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PC - Lemmings 2: The Tribes
 Pictures
 Reviews
 Attachments
[PC] Lemmings 2: The Tribes
Platform: PC
Publisher: Psygnosis
Year: 1993
Reviews: 8
Attachments: 3
Lemmings 2: The Tribes Attachments
Cheats, Tips, Tricks
Attachment #21587
Start Cheats:
Goto to the Lemmings directory and edit the file LEMMINGS.INI. Now go to the bottom of the file and enter the line CHEAT=1. Start the game and choose the OPTIONS menu to enable the cheat codes.
View Word Bubbles:
On the main menu (map, load, play, etc.), click on the dot above the 'i' 'Lemmings.' This causes the lemmings to show word bubbles
when they speak.
Level select:
Click the following corners in order at the main menu:
top left, top right, bottom right, and bottom left.
Attachment #22014
Sound Test:
-----------
At the main menu, click on the hole in
the botton left corner (on the tree.)
Solution
Attachment #34024
LEMMINGS 2 SOLUTIONS WILD AREA
(COMPLIMENTS OF P A K)
F1-SLOW F2-FAST F3-CLIMB F4-PARACHUTE F5-BLOW UP
F6-BLOCK F7-LADDER F8-BASH F9-PICKAXE F0-DIG
LEVEL CODE TITLE/SOLUTION % OF xx
===== ==== ============== ========
1 BAIPULMJCK POP YOUR TOP 88 OF 60
RIGHT DROP AREA: WHEN LEM GOES 'LEFT' HAVE HIM PICKAXE IN
MIDDLE OF DROP AREA. WHEN HE FALLS HAVE HIM PICKAXE TO THE
LEFT AGAIN. THEN HAVE HIM BASH LEFT. HE FALLS AND GOES HOME.
THEY NOW GO HOME.
2ND FROM RIGHT DROP AREA: WHEN A LEM IS GOING RIGHT (TO THE
LEFT OF THE DROP AREA) BUILD AND GO OVER TO RIGHT AREA.
THEY NOW GO HOME.
2ND FROM LEFT AREA: BUILD TO RIGHT OF DROP AREA WHILE GOING
RIGHT AND LEM GOES OVER TOP AND ALL GO HOME.
LEFT AREA: WHEN LEM IS GOING RIGHT (JUST TO LEFT OF DROP
AREA), BUILD AND GO OVER TO 2ND LEFT DROP AREA AND ALL GO
HOME. SPEED RELEASE RATE UP TO 99. (ALL 100% SAVED!)
2 IHRUDMCKCN LEMMING HOTEL 75 OF 80
1ST LEM BASH TO RIGHT WHEN HE FALLS IN 1ST CRACK. LET 1ST
LEM GO, MAKE 2ND LEM A BLOCKER AND QUICKLY MAKE 1ST LEM A
BUILDER (TO GET OVER CHASM). JUST BEFORE THE 3RD OF THE SNOW
PILES DIG A BIT THEN BUILD (LEM CAN'T GO LEFT NOW). AT START
OF 3RD SNOW PILE BUILD TO THE RIGHT 2 TIMES, BASH THRU ICE,
BUILD TO NEXT AREA (BLOW UP BLOCKING LEM NOW AND SET RELEASE
RATE TO 99) AND WALK ACROSS IT. NOW BUILD TO ICE PILLAR,
BASH THRU IT AND QUICKLY BUILD TO LAST ICE PILLAR. WHEN LEM
WALKS OVER LAST PILLAR, MAKE HIM BUILD (TO AVOID THE CRACK
BELOW). WHEN HE HAS BUILT A BIT, HAVE HIM DIG. ALL LEMS NOW
GO HOME FOR 98%.
3 MPUDMCALCJ LEMMING RHYTHMS 81 OF 80
1ST LEM DIG DOWN ON RIGHT SIDE. 2ND AND 3RD LEMS BLOCK THE
REST (SET RELEASE RATE TO 99). WHEN DIGGING LEM GETS 1/3 WAY
DOWN (EVEN WITH 2 HOOKS ON LEFT) MAKE HIM A BUILDER. AFTER
HE BUILDS ENOUGH TO AVOID THE CHASM MAKE HIM A DIGGER AND HE
FALLS. NOW BUILD TO 2ND SET OF PILLARS, BASH AND BUILD AGAIN.
LEM WILL REVERSE (GO LEFT). LET HIM BUILD TO BRICK WALL AND
HE REVERSES. BUILD TO 3RD SET OF PILLARS, THEN TO 4TH SET,
THEN TO STEEL PLATE PILLAR AND LASTLY BUILD ACROSS CHASM AND
GO HOME. SET A TRAPPED LEM AS A PICKAXE AND ALL LEMS GET
RELEASED AND GO HOME (1 BLOCKER LEFT) FOR 98%.
