Target: 40/40 Lemmings
Time: 5:00
10x Skater 1x Laser Blaster
3x Fencer 5x Runner
2x Flame Thrower 2x Stacker
5x Thrower 4x Jumper
There's a little loophole that allows you to circumvent the entire loop around
the snow and ice. From the start let the first Lemming turn back and "Flame
Throw" twice at the ramp's base. Next use a "Fencer" and you should be able to
fall through the bottom of the ice (eventhough the fencer is going slightly
upwards). This means an easy victory for all your Lemmings.
---------------------------------------------------------------------------
Level 3: Snow More Lems
---------------------------------------------------------------------------
Difficulty: 2/5
Target: 40/40 Lemmings
Time: 6:00
1x Stacker 6x Roper
1x Runner 1x Super Lem
10x Jumper 1x Fencer
2x Filler 6x Bazooker
Initiate with turning the first one into a "Runner", "Fence" through the small
christmas tree to the right and let him expand his headstart until you reach the
metal area at the bottom. Use a "Roper" to get inside the structure. From there
use a "Roper" diagonally leftupward & rightupward(2x) to reach the topright
pocket. Let the Lemming turn around and use the fifth "Roper" to reach the
topleft area (Make sure to aim high enough!). In here several "Bazooker" skills
should get you through to the exit.
---------------------------------------------------------------------------
Level 4: Danger Thin Ice !
---------------------------------------------------------------------------
Difficulty: 3/5
Target: 40/40 Lemmings
Time: 5:00
10x Platformer 25x Skater
10x Bazooker 35x Thrower
10x Jumper 15x Filler
10x Ballooner 10x Stacker
Again, the skater won't be needed in this stage... The first Lemming needs to
get uphead, but this time we don't have Runners or Attractors. Instead, let him
"Jump" three times on the slope (to make the largest distance), let him fall
down 2 times to reach the diagonal slope. After a few steps use a "Stacker" and
after placing the third block he should face left again and the blockade should
be unpassable for the other Lemmings, then make him "Jump" to continue on
leftwards. At the edge "Platform" to the left. The other Lemmings should catch
up with him now, but none should get stuck on the ice sheet below (if one
actually does a "Skater" will resolve this).
The first Lemming to reach the turnpoint on the left should be "Jumped" as many
times as possible to get the best headstart (don't bump his head into the
ceiling, or better make the second Lemming bump into it so the distance becomes
larger!). At the bottom of the slope use a "Platformer" to reach the other side.
This can be done before the trailing Lemmings catch up. Finally, a "Bazooka"
shell should 'fell' the tree and lead the way to the igloo exit.
---------------------------------------------------------------------------
Level 5: Take Your Best Shot !
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Difficulty: 2/5
Target: 40/40 Lemmings
Time: 9:00
1x Jumper 7x Roper
3x Scooper 3x Bazooker
3x Bomber 3x Fencer
2x Filler 1x Mortar
You start with a critical predicament. Quickly get a "Roper" on the first
Lemmings that falls down so you can create a path from the start to the tree top
to the left. Otherwise your Lemmings will meet an unfortunate fate very soon.
The pocket next to the tree should keep your Lems confined for now. Have one
"Jump" of the treetop to get past it giving you something to work with.
Let him fall down two slopes and latch onto the left area using a "Roper". walk
into the metal section, "Rope" two more time onto the topleft corners to get
past this, and "Bomb" through the thin ice at the very left. Follow up with two
more "Bomber" against the left wall to create a path underneath the metal
blocks. From there a single "Scooper" should open up the passage to the igloo.
Lastly, use a single "Fencer" to release the other Lemmings from the isolated
area.
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Level 6: Turn Back !
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Difficulty: 3/5
Target: 40/40 Lemmings
Time: 6:00
3x Platformer 1x Stomper
3x Thrower 2x Club Basher
3x Runner 1x Attractor
1x Filler 10x Jumper
Start off with a "Runner", then turn the second Lem into an "Attractor". Follow
the runner along the path downhill, "Club bash" into the upgoing slope and use a
"Rock Thrower" to stop him in his track. This will also turn him around, which
is a good thing.
"Club bash" into the left wall, once past the snowman visible down below "Stomp"
all the way down. Construct a long triple "Platform" all the way to the left.
You can release the attractor with a "Jumper" and they should all make it home
safely.
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Level 7: Slippin Sliding
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Difficulty: 3/5
Target: 40/40 Lemmings
Time: 5:00
2x Runner 2x Bomber
2x Thrower 2x Archer
5x Skater 2x Platformer
6x Jumper 1x Stacker
Nothing is there to stop your Lemming army (other than the Stacker), but that's
okay. You can make this level through without a blockade. Start with using up
all 6 "Jumpers" on the first Lemming. You can make the second Lemming into a
"Bomber" not only will this stop him in his tracks but the next two Lemmings
will also be thrown back by the explosion.
Back to the first guy: Let him fall down, then make him "Platform" as close as
possible to the other edge, so he stops as soon as possible. Continue to the
right and use a "Bomber" at the very edge to make the fall non-fatal height.
Lastly, use another "Platformer" to reach the igloo. The other guys will catch
up on him very closely, but it should still be safe enough.
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Level 8: Snowed In !
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Difficulty: 2/5
Target: 38/40 Lemmings
Time: 4:00
1x Magno boots 2x Platformer
2x Thrower 2x Fencer
5x Jumper x -
4x Exploder x -
Oh no, two Lemmings die in a single level, this is pretty bad for the
statistics. Unfortunately, there seems to be no way around this problem...
At the topleft trapdoor "Magna Boot" up the left wall, followed immediately by a
"Jump" so you land on the lower ledge to the left. The Lemming will turn around,
fall down the ledge, "Fence" through the wall section, "Platform" over both gaps
(start low as possible) and reach the exit. To free the Lemmings use two
"Exploders" on the left wall section, time the 5 second delay. For the topright
section a single "Fencer" is all that is needed to free them all.
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Level 9: Its All Up Hill !
---------------------------------------------------------------------------
Difficulty: 3/5
Target: 38/38 Lemmings
Time: 6:00
2x Rock Climber 1x Roper
2x Miner 4x Glue Pourer
1x Runner 2x Flame Thrower
2x Jumper 6x Builder
"Build" over the first and second gaps to the left. Use a "Roper" when the
Lemming reaches the metal to create a shortcut to the topright area. The first
Lemming to turn back can "Build" in the narrow gap on the slope to the left.
