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[[File:]]
Statistics
Tribe Shadow Tribe
Level # 10
Maximum loss for Gold Zero
Time 6:00
Skills Available 01 Attractor
04 Builders
03 Glue Pourers
03 Jumpers
01 Planter
01 Superlem
01 Stomper
Level Chronology
Previous SPINNY THANG....
Next Award


Moonswings is the tenth and final level of the Shadow Tribe in Lemmings 2: The Tribes.

Gold medal strategy[]

Turn the third lemming into an Attractor after he has taken a few steps. The first lemming should be located just before the first Exclamation Marked Thumper Trap so make him build after placing the fifth tile, give him the three Glue Pourer skills so that he can bypass all three traps and the water.

When your Trailblazer lands on the right edge of the steel, make him build twice to reach the middle ledge. When he turns left, give him the Planter skill when he reaches the edge so that he can get across the second water pool and safely drop down below. Build over the pit before the exit and make the Attractor jump to release the other lemmings.

Alternate strategy 1[]

Make the first lemming build over the first trap then make the fifth lemming an Attractor. Make the Builder jump to stop him from bumping his head and turning left and he should walk off his ramp before getting back in a trance. Make him a Superlem and make him fly and crash just before the second trap, which must also be built over. Make him jump when he placed two tiles, then build again just before the third trap. After two tiles are placed, give him all three Glue Pourer skills. When he's standing over the second ledge, make him stomp. Build over the water and use the Planter to get over the pit before the exit. Release the attractor by giving him the last Jumper skill.

Alternate strategy 2[]

This solution was provided by Youtuber A Tactician from the Plains and requires quick reflexes.

Make the first lemming jump as soon as he enters the level, then build over the first trap. After placing two tiles, give him one Glue Pourer skill. When the lead lemming reaches the third trap, him build over it, then jump. When the current lead lemming reaches the edge of the water tank, make him build then give him one Glue Pourer skills after placing one tile.

Two lemmings should be in the lead so make one of them a Superlem and make him fly down and crash to the left of the phone booth. While he goes ahead and builds over the pit, make the other lead lemming a Planter to seal off the water.

Game Boy/Game Gear strategy[]

Make the first lemming a Superlem and send him to the ledge just above the rightmost pool of water. Make him a Builder twice when he reaches the edge, then use three Planters to get over the pit. Free the other lemmings by using a Pyramider on the right side of the pit. Then when the first of those lemmings reaches the edge of the water, make him build twice and immediately make the lemming behind him an Attractor. Make the Attractor jump once there is a safe path to the exit.

SNES strategy[]

Make the first lemming jump over the pit then have it pour glue at the edge of the platform. When he reaches the edge of his glue bridge, make him jump onto the middle pedestal. When he's facing left, make him pour glue again, then make him stomp just before he bumps into the steel wall. Give one Filler skill to a lemming just dropping out of the entrance and the other to your Trailblazer so that both pits are now full. When your Trailblazer drops down one floor, make him a Superlem and have him crash against the wall to the right of the exit. Give him the Laser Blaster so that your lemmings walk towards the exit and not off the level.

Version differences[]

Game Boy/Game Gear
  • Renamed to "Moonsavings".
  • The Glue Pourer and Stomper skills have been replaced with 2 Pyramiders and 1 Stacker.
  • Number of Jumpers and Planters increased to 4 and 3 respectively.
  • The traps have been replaced with a single pit.
SNES
  • Builder and Planter skills replaced with 2 Fillers and 1 Laser Blaster.
  • Number of Glue Pourers and Jumpers reduced to 2 each.
  • There is a pit to the right of the entrance.
  • The traps are absent.
  • One platform extends over the exit.

Access code[]

  • Game Boy/Game Gear: NCM1KDB0

Trivia[]

  • This level's title is a pun on "mood swings".
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