4 PUDMCIMMCS MEETING ADJOURNED 100 OF 80
1ST LEM DIG JUST TO LEFT OF LEFT TREE TRUNK. AS LEMS MOVE
LEFT SET A BLOCKER ABOUT 1/2 WAY ACROSS (UNDER MIDDLE BLOCK
ABOVE YOU), BUT LET 1 LEM THRU FIRST. USE FREE LEM AS A
BASHER (LEFT) THRU 1ST LARGE TALL BLOCK OF ROCKS. AS HE GETS
THRU MAKE HIM A BUILDER (2 TIMES). WHEN HE REACHES MIDDLE
THIN COLUMN, BASH THRU IT AND BUILD TO LEFT NARROW PILLAR
(HE SHOULD JUST MAKE IT!). ON LEFT SIDE OF THAT NARROW
PILLAR BUILD (LEFT) 3 TIMES (WHILE BUILDING MAKE HIM A
CLIMBER SO THAT HE WILL NOT REVERSE WHEN HE REACHES LEFT
MOST STEEL PLATE - IF HE DOES REVERSE USE YOUR 2ND LAST
LADDER TO BUILD TO RIGHT AND MEET YOUR PREVIOUS LADDERS).
BUILD TO HOME. NOW HAVE A LEM DIG RIGHT BESIDE THE BLOCKER
(HE IS SET FREE) AND MAKE DIGGER A BASHER TO STOP HIM
DIGGING. ALL GO HOME.
5 UDMCAHVNCM LEMMING HEAD 85 OF 80
1ST LEM A BLOCKER JUST AS HE FALLS. 2ND LEM A BLOCKER AT
RIGHT NEAR THE VERTICAL PIPE AND BLOW HIM UP. DO IT AGAIN.
NOW ON TO 2ND PIPE. BLOCK AND BLOW UP AGAIN 2 TIMES. NOW GO
ALONG PIPE TO SMALL DROP OFF. BLOW UP 2 LEMS TO GET TO NEXT
SET OF PIPES. PUT A BLOCKER 'NEAR' RIGHT SIDE , BLOW HIM UP.
DO IT AGAIN. WHILE DOING THIS REMEMBER TO SET A BLOCKER TO
THE LEFT WITH 1 FREE LEM BETWEEN THE BLOCKER AND THE ONE SET
TO BLOW UP. WHEN LEM BLOWS THE OTHER LEM WILL FALL TO THE
BOTTOM PIPE. BUILD TO RIGHT 4 TIMES (START AT 1/2 BETWEEN
4TH AND 5TH PIPE 'MARKINGS' FROM THE RIGHT. BLOW UP BLOCK
AND ALL LEMS GO HOME (86% OR MORE).
6 LICIIVUOCK JUST A QUICKY 100 OF 80
1ST LEM A DIGGER JUST TO RIGHT OF DROP AREA. HE FALLS TO
MIDDLE SET OF PIPES. LET 1ST LEM FALL (LEFT SIDE) AND 2ND
LEM BUILD A BIT AT LEFT SIDE (TO KEEP REST FROM FALLING TO
BOTTOM LAYER). FOR LEM ON BOTTOM LAYER: BASH LEFT THRU
'DOUBLE PIPE', BUILD TO LEFT SIDE, BASH THRU PIPE, BUILD TO
PIPE NEAR HOME AND BASH THRU PIPE TO HOME (OR PICKAXE AND
BUILD). MAKE A DIGGER TO RELEASE TRAPPED LEMS AND THAT'S IT.
7 MCALVUDPCS YOU TAKE THE HIGH ROAD 100 OF 80
TOP LAYER: LET 1ST LEM GO, 2ND LEM BASH ON 1ST INCLINE TO
THE LEFT THEN QUICKLY DIG (LEMS NOW TRAPPED). LET 1ST LEM
ASCEND 2ND INCLINE AND BUILD ACROSS TO RED PLATFORM AND
BASH (3 TIMES) TO GET THRU ARCHES. NOW BUILD OVER DIAGONAL
BRICKS AND ALL GO HOME.
BOTTOM LAYER: BASH THRU 2ND AND 3RD PILLARS. WHEN LEM DROPS
OFF CHAIN, BUILD OVER 2ND STEEL BLOCK AND ALL GO HOME.