After two bricks, change to "Glue Pourer" so all the Lemmings will get trapped
up there instead of walking back all the way down.
Get one Lemming as "Rock Climber" to ascend the left wall, "Jump" past the exit,
make him turn against the tree, and "Mine" from the bottom of the left pocket to
the other Lemmings all the way to the right. On their way back a single
"Builder" can complete the path to the exit.
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Level 10: Stay Frosty
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Difficulty: 3/5
Target: 38/38 Lemmings
Time: 6:00
5x Twister 4x Glue Pourer
4x Icarus Wings 5x Jumper
1x Attractor 4x Flame Thrower
10x Floater x -
Separate the first Lemming with some "Jumps" and turn the second one in an
"Attractor". The first Lemming should "Twist" just right of the three large
metal blocks. Guide him down, right, down, right into the bottom metal block
(don't make him fall down the bottom). Use 2 "Flame Throwers" to create a path
leading down the third floating platform.
"Pour Glue" down there at the centre to reach over the slope. At the edge use
the remaining three "Glue Pourers" to complete the path. Release the attractor
and you're done. Aww.. due to level 8 two Lemmings will miss out on the path to
the ark!
---------------------------------------------------------------------------
---------------------------------------------------------------------------
Space Tribe
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Level 1: Hit The Space Bar
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Difficulty: 1/5
Target: 40/40 Lemmings
Time: 4:00
5x Jumper 10x Mortar
10x Jet Pack 10x Platformer
10x Runner 10x Diver
10x Filler 10x Super Lem
Like most initial levels, this one is pretty simple. Use a "Mortar" in the most
bottomleft corner the Lemmings can reach manually. That's all they'll reach the
goal otherwise by themselves.
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Level 2: Perpetual Motion
---------------------------------------------------------------------------
Difficulty: 4/5 (2/5 if you let 1 get killed)
Target: 40/40 Lemmings
Time: 3:00
5x Magno Boots 5x Filler
1x Exploder x -
5x Jumper x -
5x Platformer x -
"Jump" one Lemming over both pockets, turn him into a "Magna Booter" to get past
the strange structure, and "Jump" again at the top to make him a regular Lemming
again. Next, let him "Jump" over the gap and turn around. He'll fall down a
small segment here.
You need to create a platform at the top of the segment, but the only way to
reach it (while facing left) is by "Magna Booting" all the way around. Once at
the top change to the said "Platformer". The next part has curcial timing. When
he's one block away from the ledge to the left make him a "Glue Pourer", then
spam the "Platformer" skill so he immediately afterwards creates another
platform brick. Due to the intermediate skill the brick will be ontop of the old
bridge, thus raising the platform by a few pixels. This is enough for your
Lemming climb over the small obstacle and continue left.
Again, "Platformer to the left again into the upside down vertical slope. When
you're just about to hit the platform change to the "Magna Boots" and your
Lemming will attach to the upside down slope. This way he'll reach the
horizontal part without the need for an Exploder! From here, use a "Platformer"
to the exit, and "Fill" up the holes at the top to release all Lemmings. Yay, we
managed to get 100% score here!
---------------------------------------------------------------------------
Level 3: The Lemmings Have Landed
---------------------------------------------------------------------------
Difficulty: 3/5
Target: 40/40 Lemmings
Time: 5:00
5x Fencer 8x Jumper
1x Platformer 1x Slider
1x Shimmier 1x Rock Climber
2x Stomper 1x Runner
The first Lemmings needs "Slider", "Rock Climber" and "Runner" skills. After
assigning all of them make sure he heads over the right wall, and make him
"Jump" 3x off each metal pillar. This way he'll reach the bottomright corner of
the map. From there use another "Jumper" to get him near the exit door area.
"Shimmy" over the ceiling here so you get past the exit, he'll fall down the
platform to the left, next "Platform" further on to the left, and finally
"Fence" into the left wall. In the mean while your regular Lemmings can "Stomp"
their way to the bottom. The "Stomper" should "Fence" to the left where he meets
up with the other path allowing all Lemmings to leave this part of the subspace.
---------------------------------------------------------------------------
Level 4: The Vortex
---------------------------------------------------------------------------
Difficulty: 2/5
Target: 40/40 Lemmings
Time: 9:00
1x Stomper 2x Attractor
5x Mortar 4x Filler
3x Platformer 5x Club Basher
1x Spearer 3x Roper
Start "Filling" up the hole to the right so the Lems can make their way to the
other side. "Rope" up the left corner, and "Club Bash" twice through the small
obstruction and wall in your path. Fall down the ledge and "Club Bash" another
time through the wall.
Almost, but not at the top "Stomp" down and "Club Bash" your way to the left.
All that remains is another "Club Basher" or "Mortar" to unlock the path to the
exit.
---------------------------------------------------------------------------
Level 5: The Stainless Steel Lemm
---------------------------------------------------------------------------
Difficulty: 2/5
Target: 40/40 Lemmings
Time: 9:00
4x Bomber 1x Filler
4x Jumper 5x Ballooner
3x Roper 1x Stacker
2x Slider x -
The first Lemming should "Rope" horizontally against the right wall, just make
sure your Lemmings can't walk over it or they'll all splatter to death. Get a
"Jumper" Lemming to cross the column singlehandedly, and turn him into a
"Slider" so he won't die from the long descend.
Once he's down let him go to the left, and "Stack" up the center-right of the
gap above you. At the top a "Roper" should be able to reach the left ledge. Now
turn your guy in a "Ballooner" so he can ascent to the top area. Blow him to the
left, and use the 3rd "Roper" to reach the top left area. All that remains is
strategic "Bombing" of the cords so the Lemmings can safely fall down the ledges
and head towards the warp exit.
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Level 6: Lunar Olympics
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Difficulty: 3/5
Target: 40/40 Lemmings
Time: 2:45
1x Climber 1x Pole Vaulter
1x Shimmier 1x Filler
1x Hoppper 2x Jumper
1x Runner 1x Spearer
This is a pretty long level for a single Lemming to traverse around. From the
start use 2 "Jumpers", then make him a "Runner" followed by a "Pole Vaulter" to
get over the high slope. Next a "Shimmier" followed by by "Hopper" are needed to
pass through the ceiling and block-gap-block areas. Once the Lemming falls
completely down to the bottom use a "Climber" to make the Lemming cross the two
square high column.
