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Lemmings 2: The Tribes

Solutions - Amiga

Medieval

  • Quicklink: Lemmings 2: The Tribes, Amiga, Medieval, 1 - LEMMING OF NOTTINGHAM Level 1

  • LEMMING OF NOTTINGHAM

  • Number of lemmings that die: 0

  • Available time: 06:00

  • Skills: Lemmings 2: The Tribes, Amiga, Medieval, 1 - LEMMING OF NOTTINGHAM
  • Overview: Lemmings 2: The Tribes, Amiga, Medieval, 1 - LEMMING OF NOTTINGHAM
  • Scoop twice and pour when you're in the pit. Give one lemming a jetpack and guide hime to the platform. Let the lemming walk to the left and scoop above the metal. Now scoop one last time to get to the exit.

  • Quicklink: Lemmings 2: The Tribes, Amiga, Medieval, 2 - SIR! I KID YE NOT Level 2

  • SIR! I KID YE NOT

  • Number of lemmings that die: 0

  • Available time: 06:00

  • Skills: Lemmings 2: The Tribes, Amiga, Medieval, 2 - SIR! I KID YE NOT
  • Overview: Lemmings 2: The Tribes, Amiga, Medieval, 2 - SIR! I KID YE NOT
  • Guide a twister through the floor and use flamers to get through the obstacles. Pour in the pit and next to the obstacle. Stamp through the floor and bash through the wall.

  • Quicklink: Lemmings 2: The Tribes, Amiga, Medieval, 3 - ALL IN A KNIGHTS WORK!! Level 3

  • ALL IN A KNIGHTS WORK!!

  • Number of lemmings that die: 1

  • Available time: 03:00

  • Skills: Lemmings 2: The Tribes, Amiga, Medieval, 3 - ALL IN A KNIGHTS WORK!!
  • Overview: Lemmings 2: The Tribes, Amiga, Medieval, 3 - ALL IN A KNIGHTS WORK!!
  • Let the first lemming jump over the pit and let him use the catapult. Dig down when he arrives on the platform. Build a wall on the lower platform and jump to the right when it's high enough. Turn him into a bomber at the right place. Let another lemming use the catapult. When he's left of the water, shoot a rope and build over the water. Now free the other lemmings using a digger.

  • Quicklink: Lemmings 2: The Tribes, Amiga, Medieval, 4 - WATCH THAT LAST STEP! Level 4

  • WATCH THAT LAST STEP!

  • Number of lemmings that die: 0

  • Available time: 07:00

  • Skills: Lemmings 2: The Tribes, Amiga, Medieval, 4 - WATCH THAT LAST STEP!
  • Overview: Lemmings 2: The Tribes, Amiga, Medieval, 4 - WATCH THAT LAST STEP!
  • Let the second lemming stack when he falls on the first platformand the third lemming on the second platform. Let the first lemming stack when he's on top of the first green bump. Pour some glue with the first lemming to get over the gap and surf over the water. Pour sand in the pit, first the left side and then the right side. Now pour glue to get over the water. Bash through the wall to free the other lemmings.

  • Quicklink: Lemmings 2: The Tribes, Amiga, Medieval, 5 - KING ARTHURS LEMMINGS Level 5

  • KING ARTHURS LEMMINGS

  • Number of lemmings that die: 0

  • Available time: 06:00

  • Skills: Lemmings 2: The Tribes, Amiga, Medieval, 5 - KING ARTHURS LEMMINGS
  • Overview: Lemmings 2: The Tribes, Amiga, Medieval, 5 - KING ARTHURS LEMMINGS
  • Give the first lemming a bomb. When it explodes, turn one lemming into an attractor. Let the first lemming bash to the right and build over the pit. At the end of the platform, give him a bomb. Release the attractor.

  • Quicklink: Lemmings 2: The Tribes, Amiga, Medieval, 6 - Let's play twister! Level 6

  • Let's play twister!

  • Number of lemmings that die: 0

  • Available time: 04:00

  • Skills: Lemmings 2: The Tribes, Amiga, Medieval, 6 - Let's play twister!
  • Overview: Lemmings 2: The Tribes, Amiga, Medieval, 6 - Let's play twister!
  • Jump over the first gap with the first lemming. Make him a runner and jump over the same gap again. Make him a twister and guide him on top of the platform at the left of the level. Make him a slider. When he's down, jump over the gap onto the wooden platform. Build a platform at the end. When he runs to the left again, make him a twister and make a gap before the gap above the exit. Jump over that gap and make the lemming glide at the left side of the gap. Now use two twisters to save the other lemmings.

  • Quicklink: Lemmings 2: The Tribes, Amiga, Medieval, 7 - UNDERGROUND Level 7

  • UNDERGROUND

  • Number of lemmings that die: 0

  • Available time: 04:00

  • Skills: Lemmings 2: The Tribes, Amiga, Medieval, 7 - UNDERGROUND
  • Overview: Lemmings 2: The Tribes, Amiga, Medieval, 7 - UNDERGROUND
  • Turn the third lemming into an attractor and jump with the first lemming. Fence through the first obstacle and build a platform to reach the tree. Now fence through the trees and the next two towers. Don't forget to release the attractor.

  • Quicklink: Lemmings 2: The Tribes, Amiga, Medieval, 8 - What shall we do now? Level 8

  • What shall we do now?

  • Number of lemmings that die: 0

  • Available time: 06:00

  • Skills: Lemmings 2: The Tribes, Amiga, Medieval, 8 - What shall we do now?
  • Overview: Lemmings 2: The Tribes, Amiga, Medieval, 8 - What shall we do now?
  • Use the five bombers to get through the wall. Make sure the third bomb removes a bit before the steel so the lemmings are trapped. Now jump onto the steel and use the remaining to bombs to get through the wall. Build a platform over the gap and dig down to the exit. Let a lemming pour to get over the steel.

  • Quicklink: Lemmings 2: The Tribes, Amiga, Medieval, 9 - LEMMING IN DISTRESS !! Level 9

  • LEMMING IN DISTRESS !!

  • Number of lemmings that die: 0

  • Available time: 08:00

  • Skills: Lemmings 2: The Tribes, Amiga, Medieval, 9 - LEMMING IN DISTRESS !!
  • Overview: Lemmings 2: The Tribes, Amiga, Medieval, 9 - LEMMING IN DISTRESS !!
  • Turn the second lemming into an attractor and let the first lemming jump. Let him shoot a rope down at the far end of the platform. He will walk down, now make him shoot an arrow vertically down. Give him a balloon and guid him to the left side of the arrow. Build to pass the monster and free the attractor.

  • Quicklink: Lemmings 2: The Tribes, Amiga, Medieval, 10 - JUST JOUSTING AROUND Level 10

  • JUST JOUSTING AROUND

  • Number of lemmings that die: 0

  • Available time: 07:00

  • Skills: Lemmings 2: The Tribes, Amiga, Medieval, 10 - JUST JOUSTING AROUND
  • Overview: Lemmings 2: The Tribes, Amiga, Medieval, 10 - JUST JOUSTING AROUND
  • Let the first lemming pour so the monster will stay asleep. Give a lemming a balloon and guid him to the left of the entrance. Now make hime a pole vaulter just before the place where the lemmings land. He should get a floor higher. Make him a floater and let him use the catapult. Place the catapult at the place shown in the picture. Now let the lemming pour so the lemmings won't fall into the water. Now give a lemming a bomb to free them. If one lemming keeps using the catapult, move the catapult so he won't get in.

Last edit: Wednesday, 14 May 2008.

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