8 CILVUDMQCL IT'S A TIGHT FIT 100 OF 80
HOLD F2 TO INCREASE RELEASE RATE TO 99. MAKE 10 CLIMBERS,
AND 10 PARACHUTES. BUILD ON RIGHT SIDE NEAR DROP OFF 1/2
WAY DOWN. THAT'S IT ! TIMING IS CRUCIAL IN THIS LEVEL!!!
9 CAHRTFMBDO ICE STATION LEMMING 100 OF 40
TOP LAYER IS AUTOMATIC. 1ST LEM BUILD ON RIGHT SIDE OF 1ST
LITTLE HILL NEAR DROP AREA. 2ND LEM DIG A BIT THEN BUILD TO
TRAP REST OF LEMS. 1ST LEM CONTINUE BUILDING TO RIGHT SIDE
(IF LEM REVERSES, BUILD TO LEFT TO REVERSE HIM AND MAKE HIM
GO RIGHT AGAIN). BASH THRU SNOW PILLAR, BUILD 2 TIMES TO GET
TO ROCKS. WHEN LEM REVERSES, BUILD 2 TIMES AGAIN TO GET TO
TOP LAYER. BUILD TRAPPED LEMS TO FREE THEM AND ALL GO HOME.
10 IHRTFMCCDH HIGGLEDY PIGGLEDY 75 OF 80
BUILD OVER 1ST CHASM, DIG DOWN IN GREEN GRASS, BASH THRU
WHEN OPPOSITE STONES AND BUILD TO STONES. ON WAY BACK FROM
RIGHT SIDE, BUILD TO NEXT LEVEL AND THEN BASH THRU all THE
ROCK AREA TO HOME. (ABOUT 83%)
11 MPTNICEDDL MUTINY ON THE BOUNTY 98 OF 50
1ST LEM , WHILE GOING LEFT, BUILD TO RED PILLAR. BUILD OVER
1ST INDENTED BRICK, MAKE A CLIMBER. WHEN HE IS JUST OVER 1/2
WAY ACROSS THE CHAIN BUILD TO THE RIGHT SIDE (ELSE FALL
AND DIE). MAKE HIM A PARACHUTE. BASH THRU RED BRICKS NEAR
TOP OF THE 2ND INCLINE (ELSE TO FAR FOR OTHERS TO FALL),
AND LEM PARACHUTES TO BOTTOM. BUILD RIGHT FROM 3RD SILVER
BRICK TO SILVER COLUMN (2 BUILDS). WHEN LEM REVERSES, BUILD
3 TIMES TO STEEL PLATE AREA. BUILD TO ALLOW TRAPPED LEMS
TO COME. WHEN LEM ON STAIRS REVERSES AND COMES BACK TO THE
LEFT PICKAXE THRU STAIRS SO ALL CAN GO HOME (100%) !
12 RTFMCILEDN SNOW JOKE 80 OF 50
1ST LEM BUILD AT RIGHT EDGE OF DROP PLATFORM. 2ND LEM FALL
AND DIE. 3RD LEM A CLIMBER. 4TH LEM A BLOCKER JUST AS HE
FALLS. 5TH LEM BASH THRU AT DIP BEFORE RED PILLAR. FOR THE
CLIMBER MAKE HIM A BLOCKER AT 2ND DIP AFTER RED PILLAR (IN
SMALL VALLEY) AND BLOW HIM UP. WHEN A LEM (AFTER BASHING)
FALLS IN 'BLOWN UP PIT' BASH TO RIGHT. AT DIP AFTER 'STEAM'
(BEFORE 1ST MEDIUM HILL) MAKE LEM A BLOCKER AND BLOW HIM UP.
MAKE LEM A BUILDER TO CLIMB OUT OF TUNNEL (GOING RIGHT).
WHEN A LEM REACHES THE LARGE 'STALAGTITE' BUILD TO THE RIGHT
(2 TIMES) THEN LEFT TO STALAGTITE AND THEN BUILD RIGHT TO
FINAL SNOW COLUMN (WHILE DOING THIS SET THE RELEASE RATE TO
99). WHEN LEM FINISHES BUILDING HE WILL CLIMB A BIT. NOW
MAKE HIM BASH THRU THE COLUMN AND ALL GO HOME.
(82% AND 10 SECONDS LEFT!)
13 VNICAHVFDM ONWARD AND UPWARD 93 OF 80
1ST AND 2ND LEM CLIMBERS. 3RD LEM A BLOCKER NEAR RIGHT BRICK
WALL . 1ST CLIMBER A BLOCKER AT NARROW BRICK COLUMN. MAKE
THE OTHER CLIMBER A PICKAXE WHEN HE REVERSES (GOES LEFT).
SET RELEASE RATE TO 99 WHEN PICKAXE IS 1/2 OF THE WAY DONE.