From here let him continue onwards, select the "Spearer" and give it to the
Lemming the moment he touches roughly the center of the third lefmost brown
block (this can be hard to time right). This way he'll throw the spear into the
floating brown block creating a ledge for the Lemmings to safely fall down.
"Fill" the gap with one of the remaining Lemmings and that's about it.
---------------------------------------------------------------------------
Level 7: Cosh It's Full Of Lemms
---------------------------------------------------------------------------
Difficulty: 3/5
Target: 40/40 Lemmings
Time: 4:00
5x Jumper 2x Magno Boots
5x Platformer 3x Bazooker
3x Runner 1x Stomper
1x Filler 5x Stacker
Let one Lemming "Jump" out of the starting area and onto the lowest of the two
ledges. "Platform" to the right, so he turns back, let him fall down (he'll
survive) and continue left. At the edge start "Stacking" thrice and follow up
with two "Platforms" to the left.
The Lemming will turn around again, and continue his way down. At the bottom use
3 "Bazooka" shots to open up the exit. Lastly, "Stomp" down the starting area to
free all your guys.
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Level 8: Odyssey
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Difficulty: 4/5
Target: 40/40 Lemmings
Time: 4:00
2x Jumper 2x Stacker
1x Rock Climber 1x Stomper
2x Laser Blaster 1x Slider
1x Shimmier 1x Parachute
This is the first of three Space levels to incorporate a new feature: the
Teleporter. On the map Teleporters appear in sets of two and are interconnected
as you might suspect. The downside is that all teleporters look a like so it's
hard to tell apart which teleporter will make you end up where. Fortunately,
there's this guide of course. :P
There are two trap doors. The right trap door leads the Lemmings to a small
pocket down the center of the map. We can worry about those later. This leavees
the entry point from the top left part to your primary concern. "Stack" up
_underneath_ the ceiling as Lemmings will pass above there later on. During the
stacking process one Lemming should automatically get past the stackig Lem. This
is good as we need 2 Lemmings later on. Let the little guy continue and watch
him appear on the right side. After falling down, wait for him to turn around,
and then "Stomp" down the center of the brown square. Make him into a
"Parachuter" and guide him to the bottom of the level near the location where
all the other Lemmings from the right trapdoor are trapped. The second Lemming
will follow and take the other branch which locks him up for now.
Once the parachuter guy is down "Stack" another small tower to the right of the
Lemmings heap. Wait for him to complete his task and fall down the left side,
"Laser Blast" up the contraption to free all those Lemmings. They will now make
their way to the other comrades whom we left to the left of the first "Stack".
Back to the single Lemming! Make him a "Rock Climber", after getting to the top
follow the path to the right and "Jump" near the slope to reach the top right
corner. Wait for the turn around, "Jump" again towards the overhanging ledge and
your rock climber Lemming will ascend it. Eventually he will reach the
Teleporter from here.
If all goes well he appears right underneath all the other Lemmings. "Laser
Blast" upwards and you're finally done!
---------------------------------------------------------------------------
Level 9: Inside The Steel Box
---------------------------------------------------------------------------
Difficulty: 3/5
Target: 40/40 Lemmings
Time: 6:00
3x Roper 1x Stacker
2x Platformer 2x Builder
1x Runner x -
2x Filler x -
As the name suggests you need to find the correct teleporter to reach the exit
down below the entrance which is encased by a metal box. Get the first Lemming
to "stack" up against the right metal block so he can get over it. Follow hiim
to the right and at the very edge of the platform use a "Roper" to the nearby
diagonal slope upwards (the chord is just long enough to make it).
Let him walk up the slope, turn around, and "Rope" up the left edge. Go through
the Teleporter and make him a "Runner". By doing so he won't splatter to death,
but make a small leap to the left ledge when he falls off. Wait for the turn
around and "Build" a bridge to get over the trapped areas.
Continue on to the right, turn around again, "Build" up into the topleft ledge,
walk up, turn around yet another time, "Platform" to the next set of
teleporters. This set will lead to the exit! Release the other Lemmings by using
the final "Roper" on the top of the stack you made earlier.
---------------------------------------------------------------------------
Level 10: Frontier Of Surreality
---------------------------------------------------------------------------
Difficulty: 4/5
Target: 40/40 Lemmings
Time: 5:00
20x Bazooker 2x Rock Climber
2x Club Basher 10x Jumper
1x Glue Pourer x -
2x Runner x -
Start with two "Jumpers" to get Lemming separated like usual. Let him fall down
and at the very right corner use a "Bazooka" shell to create a gap through which
you can fall. Enter the teleporter down below facing left (thus "Jump" over the
gap and turn back before going down there).
From the teleporter use the "Bazooka" directly to create a hole in the wall to
the right. "Jump" into this hole, followed by a "Club Basher" to the left. Let
the Lemming fall down, turn him into a "Rock Climber", so you can "Jump" into
the wall. This will make him reach the area of the final exit door. Because
you're facing left it's possible to "Glue Pour" over the left ledge. This fills
the gap between the other Lemmings and the exit itself.
All that remains is evacuating the Lemmings to finish this level. However, you
have no way to "Fill" or get up the right metal box or so it seems. Fortunately,
using a "Bazooker" will cause an explosion that blows your Lemmings out of the
pocket. You should have plenty of shells to get them all out. Good luck!
---------------------------------------------------------------------------
---------------------------------------------------------------------------
Cavelem Tribe
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Level 1: Audex Powder
---------------------------------------------------------------------------
Difficulty: 1/5
Target: 40/40 Lemmings
Time: 4:00
3x Stomper x -
5x Builder x -
2x Club Basher x -
x - x -
Like most first levels, this tribe's initial challenge is pretty simple. Let the
Lemmings fly through the air at the hand (or rather tail) of the first two
Dinosaurs. Before reaching the third "Stomp" down the ground and your guys will
make it through.
---------------------------------------------------------------------------
Level 2: Successive Division
---------------------------------------------------------------------------
Difficulty: 1/5
Target: 40/40 Lemmings
Time: 4:00
3x Stomper x -
4x Scooper x -
x - x -
x - x -
Quite a symmetrical level, the idea here is to use Scoopers and Stompers in an
alternating fashion along with Lemmings appearing interleaved from left and
right trapdoors. First, start with a "Stomper" down the center, and "Scoop" on
the center slopes from both sides after the Lemmings turn around. Repeat the
process another time followed by a final "Stomper" to reach the exit.
