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TAKE A RUNNING JUMP
Statistics
Tribe Highland Tribe
Level # 9
Maximum Loss for Gold Zero
Time 5:00
Level Chronology
Previous The White Heather Club
In memory of McAngus (Game Boy/Game Gear)
Next EAT MY SHRAPNEL !!

TAKE A RUNNING JUMP !! is the ninth level of the Highland Tribe in Lemmings 2: The Tribes. Not to be confused with Take a running jump..... from the original Lemmings game.

Gold medal strategy[]

Turn the first lemming into a Runner and Floater while the second lemming is made an Attractor to hold the others back. Also give your Trailblazer a Rock Climber skill so that he can scale the wall. When he reaches the slope leading to the exit, give him the Icarus Wings and use the Fan to turn him back to the left. Use two Flame Thrower skills to clear the rock portion of the wall and use both Platformer skills to create a safety net for the other lemmings. Have the Attractor jump to free all the lemmings.

Version differences[]

Game Boy/Game Gear
  • Renamed to "TAKE A RUNNING JUMP".
  • Time limit increased to 6 minutes.
  • The slope towards the exit is uphill rather than downhill.

Access code[]

  • Game Boy/Game Gear: RJHYLDAL
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