BLOW UP THE 1ST LEM WHO IS AT THE NARROW COLUMN. WAIT FOR
PICKAXE LEM TO FINISH AND REVERSE (GO RIGHT). BUILD OVER THE
WATER (2 TIMES). WHEN LEM STARTS TO BUILD THE 2ND TIME SET
THE BLOCKING LEM TO BLOW UP. AFTER LEM HAS FINISHED
BUILDING, BASH THRU WALL TO RIGHT. AT TOP OF SILVER STAIRS
SET LEM TO EXPLODE SO THAT LEMS WILL FALL TO 2ND LEVEL PIPE.
SET A LEM TO EXPLODE EXACTLY FIVE PIECES OF PIPE FROM THE
RIGHT (UNDER THE STEEL GIRDER). ALL THE REST WILL FALL AND
GO HOME (95% AND 5 SECONDS LEFT).
14 NICMIVVGDK ICE SPY 87 OF 80
1ST LEM A PICKAXE JUST BEFORE 1ST LARGE HANGING ICICLE AND
BUILD AFTER 2 OR 3 STROKES (THIS AVOIDS THE 'STABBING
ICICLE'). DROP DOWN AND LET 1ST LEM BASH (TO RIGHT). NOW SET
A BLOCKER JUST WHERE LEMS FALL. WALK OVER BRIDGE AND CLIMB
TO ROCKS. WHEN LEM REVERSES BUILD (LEFT) TO LARGE HANGING
ICICLE AND THEN BUILD (RIGHT) TO ABOUT THE TOP OF THE ROCKS.
NOW BASH TO RIGHT. JUST BEFORE A LEM FINISHES CROSSING THE
'ICE BRIDGE' DIG A BIT AND THE BASH (RIGHT) (THIS AVOIDS
ANOTHER 'STABBING ICICLE'). AFTER BASHING IS DONE ALL GO
HOME (95% AND 35 SECONDS LEFT).
15 ICEMVVNHDH THE SILENCE OF THE LEMMING 80 OF 50
LEFT DROP AREA: MAKE A DIGGER THEN BASH TO RIGHT BEFORE THE
END OF BRICK FLOOR AND LET A LEM OR 2 FALL. NOW BUILD RIGHT
ACROSS CHASM (TO PROTECT LEMS FROM OTHER AREA).
RIGHT DROP AREA: SET A BLOCKER ABOVE THE 4TH ARCH TO THE
RIGHT. AT BOTTOM LAYER - BASH THRU WALL AT RIGHT, SET A
BLOCKER JUST BEFORE THE RIGHT-MOST STEEL PRESS. GET A LEM
FROM LEFT RELEASE AREA TO BASH THRU THE STAIRS YOU BUILT
TO RELEASE LEMS. WHEN LEMS REACH CHAIN MAKE A BUILDER TO
BUILD FROM CHAIN MIDDLE TO RIGHT SIDE (ELSE ALL FALL AND
DIE). NOW MAKE 3 EXPLODERS TO GET TO 4TH RED LINE AND SET
A BLOCKER AT RIGHT SIDE. BLOW HIM UP AND ALL GO HOME.
16 CILTTNIIDH TAKE CARE SWEETIE 100 OF 1 (YES 1)
BUILD AT DROP AREA (RIGHT) TO REVERSE LEM. BUILD LEFT TO
CROSS CHASM AND LET LEM GO ACROSS AND FALL DOWN OTHER CHASM
AND HE WILL GO RIGHT ALONG THE BOTTOM. WHEN LEM IS BETWEEN
THE 0 AND THE % (ON THE BOTTOM BESIDE THE TIME INDICATOR)
BUILD RIGHT TO WALL AND THE LEFT TO OTHER WALL. LEM IS NOW
TRAPPED. MAKE HIM A CLIMBER WHEN HE IS GOING LEFT AND
THAT'S IT!
17 CAHRUFMJDH THE CHAIN WITH NO NAME 100 OF 80
1ST LEM BUILD LEFT TO COVER CHASM ON THE LEFT SIDE. GET A
LEM TO PICKAXE (RIGHT) JUST TO RIGHT OF STAIRS JUST BUILT
AND MAKE HIM A BASHER JUST UNDER THE SILVER BARS (GOING
RIGHT). BUILD OVER PICKAXE AREA. BASH THRU 1ST VERTICAL
BAR (& 2ND IF DONE RIGHT). MAKE A LEM A CLIMBER AND HE WILL
CLIMB UP TO JUST BESIDE THE 3RD VERTICAL BAR. MAKE HIM A
PICKAXE THEN (GOING RIGHT) AND HE WILL GO THRU BAR AND THE
REST OF THE LEMS ARE TRAPPED FOR NOW. NOW PICKAXE THRU TOP
SILVER PLATFORM AND GO TO THE RIGHT SIDE OF THE 2ND PLATFORM
AND BUILD 2 TIMES (SET RELEASE RATE TO 99 AROUND HERE) AND
FALL AND GO HOME. BASH THRU 3RD SILVER PILLAR & ALL GO HOME.