---------------------------------------------------------------------------
Level 3: Mortal men Doomed To Die
---------------------------------------------------------------------------
Difficulty: 2/5
Target: 40/40 Lemmings
Time: 1:30
5x Stomper x -
5x Platformer x -
5x Jumper x -
x - x -
A very short and peculiar level this is. Your Lemmings will pour down the hatch
at an alarming fast rate, but fortunately this is not very cricital. Let the
Lemmings fall down and get up to the small right mushroom, next "Stomp" two
times followed by a "Platformer". This should get you past the blockade and send
your Lemmings directly towards the exit.
---------------------------------------------------------------------------
Level 4: A Stompin' Good Time!
---------------------------------------------------------------------------
Difficulty: 2/5
Target: 40/40 Lemmings
Time: 4:00
1x Roper x -
10x Stomper x -
1x Platformer x -
10x Scooper x -
Two trapdoors and only one exit. "Scoop" with a Lemming from the left side down
to the right. Do it again in the very right corner on this lower level to have
them reach the exit. For the left side: "Stomp" down between the metal blocks
when your Lemming is facing left, and try to keep on the right side as far as
possible. Halfway through the second ledge change to a "Scooper" so he create a
diagonal path leading to the exit (without fearing that Lemmings will face away
from the exit when falling down).
---------------------------------------------------------------------------
Level 5: This Is The Pits !
---------------------------------------------------------------------------
Difficulty: 3/5
Target: 40/40 Lemmings
Time: 7:00
2x Stacker 2x Builder
3x Platformer 10x Jumper
3x Stomper 5x Filler
2x Fencer 5x Hopper
One trapdoors and two exits here! The far right exit is very hard to reach, so
you'd better make it for the one directly below you. To get there have the first
Lemming "Stack" on the small ascending bump along the slope. This way only 1
Lemming will get past him. Make the stacker "Jump" to the left once he's facing
that direction.
The Lemming that got past him can start "Stomping" down towards the small water
pit below him. "Platform" over the pit, he'll turn around, "Stomp" on the left
of the metal and you'll reach the exit. "Fence" through the stack to clear the
path for all other Cavelems.
---------------------------------------------------------------------------
Level 6: Ain't No Time
---------------------------------------------------------------------------
Difficulty: 2/5
Target: 40/40 Lemmings
Time: 3:00
1x Roper 2x Builder
5x Filler 2x Glue Pourer
2x Stomper 7x Jumper
2x Fencer 2x Jet Pack
Start immediately with a "Stomper". The second Lemming will walk by, but after
the third appears you should be deep enough so turn him into a "Jet Pack" to
prevent him from stomping any further. Use the "Roper" with the second Lemming
to the topleft wall area which can be "Fenced" through. On the other side simply
start a "Builder" and after two blocks turn him into a "Glue Pourer" this should
create a path to the exit. Use one of the many "Fillers" to release the Lemmings
from their little nice.
---------------------------------------------------------------------------
Level 7: Deadly Exit
---------------------------------------------------------------------------
Difficulty: 2/5
Target: 40/40 Lemmings
Time: 9:00
10x Jumper 4x Platformer
1x Twister 1x Sand Pourer
1x Scooper x -
2x Stacker x -
"Jump" the first Lemming of the mushroom, let him walk ontop of the metal boxes,
"Platform" once to reach the other side. "Stack" directly after falling down
twice, then "Platform" to reach the top central ledge of metal blocks. Lastly,
use a "Twister" to cut through the shroom.
---------------------------------------------------------------------------
Level 8: Wilma!
---------------------------------------------------------------------------
Difficulty: 3/5
Target: 40/40 Lemmings
Time: 8:00
2x Icarus Wings 5x Stacker
8x Fencer 10x Ballooner
1x Bomber 10x Jumper
8x Filler 2x Platformer
"Jump" twice with the first Lemming to create a larger gap, then have him
"Stack" up near the end of the ledge, so he can block off any other Lemmings and
also "Jump" to the other side of the gap. Let him fall down, turn around,
"Balloon"ride to the left ledge, then "Stack" up against it let him fall off the
left side so you can "Platform" over the left side twice. From there on it's a
straight path down.
At the bottom "Fence" through the right side of the ledge and also "Fence"
through the plants at ground level to reach the exit doorway. Another "Fencer"
should break down the stack you made earlier, thus freeing all of the other
Lemmings.
---------------------------------------------------------------------------
Level 9: Evolution of Lemmings
---------------------------------------------------------------------------
Difficulty: 4/5
Target: 40/40 Lemmings
Time: 9:00
1x Parachute 4x Climber
8x Basher 5x Ballooner
2x Stomper 1x Jumper
6x Platformer 2x Shimmier
Quite a long level as you might suspect from the size. Let the first Lemming
"Jump" and "Parachute" his way down. Move him on the edge to the left, so you
can "Platform" into the right wall. "Parachute" down another level, turn around,
fall down again, and "Platform" into the right wall. At the very right side
"Stomp" through to reach the protruding cube below it.
"Parachute" again, but blow him into the left wall. This will turn him around
and fall again. If you now carefully blow him into the left ledge underneath the
block he should be facing right. Which allows you to create another "Platform".
Release the other Lemmings with a single "Basher" and that should be it. There's
a lot of 'ouching' to be heard as there are several 5+ square drops, but none of
them should prove to be fatal.
---------------------------------------------------------------------------
Level 10: Ah'm No Done Yet
---------------------------------------------------------------------------
Difficulty: 4/5
Target: 40/40 Lemmings
Time: 3:00
4x Jumper 2x Platformer
2x Shimmier 1x Glue Pourer
1x Fencer 1x Floaster
4x Builder 1x Stomper
This level is quite tricky. Again, you start enclosed by two mushrooms, which is
ideal to get one Lemming out on the right side with a "Jumper". Let him continue
his way down the slopes, "Build" over the edge to reach the metal block,
"Platform" off the left ledge and fall down, so your Lemming turns at the
mushroom.
Carefully observe the ledge and notice that there is a one pixel edge below the
mushroom on the right. Let your Lemming fall down there and immediately "Pour
Glue" to reach the other side. Free the other Lemmings with a "Fencer" and
you're done.
