Notice: this site will be archived per October 2023.
Interested in taking over? Send a message through .

Quick solution

Lemmings 2: The Tribes - Amiga


  • Quicklink: Lemmings 2: The Tribes, Amiga, Sports, 6 - Double Trouble Level 6

  • Double Trouble

  • Number of lemmings that die: 1

  • Available time: 09:00

  • Skills: Lemmings 2: The Tribes, Amiga, Sports, 6 - Double Trouble
  • Overview: Lemmings 2: The Tribes, Amiga, Sports, 6 - Double Trouble
  • Shoot a rope with the first lemming, one lemming should walk over. Make him a rock climber. Fence through the small wall so he can climb up. Platform at the two places shown in the picture. Make him a superlem before he can get to the exit. Let him land on the slope at the right side of the exit. Make him an exploder before he stands up. He should make a gap so the other lemmings can walk to the exit. Now fence through the last obstacle.

    -= Another solution from Up Arrow =-
    Here's a way to save all lemmings in the Double Trouble level.
    Link to video:

    It's very difficult to pull off and requires a lot of coordination and some luck.
    The key is to shoot the rope at just the right height. At a certain height, a fencer will remove just enough of the green brick so that a there is still some remaining on the left and bottom-left corner. This creates a "tiny step". Then, a platformer must set one platform in the bottom-left corner--this adds to the "tiny step" and elevates the lemmings just enough so that another fencer can tunnel through the top block. Before using the second fencer, turn a lemming into a rock climber and build a bridge to the flag (5 platform lengths before jumping off).

Last edit: Wednesday, 14 May 2008.

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