18 IHRUFMCKDQ DR. LEMMINGOOD 75 OF 80
1ST 4 LEMS SET TO EXPLODE AS THEY ENTER. THIS WILL BLOW OUT
THE 1ST 3 SETS OF PIPES. LET A LEM FALL AND BUILD UNDER 2ND
LARGE VERTICAL PIPE (RIGHT) ABOUT 5 TIMES. LET A LEM ON
RELEASE PLATFORM BUILD TO RIGHT WALL TO TRAP OTHER LEMS.
AFTER THE LONG BUILD MENTIONED ABOVE, BLOW UP A LEM ON
STAIRS AT RIGHT OF PLATFORM LEVEL TO RELEASE OTHER LEMS AND
ALL GO HOME (93% AND 55 SECONDS LEFT).
19 LRWNICELDH LEMMINGDELICO 81 OF 80
BUILD FROM 1ST GREEN CRYSTAL TO GREEN GRASS. BUILD FROM
GREEN GRASS 2 TIMES TO THE GREEN GRASS ON THE TOP LAYER
(IE. 3RD COLUMN) OF GREEN GRASS. WHILE DOING THIS SET A
BLOCKER ON THE 1ST GREEN GRASS TO TRAP OTHER LEMS (INCREASE
RELEASE RATE TO 99). BUILD FROM GRASS TO RIGHT MOST GRASS
MOUND. FROM THERE BUILD 3 TIMES SO THAT YOU WILL FALL ON
ROCKS (PAST THE 1ST ROCK). YOU MAY NEED TO MAKE THE BUILDER
A BASHER TO STOP THE BUILDING AT THE PROPER POSITION. THE
LEM WILL NOW TRAVEL RIGHT ALONG THE ROCKS. BUILD 2 TIMES AT
RIGHT OF ROCKS AND FALL ONTO THE LEFT GREEN MOUND. BUILD
FROM LEFT GREEN MOUND TO TALL EMERALD PILLAR (3 BUILDS) AND
WHEN LEM REVERSES (GOES LEFT) BUILD 2 TIMES AND GO HOME.
FOR THE TRAPPED LEMS BUILD OVER THE BLOCKER OR BUILD BACK TO
STEEL PLATES AND THEN BUILD OVER THE BLOCKER (91%, 10 SEC.)
20 PWNICMMMDP GOT ANYTHING ... LEMMINGY??? 96 OF 30
1ST LEM A BUILDER AT TOP OF RIGHT STAIRS. MAKE NEXT FEW LEMS
BUILDERS ALSO TO SLOW THEM DOWN. YOU MAY NEED A BLOCKER ON
THE LEFT STAIRCASE. WHEN LEM AT RIGHT FINISHES BUILDING HE
WILL FALL ONTO THE STEEL BAR. MAKE HIM DIG JUST PAST THE
CRACK IN THE 2ND STEEL BAR. THIS WILL MAKE HIM DIG DOWN
CHAIN AND LEAVE THE 'LEFT' SIDE OF THE LINKS INTACT. THE
REST OF THE LEMS WILL NOW 'SCURRY' DOWN THE CHAIN SAFELY.
WHEN THE DIGGING LEM IS ABOUT 2/3 OF THE WAY DOWN MAKE HIM
A BLOCKER AND HE WILL FALL SAFELY. IN THE BOTTOM STEEL BAR
AREA, BUILD (TO LEFT) 1 1/2 BARS FROM THE LEFT SIDE AND
ALL WILL GO HOME FOR 96%.
WILD
1 UFMCAHTNDN LeMming ToMato KetchUp fAcility 80 OF 60
(COMING SOON TO A BBS)
Lemmings 2: The Tribes Reviews
Lemmings 2:en genreä on useasti hieman vaikea määritellä. Vaikka Lemmings 2:ssa ei olekaan kysymys kuution pyörittelystä eikä esineitten siirtämisestä oikeaan paikkaan, tai muusta vastaavasta, on peli puhdasverinen puzzlepeli.
Grafiikka on kohtuullisen hyvää. Taustat ovat monesti melko hienojakin. Hahmojen animointi on tehty, ainakin minun mielestäni, hyvin. Vaikka parinkymmenen pikselin pikku-ukon toteutuksessa ei varsinaisesti hirveän paljon vaihtoehtoja ole.