---------------------------------------------------------------------------
---------------------------------------------------------------------------
Shadow Tribe
---------------------------------------------------------------------------
Level 1: Land Of Oz!
---------------------------------------------------------------------------
Difficulty: /5
Target: 40/40 Lemmings
Time: 9:01
15x Filler 15x Glue Pourer
15x Flame Thrower 15x Roper
15x Jumper x -
15x Platformer x -
In this level Lemmings will be walking around freely. "Flame throw" just before
reaching the treacherous red buttons, so your Lemmings won't trip the pancake
crusher traps. Next "Flame throw" four times to get through the 'OZY' letters.
Your Lemmings will march by a telephone booth, but that's not the exit for these
type. Continue on and they'll fall down & turn around. Use a "Filler" to fill up
the gap and use another "Filler" just before reaching the next two red buttons.
After that all that remains is one more "Filler" to patch up the small inlet
preventing your Lemmings to reach the TARDIS shaped exit from Dr. Who.
---------------------------------------------------------------------------
Level 2: Nitram The Huge!
---------------------------------------------------------------------------
Difficulty: 1/5
Target: 40/40 Lemmings
Time: 9:01
1x Bomber 1x Exploder
1x Stomper 1x Fencer
1x Twister 1x Basher
1x Digger 1x Scooper
We can get around the Exploder in this level, so no Lemmings have to die. From
the start use a "Digger" and a "Stomper" to get through the first two layer.
Next use a "Twister" against the wall to get past the next two thin layers in
one go. At the bottom "Bash" to the right, let the guys walk up the ledge, turn
around to the left, and "Fence" through the brightly lit building. From there
it's peanuts to the exit.
Nitram sounds weird though, perhaps they reversed "Martin" from some reason..?
---------------------------------------------------------------------------
Level 3: Twin Bleeps
---------------------------------------------------------------------------
Difficulty: 1/5
Target: 40/40 Lemmings
Time: 3:00
8x Flame Thrower x -
4x Roper x -
4x Filler x -
x - x -
Another level that's very small and easy, mostly due to the simplication this
game's version of the level is. It's a pity really... Anyway, two entries and
one exit. From the left entrance "Flame Throw" through the right structure.
"Rope" over the metal block, and use another "Flame Thrower" to reach the
TARDIS. For the right side, use a "Flame Thrower" to the left, let the lemmings
fall off the ledge, turn around, and "Flame Throw" through the bottom of the
tile to reach ground level. you only need one more "Thrower" to get all the
righties to the exit as well. No need for "Filler" here. ;)
---------------------------------------------------------------------------
Level 4: The Pancake Factory.
---------------------------------------------------------------------------
Difficulty: 2/5
Target: 40/40 Lemmings
Time: 9:00
3x Jet Pack 5x Fencer
7x Basher 2x Bomber
5x Glue Pourer x -
2x Bazooker x -
Lot's of '!' blocks means lots of stompers; you'd better not make too many
Lemming pancakes here. "Jet pack" the first bloke, and blow him to the left area
with the fan. At the bottom "Bash" against the thin wall, ontinue right, use a
"Glue Pourer" to fill up the red buttons, such that they cannot activate the
stompers anymore.
Have your Lemming turn around, "Bash" through the wall on the left, ascend the
four slopes, and "Pour Glue" two more times to fill up the gaps and red
activation button. For the remaining Lemmings, use both "Bombers" and possibly
"Bazookers" to create a gap in the bottom left corner of their confinement. They
should now be able to march to freedom!
---------------------------------------------------------------------------
Level 5: Swingadingding
---------------------------------------------------------------------------
Difficulty: 1/5
Target: 40/40 Lemmings
Time: 4:00
1x Rock Climber 1x Jumper
3x Platformer 1x Hang Glider
1x Basher x -
1x Laser Blaster x -
What a strange name for a level you might think... Well, if you read any of the
other descriptions (or played the original version) this level was supposed to
have one of those blasted wind chains, but it does not on the SNES. Good thing
for you, as the level has now become almost trivial with the aid of an extra
Hang Glider skill.
Make the first Lemming into a "Rock Climber" get him over the dirt block, and
glide him to the bottom right using the "Hang Glider" (push him down so he gets
next to the water). After turning around "Platform" twice so you can fill the
watery pit. Lastly, a "Laser Blaster" will set everybody free.
---------------------------------------------------------------------------
Level 6: The School Gate.
---------------------------------------------------------------------------
Difficulty: 2/5
Target: 40/40 Lemmings
Time: 9:00
20x Jumper 10x Attractor
1x Fencer 1x Platformer
1x Super Lem 2x Filler
2x Roper 2x Shimmier
From the start let your Lemming drop down twice and "Fill" up the red button pit
to avoid making pancakes. At the bottom of the screen use a "Roper" to get up
the ledge, and another into the wall of the white windowed house. Once you're
here "Fence" through, and let all Lemmings use the cannon to reach the top
section. However, let only one Lemming pass by the others should wait on the
lower ledge where the cannon shoots them using an "Attractor".
Your first Lemming can continue on and "Fill" the gap near the top edge. At the
edge itself use a "Platformer" to reach the other side. Once the guy is on the
other side stop the Attractor with a "Jumper" or "Super Lem".
---------------------------------------------------------------------------
Level 7: Fritbatter Frolics!
---------------------------------------------------------------------------
Difficulty: 2/5
Target: 40/40 Lemmings
Time: 9:01
1x Rock Climber 10x Jumper
2x Shimmier 2x Digger
2x Scooper x -
1x Swimmer x -
First guy should "Rock Climb" over the right wall, "Jump" over the gap, and
"Swim" across the dark water pools. Have him turn around and start scooping at
the beginning of the third square from the wall. You should meet up with the
other Lemmings if you do this correctly. Lastly, a single "Scooper", "Digger" is
needed to reach the bottom area with the exit.
---------------------------------------------------------------------------
Level 8: Goossen's Inferno!
---------------------------------------------------------------------------
Difficulty: 3/5
Target: 40/40 Lemmings
Time: 9:00
5x Bazooker 6x Basher
5x Filler 40x Ballooner
3x Platformer 1x Fencer
5x Runner 1x Attractor
Start with a "Runner" that bashes through the right wall. In the mean while get
an "Attractor" to keep all the other Lemmings at bay. One tile from the bottom
"Platform" to the right over the gap, and "Fence" through the high building (it
won't collapse). After that "Fill" and "Fence" through the next obstacles, fall
down several ledges,
"Bash" through the left wall, and "Platform" over the red button and small hole
in the ground. Two more "Bashers" and "Filler" are needed to reach the cannons.
