PLAY THAT FUNKY LEMMING | |
---|---|
Statistics | |
Tribe | Circus Tribe |
Level # | 8 |
Maximum Loss for Gold | Zero |
Time | 7:00 |
Level Chronology | |
Previous | Circus Of Fear |
Next | The Carpet Capers.... Award (Game Boy/Game Gear) |
PLAY THAT FUNKY LEMMING is the eighth level of the Circus Tribe in Lemmings 2: The Tribes.
Gold medal strategy[]
After bouncing off the trampoline, have the first lemming bash through the red wall as late as possible to prevent any lemming from turning around. Move the cannon to the far right and give the first lemming atop the cliff a Scooper skill when he turns back right so that he enters the middle diamond, then give it another Scooper skill on the left edge of the diamond. This will allow your lemmings to bypass the cannon area faster.
Turn a lemming into a Stomper on the right-hand side of the cliff so that they enter the chamber leading to the stairs. Once atop, have one lemming jump over the first red block, then bash through the second one. Have it jump over the gap in the red platform so that he can reach the blue stairs, then have it jump over the second gap so that he lands on the block with the smilie face. Jump over the next gap to get onto the green structure.
Have your Trailblazer stomp on the right side of the exit, then make him a Scooper once he's at the same height as the exit. Before he breaks through the bottom, make him bash until he reaches the protrusion. There, make him scoop again until he's at the same height as the red elevated platform, and make him bash. When he breaks through, use a Platformer skill to create a path for your lemmings to reach the exit. Finally, have him bash through the red block holding the other lemmings back.
Game Boy/Game Gear strategy[]
Have the first lemming bash through the first wall he encounters and then stomp into the chamber leading to the first stairway after he gets fired out the cannon. Make your lead lemming bash through the two blocks he encounters while you stall the second lemming by giving him the Hopper twice skill so that he hits his head on the overhangs. This should give the lead lemming enough time to platform over the gap in the ground. Once your lead lemming reaches the top of the second stairway, make them jump over the shaft then quickly stomp to reach the exit. You will need to quickly assign Jumper skills to each lemming as they approach the shaft.
Version differences[]
- Game Boy/Game Gear
- Renamed to "PLAY THAT FUNKY LEM".
- Time limit increased to 8 minutes.
- Number of Basher, Stomper, Scooper and Platformer skills reduced to 5, 2, 1 and 1 respectively.
- There is steel added to the areas right of the first trampolines, under the cannon and under the exit.
- The cannon is immobile and there is no passage beneath it.
Access code[]
- Game Boy/Game Gear: SHG3PCDA
Trivia[]
- In the Game Boy/Game Gear port, this is the 10th and final level of the Circus tribe.