Pelattavuudessa on ehkä Lemmings 2:n suurimmat ongelmat. Pelaaminenhan tapahtuu vain klikkaamalla hiirellä valittua tehtävää ja sen jälkeen jotain lemminkiä. Ongelmana tässä on se, että lemmingit kulkevat pitkässä jonossa ja niitä saattaa olla useampi päällekkäin. Tästä johtuen tilanteet, joissa on esimerkiksi rotko edessa ja pitää laittaa yksi lemminki kääntämään loput toiseen suuntaan, niin pari muuta lemminkiä, jotka olivat päällekkäin jatkavat vain eteenpäin ja tippuvat rotkoon. Toinen ongelma on se, että jos täytyy laittaa nopeasti peräkkäin kaksi eri tehtävää, niin osa kerkiää kävellä tuhoonsa ennen kuin saa valittua toisen tehtävän alavalikosta. Jälkimmäisiä tilanteita tulee kuitenkin melko harvoin ensimmäinen tilanne ei juurikaan haittaa. Eli loppujen lopuksi näistä ei hirveästi haittaa ole.
Äänet ovat mukiinmenevät, ei mitään erikoista, ei erikoisen huonoa. Mutta pidin etenkin siitä äänestä, ja kuvasta, minkä lemminkien itsetuho synnytti.
Vaikeustaso on melko haastava. Eri kampanjoiden alkupään tehtävät ovat melko helppoja, mutta muuttuvat hiljalleen. Suurin osa tehtävistä tuntui olevan juuri sopivan vaikeita. Vaikeita joko suorittaa, tai keksiä ratkaisu. Loppupuolella tulee joitakin sellaisia kenttiä, joissa saa todella miettiä. Ja myös niitä joissa saa olla tuuriakin mukana, että onnistuu, vaikka oikean ratkaisun tietääkin. Itse en päässyt yhtä kenttää läpi, ja olen siinä jumissa vieläkin.
Vaikka Lemmings 2 onkin puzzlepeli, niin sitä voi pelata myös sellaiset, joita juurikin jonkun kuution pyörittely ei innosta, kuten alussa mainitsin. Esimerkiksi minä en yleensä jaksa pelejä, jotka yleensä määritellään puzzle- tai älypeleiksi, mutta Lemmings:iä pelasin aikoinaan todella innolla. Pelaan silloin tällöin vieläkin.
Easily the best of the Lemmings games.
Lemmings 2 generally follows the madness outlined in the original game (and expansions). You observe these cute, helpless little lemmings wandering blithely through a deadly environment, trying to escape the Certain Doom of their homeland. The only way they can survive is for you to confer appropriate abilities on them at just the right times. You do not directly control the lemmings (except in the case of the new Super Lemming) -- you only change their 'type'.
Lemmings 2 offers much broader gameplay than the original. In Lemmings, there were 8 possible abilities you could confer to your lemming charges -- climber (climbed walls), parachuter (did not die from falling long distances), builder (built slanted staircases), blocker (stopped other lemmings from passing), bomber (blew itself up, along with nearby obstacles), basher (dug horizontally), miner (dug diagonally), and digger (dug straight down). Lemmings 2 has around 100 different abilities, although only 8 are active in each level. Among the new abilities are jumper, hopper, ice skater, skiier, flamethrower, mortar, cliffdiver, and the new controllable flying Super Lemming.
The levels are diverse, and there are 120 of them -- 10 for each of the 12 different tribes of lemmings. Each tribe has its own music, appearance, and style of level. The levels in each tribe generally get much more difficult towards the end. The music, graphics, and obstacles are very appropriate to each tribe. For example, the circus tribe has circus music and navigates human cannonball obstacles, using a lot of acrobatic skills to see them through.
Your ranking in the game is based on the number of lemmings from each tribe who survive to the end of that tribe's levels. (On each level, you begin with the same lemmings who survived the previous level.) You will be awarded a gold, silver, or bronze piece of the lemmings' Talisman depending on how many lemmings survive to the end of that tribes' levels. If you get a solid gold talisman (all 12 tribes), you get a special 'saved all the tribes' ending.
I can't say enough good things about this game. It is quite possibly the most fun, most addicting, most maddening game I have ever played. One warning: if you get frustrated easily, you might want to steer clear.
I am a very big fan of Lemmings, and so loved this game to bits. To anyone (strangely) unfarmiliar with what Lemmings is about, here's a description:
Lemmings are cute little guys who just file out of a door and start walking. They don't stop, they don't turn around, they don't climb, they just keep walking. That is, unless you make them do something else.