In the meanwhile release all the other Lemmings, while your first guy
"Platforms" over the slope to reach the actual cannons themselves. You might
think that you're done now, but alas... Due to the attractor you while have like
5 or 6 clumps of Lemmings and only one of them can activate/use the cannon at a
time. If you wait all 9 minutes they still won't be finished firing, due to the
very large ledge they're walking on. To remedy this, use "Balloons" on all 5
clumps so you can separate as many lemmings as possible. This is easier as
trying to blow thim into the TARDIS with a fan. By separating the Lemmings from
eachother they can use the cannon continuously and you don't need to wait that
long in the process.
---------------------------------------------------------------------------
Level 9: Spinny thang....
---------------------------------------------------------------------------
Difficulty: 2/5
Target: 40/40 Lemmings
Time: 9:00
10x Laser Blaster x -
15x Glue Pourer x -
10x Twister x -
5x Roper x -
This level has been nerfed to the limit. See that entire excavated ledge at the
bottom? Well, that wasn't present in the original. You had to get all the way up
there using the "Twisters" that you had. Almost feels like this version is
playing in "Easy" mode...
Anyho, "Twist" downward, but do it diagonally, as a 6 tile deep gap will create
a fall from splatter height! After your guys walk up use a few "Laser Blasters"
on the 'brick' shaped block to the right of the upperleft stomper. You'll blast
a hole halfway through the ledges with the laser. Next use a "Roper" to make
them run into the brick block as a wall. Follow up with a second "Roper" at the
end point into the slope going left. From there your Lemmings will continue,
turn around and walk directly into the exit without triggering the pancake
crushers.
---------------------------------------------------------------------------
Level 10: Moonswings
---------------------------------------------------------------------------
Difficulty: 3/5
Target: 40/40 Lemmings
Time: 6:00
1x Attractor 1x Stomper
2x Filler 1x Super Lem
2x Glue Pourer 1x Laser Blaster
2x Jumper x -
This level is indeed rather tricky, but that is to be expect from a final
challenge. "Jump" the first guy over the small block, "Pour Glue" at the end of
the ledge to get over the water pit. At the end of the newly poured ledge "Jump"
to the right to reach the lower section. Turn around, "Pour more Glue", and
"Stomp" through the bottom on the far left.
At the bottom "Fill" up a small gap, fall, down again, and "Super Lem" to the
right. At the wall, use a "Laser Blaster" to clear the path for the others.
Finally, use a "Filler" on the Lemmings in the entry pit to free them up.
They'll automatically reach the goal by themselves. By now you have saved the
shadow tribe completely!
---------------------------------------------------------------------------
---------------------------------------------------------------------------
Sports Tribe
---------------------------------------------------------------------------
Level 1: Ceci N'est Pas Une Pipe.
---------------------------------------------------------------------------
Difficulty: 1/5
Target: 40/40 Lemmings
Time: 9:00
20x Runner 20x Rock Climber
20x Jumper 20x Shimmier
20x Pole Vaulter 20x Slider
20x Archer 2x Fencer
This level was completely changed from the original, probably because they
couldn't fit in the many blowers that featured it. We should be very fortunate
here as this new level is easier and all 40 Lemmings can be saved.
From the start have a "Runner" "Jump" over the left obstacle and "Jump" again
over the two block square. Let him fall down all the way, turn around, change to
"Archer" and create a ledge halfway the right wall so the Lemmings won't fall
down splatter height. Let your runner continue on to the exit, and "Fence"
through the small obstacle at the start so your guys will get to the exit after
a short walk.
---------------------------------------------------------------------------
Level 2: School Sports Day
---------------------------------------------------------------------------
Difficulty: 1/5
Target: 40/40 Lemmings
Time: 9:00
10x Roper 1x Scooper
5x Flame Thrower 2x Ballooner
10x Filler 2x Platformer
1x Twister x -
Why this level was changed is beyond me. Just use a few "Flame Throwers" and a
"Roper" to reach the exit. If any Lemmings fall down the central pit a few more
"Ropers" should get them to the exit. 'Nuff said.
---------------------------------------------------------------------------
Level 3: Octathalon!
---------------------------------------------------------------------------
Difficulty: 3/5
Target: 40/40 Lemmings
Time: 9:00
20x Runner 5x Hopper
20x Jumper 2x Attractor
5x Platformer 2x Magic Carpet
10x Diver 5x Filler
Have the first Lemming "Jump" to the left and let the 3rd or so use the
"Attractor" to keep the other Lemmings in the top area. The separated guy will
continue his path down and turn around on the small ledge. At the centre of the
ledge "Platform" twice to the right. This should make him stop and fall down the
third block preventing him from dying from a high altitude drop. This may be a
little hard to get right the firs time, but with a few times it will work.
Let him continue to the left where you can "Fill" the gap 3 times to make him
climb out. The guy can ascend the pylon from the right by himself. Let him fall
down two more times and "Platform" a few blocks over the very small gap so he
doesn't fall down there. A wee bit further to the left he should fall down
several gaps and reach a very small non-ascendable pylon. Use another "Filler"
to clear the entire path. Lastly, stop the attractor and all should go well.
---------------------------------------------------------------------------
Level 4: Rrracketeerz!
---------------------------------------------------------------------------
Difficulty: 2/5
Target: 40/40 Lemmings
Time: 9:00
1x Fencer 10x Hopper
60x Jumper 20x Runner
1x Platformer 5x Shimmier
5x Diver 2x Roper
With this many tasks you can probably do it several ways. Here's a method that
should be at least easy to execute. From the start have one guy "Jump" over the
left red pin. The others will end up in a corridor below that keeps them walk
around in endless loops for now.
The single Lemming should walk over the ramp to the left and just after the top
of it use a "Shimmier" to get him to the other side. Let him continue, until he
reaches the checkered white/green block down below. Make him "Rope" into the
right wall to he turns back. On the left end use a "Platformer" to reach the
exit. Now all it takes is a "Fencer" to get through the small block and free all
the other Lemmings from their captivity.
