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    The Medieval Levels Walkthrough

    Medieval 1: Lemming of Nottingham

    Use Scoopers to get through the first 2 platforms. Make someone a Jumper to get across the pit, and make him a Sand Pourer in front of the ledge on the right. Make 2 more lemmings Jump over the pit and add a load of sand to the pile. If necessary, make a 4th lemming Jump the pit. When he climbs the sand pile, go back and make 2 lemmings in the pit Sand Pourers to release them. Go find the leader and make him a Scooper as he travels to the right.

    Medieval 2: Sir! I Kid Ye Not

    Make the leader a Twister when he gets in the valley, and use the fan to guide him down and to the right. Have 2 lemmings made Flame Throwers or Club Bashers to get through the 2 posts on the right. Make enough lemmings Sand Pourers to fill the small pit below and to get over the metal block on the left. Finally, have a lemming Club Bash through the rock obstacle on the right.

    Medieval 3: All in a Knight's Work!!

    Make the 1st lemming a Stacker the instant he lands, but let him stack only 3 blocks, then make him a Jumper. Make him a Stomper in the small pit to the left. Make him a Roper at the left end of the platform underneath and have him set the grappling hook into the platform below. Before he walks off the rope, make him a Stomper, but far enough down that those who follow will step onto the platform and not drop into the water. When he gets back to the water tank, use just one Platformer skill to bridge the gap (it'll just make it). Now go back up and have someone Platform towards the stacked blocks. Results: all 60 lemmings saved - Gold Medal!

    Medieval 4: Watch That Last Step!

    Make the 1st lemming a Stacker when he gets to the 1st high point of the green area of the platform with the ramp at its right end. One lemming will sneak by. When he travels a little ways, make him a Stacker too. Make the leader a Glue Pourer to get over the gap to the water tank. When he gets into the water, make him a Surfer and use the fan to quickly (before he sinks) blow him to the other side where he will jump out on his own. Just before he gets to the pit down below, make him a Sand Pourer. When he gets within about a quarter inch of the left side of the pit, make him a Stacker. When the stack is about even with the floor above the pit and the lemming is facing LEFT, make him a Sand Pourer. Make him a Glue Pourer to bridge the gap ahead and a Club Basher to get through the wall ahead. Go back to the lemming trapped between the 2 stacked walls. Make him a Stacker right next to the stack on the left (don't leave a gap between the new and old stack).

    Medieval 5: King Arthur's Lemmings

    Make the 1st lemming a Bomber before he gets to the 1st tree (approx. 1 1/2 inches from the left wall. You'll probably have to do this several times - so what else is new? - to establish the correct place). As soon as you see a lemming walking before the Bomber gets to his feet, make the Walker an Attractor. Make the Bomber a Club Basher. He must Bash nonstop to the steel block at the right end of the platform. He'll drop down to the platform below. When he gets to the right edge, make him a Jumper. When he walks up to the narrowest point of the rock obstacle, make him a Bomber. When he gets to his feet, he'll walk left. Make him a Builder twice to reach the lower edge of the platform (there's almost no room for error here). When he gets back to the right, make him a Bomber to break through the last portion of rock. Go back and release the remaining lemmings by changing the Attractor's skill.

    Medieval 6: Let's Play Twister!

    The lemmings will all enter the pit down on the right. Make the leader a Rock Climber when he turns to the left. When he gets to the left of the entrance, make him a Twister, a Slider, and a Runner. Use the fan to guide him to the left and then straight down. When he slides all the way down, make him Jump to the platform on the right. When he gets to the right end, make him a Platformer. When he turns around and runs left, make him a Twister ahead of the opening in the white platform below. Guide him straight down. At this time you should have about 2 1/2 minutes left on the timer. Now go up to the pit where everyone else is and make someone on the far right a Twister. Guide him to the right, then straight down to the ramp made of large rocks. Make someone else a Twister to burrow straight down through the center of the ramp.

    Medieval 7: Underground

    When the leader is within fencing distance of the tall turret on the right, make someone else an Attractor. Make the leader a Fencer. When he drops down between the 2nd turret and the tree, make him a Stomper. Stomp down for a ways, then make him a Fencer again. When he reaches the last turret on the right, make him a Fencer.

    Medieval 8: What Shall We Do Now?

    Make the 3rd lemming an Attractor as soon as he lands. Make the 2nd lemming a Stomper. After he falls into the pit below, pick a lemming at the FAR RIGHT of the pack under the entrance, and make him a Platformer to seal off the hole in the platform. Next, make the lemming down below a Stomper as he walks to the right. Let him walk out from under the platform overhead and make him a Ballooner. Use the fan to guide him all the way to the top and on to the platform on the right. When he comes back to the gap on the left, make him Platform over the gap. Let him walk up the ramp a ways, then make him a Bomber 5 times in succession to blast through the wall. Release the pack and make the leader a Stomper when he gets over to the brown platform. Make anyone a Stomper on the next platform below.

    Medieval 9: Lemming in Distress!

    Make the first lemming a Jumper as soon as he lands. Let the 2nd lemming walk a few steps then make him an Attractor. Make the lead scout a Jumper twice. After the 2nd jump, make him an Archer and have him shoot 2 arrows into the side of the landing platform to create a "bridge" long enough to get beyond the water underneath. When he gets to the right end of the platform he's on, make him a Jumper again. When he stands up, make him a Roper and have him set the grappling hook up to the platform he just left. When he climbs the rope, falls down off the left side and starts down the long ramp on the left, make him an Archer 2 times. Have him set 2 arrows (back to back) in the lower left corner of the platform with the grappling hook in it. Before the exit is a small pile of rocks with what appears to be a trap on top. It is, but the lemming won't be able to walk up the rock pile - he will walk past it on the floor. When he gets to the left edge of the pile of rocks, make him a Builder (unless you like fire breathing dragons). Release the Attractor.

    Medieval 10: Just Jousting Around

    Make the 1st lemming a Runner. When he drops into the pit on the right make him a Roper and have him rope over the pile of rocks in the corner. Go back to the entrance and make someone a Pole Vaulter - he will vault to the ledge above. Now make him a floater. While he's floating down, move the catapult over to the right, but leave a gap on the right about the width of the block with the pointing arrow in it. As soon as he is shot by the catapult, move the catapult back to the extreme left. When the lemming lands and is under the pit where all his friends are walking back and forth, make him a Glue Pourer. When he gets back to the right end of the platform, make him a Glue Pourer again. Now wait for all the lemmings to land in the pit, then make someone a Bomber near the left corner. To get the Runner out AFTER everyone else is gone, make him a Stacker on the right side of the opening created by the Bomber as he is running left.


    This walkthrough was written by Warren Buss. All rights reserved.