You can turn a Lemming into a certain type of Lemming, which has a certain purpose and a specific job (ex, bashers to bash throughwalls, builders to buils staircases, even a superlemming to fly around). 'Creating' these specialized lemmings, you have to guide the little fellows to the exit door, thus saving their lives.
Lemmings 2 has lots of cool new features, liek choosing different tribes to control. Each tribe has to have at least one lemming that gets through all the levels. You start each tribe out with about 60 lemmings, and what you finish the level with is what you start the next one with.
Graphics are very well done, getting you into the perfect lemmings-mood, and the smooth animations makes it even more pretty.
The sound serves to round the game off very nicely, with Lemmings yelling 'Yippee!' when they enter the exit door.
All in all a very entertaining game. It sould keep you glued for hours, unless you're not fond of this type of game (at all).
Definitely the best in the Lemmings series, Lemmings 2 lets you guide 12 different tribes along 12 different stages each.
As in previous Lemmings games, the goal of the game is to guide a certain amount of Lemmings (rather stupid creatures who just walk and walk, regardless of their own safety, throughout a stage full of 'environmental' dangers) to their safety, from one determined start point to another determined goal point. Lemmings will drop to the level with an interval of approximately one second in between, and once on the level, they will start walking. Each level varies the number of Lemmings you will have to guide and the percentage of them you must save in order to proceed to the next level.
In previous Lemmings games (and even in more recent ones), the player has a list of 'Lemmings types' with which he/she can change the outcome of the otherwise usually fatal end of the stupid creatures. These types have always been the same: the builder which builds 12 steps on a diagonal upwards stairwell, the climber who starts climbing as soon as he hits a vertical wall, and so on. On each level, the player has a predetermined amount of these types which can be used in the level; once the player is short of this amount, that specific type cannot be used again in the level.
Here's where Lemmings 2 changes the formula: each Lemming tribe has 12 different types of Lemmings, and these are not repeated on other tribes. Furthermore, each tribe works it's way around different stage styles, so, for example, the space tribe works around on a low-gravity environment, causing leaps to be longer, and falls to be less harmful.
The idea of the game is to solve each 12 levels for each tribe, making the player need to adjust to each new tribe as if it was a completely different game. That sort of game style gives the player the impression that the game is not repetitive (as other Lemmings games certainly are), and that it's really a very good experience to solve each level in the game.
Plus, the game gives a great way to solve what I call the 'player lockdown', consisting on the typical situation of a level you find hard to solve, which cannot be skipped, and which stops you from having fun with the rest of the game. This situation usually develops in you getting frustrated and the game, and possibly quitting it altogether. In Lemmings 2, if you reach a level you find really hard, you can keep on playing with other tribes, and once you've freshened up your mind, you can return to the difficult level with a new perspective.
All in all, Lemmings 2 is a great game, greatly recommended even after all these years.
Excellent jeu de réflexion.
Le but de ce jeu est de conduire douze tribus de Lemmings jusqu'à un lieu d'où ils pourront quitter leur planète menacée de destruction. Pour cela, il faut guider chaque peuple à travers de dix niveaux à difficulté croissante. Les différents mondes sont ceux des Highlands, du Cirque, le monde Classique, le Médiéval, l'Ecolo, l'Egyptien, ceux des Pin-up, des Sports, de l'Ombre, le monde Caverneux, et le Spatial.
Le joueur à pour objectif de faire faire les bonnes actions aux Lemmings aux bons moments. Il doit par exemple les faire sauter par dessus un ravin, ou leur faire escalader une façade, creuser un tunnel ou encore s'élever en montgolfière.
La patience est une qualité obligatoire pour achever ce jeu. En effet, certain niveau demande parfois à être recommencé plusieurs fois à cause d'un petit décalage dans la construction d'un mur ou parce que le vent n'a pas soufflé dans la bonne direction. Seule la persévérance permet de venir à bout des différents mondes.
Les Lemmings en eux-mêmes renforcent l'attrait du jeu car le joueur éprouve de la sympathie à leur égard. Ce sont de petits bonhommes qui font bouger leurs cheveux verts quand ils marchent, qui s'agitent dans tous les sens dès qu'il faut creuser un puit et qui poussent des cris de soulagement quand ils arrivent à la fin d'un niveau.
Les graphismes ne sont pas superbes mais ils correspondent tout à fait à l'ambiance du jeu. La bande son, quant à elle, rend plus vivant chaque monde grâce à sa qualité.
Mon premier jeu sur ordinateur et je trouve que c'est encore un des meilleurs. Superbe à tous les niveaux. A avoir de toute urgence.