---------------------------------------------------------------------------
Level 5: Ceci N'est Pas Une Pipe. (should have been: Blow Back....)
---------------------------------------------------------------------------
Difficulty: 3/5
Target: 40/40 Lemmings
Time: 9:00
2x Thrower 2x Slider
2x Pole Vaulter 2x Club Basher
2x Runner 2x Shimmier
2x Laser Blaster 2x Glue Pourer
Another level completely redone as the many exhaust fumes were too much to
handle for the SNES I guess. Immediately start with a "Thrower" to create a
barricade further to the right so everybody turns left. At the bottom let one
guy "Pole Vault" ontop of the higher ledge. Let him "Run" up the slope and turn
him into a "Slider". As sliders tend to turn around after going down each wall
he'll end up right next to the goal post. Let him "Jump" over it and "Laser
Blaster" through the ceiling from the right side of the post.
All that remains is "Club Bashing" through the right wall where your other
Lemmings are stuck. This will make them fall into the exhaust fumes and send
them over to the right ledge. Because of the laser blaster earlier on they
should all reach the exit rather than falling off the screen.
---------------------------------------------------------------------------
Level 6: Double Trouble
---------------------------------------------------------------------------
Difficulty: 2/5
Target: 40/40 Lemmings
Time: 6:00
2x Rock Climber 1x Slider
2x Parachute 1x Stomper
10x Jumper 2x Platformer
1x Runner 1x Basher
Make the first Lemming a "Parachuter" and "Runner". Have him "Jump" over the
left block which is possible as a runner. Don't turn him in a rockclimber as
this will be a nuissance later on. On his way down he'll open his parachute so
you can blow him into the metal pocket to the right. "Platform" to the right so
there's a ledge for your Lemmings to fall down safely.
Your "Runner" should continue on, until he gets trapped the right section. At
this point use the "Stomper" on the right side of the centralright tile. 5 tiles
down use a "Jumper" to make the Lemming stop his stomping and fall down the
bottom ledge. After he turns around a single "Platformer" should be sufficient
to reach the exit. The "Basher" you still have left can be used to free your
other Lemmings.
---------------------------------------------------------------------------
Level 7: The Sun Sign Selection
---------------------------------------------------------------------------
Difficulty: 3/5
Target: 40/40 Lemmings
Time: 9:00
1x Magno Boots 5x Shimmier
2x Ballooner 20x Jumper
1x Kayaker 1x Pole Vaulter
1x Platformer 1x Laser Blaster
A huge level, but we'll only ever going to look on the left screen where the
entry and exit are. As usual, start with two "Jumpers" to get over both
obstacles. After this directly use another "Jumper" as early as possible to make
your target crash into the side of the checkered block, this will make him face
the other way as he continues his way down.
While he's drowning turn him into a "Kayaker" so he reaches the western shore.
Meanwhile also get a _right_ facing Lemming with the "Magno boots". It will take
this second guy quite some time, but we'll need him later when he's directly
below the ledge where he starts off.
Once the kayak trip is over let him turn around against the wall and make him a
"Ballooner". Once he's near the ceiling blow him to the right so he walks of the
right ledge facing right. When he's on the platform with the exit let him
"Platform" into the tubes, forcing him to turn around and reach the exit.
After doing all of this your magno booter guy should be walking up straight just
below the ledge where the other Lemmings are. Now turn him into a "Laser
Blaster" which frees all your guys.
---------------------------------------------------------------------------
Level 8: Run The Risk
---------------------------------------------------------------------------
Difficulty: 3/5
Target: 40/40 Lemmings
Time: 9:00
3x Platformer 1x Fencer
2x Archer 5x Builder
2x Super Lem 2x Pole Vaulter
2x Stacker 3x Stomper
Initiate with a "Super Lem" and guide him with the cursor over the tubes, other
barriers, and send him into the right wall. Let him walk left and before he
falls off "Arch" to the center of the left wall (this is necessary for the
Lemmings to drop down to later on). After this "Super Lem" returns which you can
use to get him down the slope on the left side.
From here "Build" 2 times from the very bottom edge to the right to get into the
small ledge. Near the metal "Stomp" down all the way to the bottom, "Fence"
through the wall, and "Platform" to the right to fill up a bottomless pit. After
turning around "Build" up into the left slope. Continue along that path, "Stack"
up three or four bricks and "Jump" off when he's facing right. "Platform"
another bridge into the right slope to reach the area with the exit. "Stomp"
down the right side of the dirt roughly halfway down. After doing so a "Pole
Vaulter" can be wasted to make him stop.
From here the clean up involves "Building" a staircase into the metal square
followed by a "Stomper" just above the arrow that's protruding from the wall.
Fast forward a bit and all troops make it to the exit.
---------------------------------------------------------------------------
Level 9: The Nervous Network!
---------------------------------------------------------------------------
Difficulty: 4/5
Target: 40/40 Lemmings
Time: 9:00
1x Rock Climber 3x Bomber
10x Jumper 2x Slider
1x Scooper 2x Shimmier
3x Glue Pourer 5x Roper
This level seems very long and complicated, and it is, but not as bad as you
might initially think. You only need to go through the central left area, which
is only roughly a quarter of the entire lay-out.
"Jump" over the mini-square, "Slide" down three slopes, immediately "Rope" into
the right wall to fill the gap to the right (for later on), and "Pour Glue" to
the left to fill all the ledges. Near the left wall "Rope" up the slope above to
get to a seemingly dead end.
Here we need to use a "Roper" upright into the ceiling. Your Lemming will climb
the rope, but when he reaches the top and turns around quickly make him a
"Bomber". Repeat this a second time to breach a hole into the ceiling, which you
can complete with the fifth and final "Roper". Next "Pour Glue" another time to
fill the gap, and the path to the goal is opened.
You should still have a single Scooper & Bomber left. Use the "Scooper" to get
through green dirt and use the "Bomber" to blast through the thin tube
surrounding your Lemmings. They should now make their way to the exit.
---------------------------------------------------------------------------
Level 10: Take Up Archery
---------------------------------------------------------------------------
Difficulty: 3/5
Target: 40/40 Lemmings
Time: 9:00
10x Jumper 3x Roper
10x Archer 1x Slider
3x Runner 1x Hopper
5x Spearer 1x Pole Vaulter
As the name suggests the Archer will be your primary task for this level. Get
over the obstacle in the beginning with a "Running" "Jump". Down the right
"Arch" 2 arrows into the bottomright corner of the left block you just fell off.
