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Lemmings 2: The Tribes

Solutions - Amiga

Highland

  • Quicklink: Lemmings 2: The Tribes, Amiga, Highland, 1 - CREAM OF LEMMING SOUP Level 1

  • CREAM OF LEMMING SOUP

  • Number of lemmings that die: 0

  • Available time: 09:00

  • Skills: Lemmings 2: The Tribes, Amiga, Highland, 1 - CREAM OF LEMMING SOUP
  • Overview: Lemmings 2: The Tribes, Amiga, Highland, 1 - CREAM OF LEMMING SOUP
  • Guide a spinner down and blast through the wall.

  • Quicklink: Lemmings 2: The Tribes, Amiga, Highland, 2 - WEE BEASTIES !!! Level 2

  • WEE BEASTIES !!!

  • Number of lemmings that die: 0

  • Available time: 05:00

  • Skills: Lemmings 2: The Tribes, Amiga, Highland, 2 - WEE BEASTIES !!!
  • Overview: Lemmings 2: The Tribes, Amiga, Highland, 2 - WEE BEASTIES !!!
  • Let a lemming platform and the jump to the upper floor. Make him a stacker at the places shown in the picture. Let him jump at the right time. Now platform over the gap. Place another stack and let the lemming turn left. Now jump down. Fence towards the other lemmings and free the lemmings using pourers.

  • Quicklink: Lemmings 2: The Tribes, Amiga, Highland, 3 - Stop your ticklin' Jock! Level 3

  • Stop your ticklin' Jock!

  • Number of lemmings that die: 0

  • Available time: 04:00

  • Skills: Lemmings 2: The Tribes, Amiga, Highland, 3 - Stop your ticklin' Jock!
  • Overview: Lemmings 2: The Tribes, Amiga, Highland, 3 - Stop your ticklin' Jock!
  • Just build stairs at the places shown in the picture and pour in the pit. You might need to jump lemmings apart so you can get them home in time.

  • Quicklink: Lemmings 2: The Tribes, Amiga, Highland, 4 - A mere stone's throw Level 4

  • A mere stone's throw

  • Number of lemmings that die: 0

  • Available time: 05:00

  • Skills: Lemmings 2: The Tribes, Amiga, Highland, 4 - A mere stone's throw
  • Overview: Lemmings 2: The Tribes, Amiga, Highland, 4 - A mere stone's throw
  • Turn the second lemming into an attractor and let the first lemming throw rocks form 1/4th of the pit. When he's almost done, pour in the pit and free the attractor.

  • Quicklink: Lemmings 2: The Tribes, Amiga, Highland, 5 - DONALD WHARS YER LEMMING Level 5

  • DONALD WHARS YER LEMMING

  • Number of lemmings that die: 0

  • Available time: 04:00

  • Skills: Lemmings 2: The Tribes, Amiga, Highland, 5 - DONALD WHARS YER LEMMING
  • Overview: Lemmings 2: The Tribes, Amiga, Highland, 5 - DONALD WHARS YER LEMMING
  • First blow the chain up to full speed. Let a lemming from the left entrance jump over the obstacle and onto the chain. Release the lemming and make sure he falls at the left side of the gap. Now platform over the gap. Bash through the obstacles to release the lemmings.

  • Quicklink: Lemmings 2: The Tribes, Amiga, Highland, 6 - Brigadoom! Level 6

  • Brigadoom!

  • Number of lemmings that die: 0

  • Available time: 03:00

  • Skills: Lemmings 2: The Tribes, Amiga, Highland, 6 - Brigadoom!
  • Overview: Lemmings 2: The Tribes, Amiga, Highland, 6 - Brigadoom!
  • Let the first lemming jump over the right obstacle and give him a slider when he's walking down. Use the blower so he lands at the left side of the water right most. Give him a laser beam before he's turns left. This will let the first lemming from the right entrance fall down without getting knocked out. This lemmings must shoot a rope to the platform right of the exit. Should a lemming fall down before the rope has been placed, let it jump over the plant trap. Now let one lemming jump over the exit and give him a balloon. This lemming must shoot the other rope. With all this finished, let another lemming from the left entrance jump onto the obstacle and immediately make him a glider. He will glide into the wall and turn left. Surf over the water. Now laser at the place shown in the picture.

  • Quicklink: Lemmings 2: The Tribes, Amiga, Highland, 7 - In memory of McAngus Level 7

  • In memory of McAngus

  • Number of lemmings that die: 0

  • Available time: 05:00

  • Skills: Lemmings 2: The Tribes, Amiga, Highland, 7 - In memory of McAngus
  • Overview: Lemmings 2: The Tribes, Amiga, Highland, 7 - In memory of McAngus
  • First place all the canons as shown in the picture. Let the first lemming from the left cannon platform over the gap. Let the first lemming from the middle cannon stack at the place shown in the picture. When he's stack high enough, let him jump to the left.

  • Quicklink: Lemmings 2: The Tribes, Amiga, Highland, 8 - The White Heather Club Level 8

  • The White Heather Club

  • Number of lemmings that die: 0

  • Available time: 05:00

  • Skills: Lemmings 2: The Tribes, Amiga, Highland, 8 - The White Heather Club
  • Overview: Lemmings 2: The Tribes, Amiga, Highland, 8 - The White Heather Club
  • First put the canon at the place shown in the picture. The moment the first lemmings is blown away, move the cannon to the right. Now immediately give the chain full speed. Let it drop to half speed but not below! Jump the first lemming over the gap, he should return and fall. If everything went ok, he grabs the chain. Now give the chain full speed and release the lemming at the left side of the stone. Jump over the gap and hop over the other gaps. Now platform and bash. Near the exit, platform again and let the lemming return. Use a laser at the place shown in the picture. Bash through the last obstacle near the exit. Notice that some lemmings keep using the canon, let them jump over it.

  • Quicklink: Lemmings 2: The Tribes, Amiga, Highland, 9 - TAKE A RUNNING JUMP !! Level 9

  • TAKE A RUNNING JUMP !!

  • Number of lemmings that die: 0

  • Available time: 05:00

  • Skills: Lemmings 2: The Tribes, Amiga, Highland, 9 - TAKE A RUNNING JUMP !!
  • Overview: Lemmings 2: The Tribes, Amiga, Highland, 9 - TAKE A RUNNING JUMP !!
  • Give the first lemming a umbrella and make him a climber. Turn the second lemming into an attractor. Let the first lemming walk free. When he has climb up and is walking towards the exit, give him the wings and use the fan to turn him left. Use flamethrowers to get through the wall and platform over the gap. Now release the attractor.

  • Quicklink: Lemmings 2: The Tribes, Amiga, Highland, 10 - EAT MY SHRAPNEL !! Level 10

  • EAT MY SHRAPNEL !!

  • Number of lemmings that die: 1

  • Available time: 04:00

  • Skills: Lemmings 2: The Tribes, Amiga, Highland, 10 - EAT MY SHRAPNEL !!
  • Overview: Lemmings 2: The Tribes, Amiga, Highland, 10 - EAT MY SHRAPNEL !!
  • Turn the fourth lemming into an attractor and give the first lemming a balloon as late as possible. Immediately turn him into an exploder. Jump one lemming free and make him a climber. Jump onto the wall, when he's in the gap created by the exploder, give him a mortar. Make sure he falls back in the created gap. Now let him walk, when he returns to the left, platform over the water. Release the attractor.

Last edit: Wednesday, 14 May 2008.

Main source: own words.
Graphics: Lemmings 2: The Tribes, Amiga platform.