Po raz pierwszy zetkn¹³em siê Lemmingami jeszcze w czasach, kiedy, jak wiêkszoœæ komputerowców, mia³em Amigê. Lemmingi to to seria najlepszych gier logiczno-zrêcznoœciowych. Znakomity, chocia¿ w sumie prosty, pomys³ autorów (w koñcu trzeba niby tylko doprowadziæ stado gryzoni do wyjœcia) zosta³ œwietnie zrealizowany. Lemmings 2: The Tribes to moja ulubiona czêœæ. W porównaniu z poprzednimi poprawiona zosta³a grafika a muzyka ci¹gle jest œwietnie dopasowana i melodie szybko wpadaj¹ w ucho. Gra trzyma równie¿ klimat z poprzednich czêœci, co niekoniecznie zosta³o zachowane w nastêpnych czêœciach. Inne usprawnienia jak mnóstwo ró¿nych nowych umiejêtnoœci tych gryzoni, b¹dŸ ciekawy zestaw plansz sprawiaj¹, ¿e od Lemmings 2 nie sposób siê oderwaæ. Nie pozostaje nic innego jak tylko us³yszeæ 'Let's go' i zacz¹æ g³ówkowaæ jak ewakuowaæ bezpiecznie te stworzenia do kolejnych plansz.
Melko erinomainen jatko loistavalle Lemmings-pelille. Kaikkea mihin ensimmäisessä osassa totuttiin on enemmän ja ehkä jopa kauniimmin. 'Lemminkiläisten' määrä ja kykyjä on lisätty, sekä monien mieliksi tai mieliharmiksi myös niitä pirullisia ansoja. Lemmings 2 ei ole yhtä lineaarinen kuin ykkönen, valinnanvapautta on enemmän niin kentän valinnassa kuin eri kenttien läpipeluumahdollisuuksissa. Grafiikka on kaunista ja hahmot hyvin animoituja, tässä on jopa ehkä hieman parannusta tapahtunut. Äänet ovat sitä tavallista tasoa, ei mitään kovin mullistavaa mutta eivät huonojakaan. Ei ehkä ihan alkuperäisen Lemmingsin vertainen, mutta kyllä tämä jokaiseen Lemmings-faniin uppoaa :)
"Lemmings 2: The Tribes" is net zoals de vorige in zijn reeks een denkspel, waar je al je beste ideeën zal moeten gebruiken om het spel uit te spelen.
Moest je het spel echter niet kennen:
Je krijgt per missie een aantal Lemmings tot je beschikking, je zal dan door denkwerk en strategisch aan het werk te gaan zoveel lemmings over de finishlijn moeten krijgen. Het moeilijke aan dit spel is dat elke lemming een bepaalde opdracht kan krijgen, zo zal een lemming kunnen graven, klimmen, springen, touwtje trekken, blokeren of zelf exploderen. Je zal wel moeten zien dat je zo weinig mogelijk lemmings verspilt.
Een voorbeeld:
je krijgt 10 lemmings, waarvan je er 3 kunt laten bouwen (zijnde een brug), 2 kunt laten blokeren, en 5 kunt laten graven (per missie zal dit anders zijn) --> de opdracht, van de ene kant van de level naar de andere te geraken en dit over een enorme kloof met daarachter een enorme berg, het minimum lemmings die moet overleven is 8. Je zal dus eerst een brug moeten bouwen over de kloof, hiervoor zal je 1 lemming gebruiken deze lemming ben je echter niet kwijt tenzij hij tijdens het bouwen van de brug valt en zo in de ravijn stuikt. daarna zal je enkele lemmings laten graven in de berg om zo een tunnel te graven en een doorgang aan de andere lemmings te geven, voila, missie één is voorbij, je hebt al de lemmings gered en je kunt naar de volgende level gaan. Dit lijkt makkelijk, maar naargelang je verder komt in het spel wordt het minimum steeds kleiner, het aantal opdrachten die je lemmings aankunnen kleiner en wordt het denkwerk steeds groter.
Laat je dus niet misleiden door de grappig uitziende lemmings, het spel is echt niet zo makkelijk als het eruit ziet en je zal toch vaak in je haren zitten om een bepaalde missie goed ten uitvoer te brengen. Grafisch een 8, de gameplay een 8 het geluid spijtig genoeg een 5, toch een aanrader voor wie zijn grijze cellen wilt laten werken.
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Download Lemmings 2: The Tribes
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PC Tool Package [2.970 kb] This Package Includes: Winrar 3.11, Boot Disk, Crack Programs, Mouse Drivers, Fakecd, LoadFix, TP-Patch and WING library.
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