Repeat this for the next block as well.
Fall down the third block and another checkered block. Quickly, "Arch" two more
arrows in the left block to clear the bottomless pit. Turn around the right wall
and "Rope" up the left slope. Lastly, "Rope" up the next checkered block and the
path to the exit will be opened. Use your remaining "Roper" to free all the
other Lemmings. Once they march into the golf course's target you've finally
saved the sports tribe completely in tact.
---------------------------------------------------------------------------
That should be it, after receiving a gold standard on every of the 120 Levels
you get to see the credits. Watch the ark fly off taking the Lemmings with them
and watch the short witty comments in the credits themselves. Btw. doesn't: "One
got sick, and somebody shot a duck, but that was about it" sound familiar to
you?
===========================================================================
Appendix A: Bugs, Glitches and Stuff
===========================================================================
---------------------------------------------------------------------------
Bugs
---------------------------------------------------------------------------
I haven't found any bugs in this game that can seriously block your
progress, so far.
---------------------------------------------------------------------------
Glitches
---------------------------------------------------------------------------
Here I will describe some of the mistakes in the game that may seem odd,
but don't influence game play too much.
Save the game with 100% completion oddities
---------------------------------------------------------------------------
If you get the medal screen after finishing the last level for the last
remaining tribe you get the options: "Award Me" "Replay Previous Level" and
"Return to Menu" like usual. If you opt for return to menu and attempt to save
the game, it will still give 99% for the slot you selected, but (in my case free
slots) where changed to 1% as well. It is indeed quite strange that the other
save files are influenced by this. It must be an oversight in the game's code. I
haven't been able to verify where the 1% goes to, though...
---------------------------------------------------------------------------
Stuff
---------------------------------------------------------------------------
Version differences
---------------------------------------------------------------------------
As noted in most of the level descriptions quite a few levels have a
different/modified skill set or level lay-out all the same, when compared to the
original Amiga/PC versions.
Hidden menu options
---------------------------------------------------------------------------
Verbose Lemmings
- - - - - - - - -
Click on the dot of the "i" in Lemmings. This will create a talk bubble with the
word "Hi!". If you play a level after doing this Lemming sounds will also be
shown as text on screen. E.g. "chink" when a builder runs out of blocks, "oof"
when falling from a high distance etc.
Sound Test
- - - - - -
Click on the hole of the tree in the bottom left corner of the menu screen to
change the cursor to "Music Test!". With each click you can cycle through all of
the musical scores for the game. In order of appearance there is:
1. Classic Tribe
2. Beach Tribe
3. Cavelem Tribe
4. Circus Tribe
5. Egyptian Tribe
6. Highland Tribe
7. Medieval Tribe
8. Outdoor Tribe
9. Polar Tribe
10. Shadow Tribe
11. Space Tribe
12. Sports Tribe
13. Main Menu / Map
14. Introductory
15. Credits / Ending
Cheat Mode
- - - - - -
I'm actually not quite show how this is activated exactly. I've been able to get
this mode by clicking a lot of times on several locations on the main menu. Once
activated you'll see "cheat mode!" similar to "music test!" if you click on a
window or door of one of the Lemming's houses. Basically, the cheat mode unlocks
all levels (all levels have been completed with 1 Lemming). Thus you only have
to beat each of the final level to finish the game with a Bronze Talisman.
However, doing so won't give you the ending.
Climbing through walls
---------------------------------------------------------------------------
This is not quite a glitch, but it may strike some people as being rather
awkward. If a Lemmings gets stuck in solid object such as when pouring sand he
will climb upwards to get out. You'll see this many times when using the
"Filler", "Sand Pourer" and "Glue Pourer" skills. In some levels its possible to
trap a Lemming between a blocker and the wall. By doing so the Lemming will be
forced inside the wall and starts to climb it. This can also happen if you try
to pour when the Lemming is exactly against the wall.
===========================================================================
Credits
===========================================================================
The credits go to:
DMA Design (currently known as Rockstar):
These wonderful chaps created the sequel to the original Lemmings
Gamefaqs:
For putting this up the website.
You:
For reading this FAQ.
Me:
As I enjoyed making this FAQ.
===========================================================================
Copyrights
===========================================================================
Iron Knuckle 2013 (c)
Nothing out of this walkthrough may be copied for use on own websites, or
own profit. The following link is the only website on which my FAQ /
walkthrough is available, if you wish to upload the FAQ to your own website
please notify me before doing so. If I am interested enough I will grant
permission for an additional upload.
-----------------
Website locations
-----------------
http://www.gamefaqs.com
http://www.neoseekers.com
http://www.mycheats.com
http://www.ign.com
-----------------------
Other Interesting Links
-----------------------
-
-------------------------
Total GameFAQ productions
-------------------------
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Donkey Kong Country: 2 Diddy's Kong Quest Speed Guide
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Dungeon Keeper: Deeper Dungeons FAQ/Walkthrough
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Golden Sun: the Lost Age FAQ/Walkthrough
Jet Force Gemini In-depth; Capacity Crates
Lemmings 2: the Tribes FAQ/Walkthrough
Lufia 2: Rise of the Sinistrals FAQ/Walkthrough
Lufia 2: Rise of the Sinistrals World Map
Monkey Island 3: Curse of Monkey Island FAQ/Walkthrough
Paper Mario FAQ/Walkthrough
Perfect Dark FAQ/Walkthrough
Secret of Evermore FAQ/Walkthrough
Terranigma FAQ/Walkthrough
===========================================================================
E-mail, Questions and Contributions
===========================================================================
If you want to ask / contribute / correct anything about this Walkthrough /
FAQ about Lemmings 2, mail to knuckle_iron(at)hotmail(dot)com . Only send
mail that has to do with this game. ALL OTHER MAIL WILL BE IGNORED. I don't
mean to be rude, but this is a Gamefaq. Do wish to add that under normal
circumstances a reply will be given within 24 hours, if you mail is
considered relevant. I almost forgot; don't submit anything that has been
done already in this FAQ. In the section below this you can see a list with
examples of things that are incomplete.
===========================================================================
Unfinished business
===========================================================================
-Easier solutions (or saving more Lemmings, if possible)
-
-=-
- --=====-- -
- ---== | END | ==--- -
- --=====-- -