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- Egyptian #1: TWO'S COMPANY
-
- The 1st lemming will land from the upper right entrance. When he walks to the
- right a little ways, make him digger. Go to the upper left entrance and choose
- any Ground Removing Skill (GRS) in the inventory and have the lemming cut
- through the wall on the right. Choose another GRS and have a lemming from the
- bottom entrance cut through the wall on his right. Similarly choose other GRS's
- and have lemmings cut thru to the left wall above the lower entrance (or to the
- right, if you prefer) and the remaining walls on the right.
-
- Egyptian #2: GLUED TO THE GOAL!
-
- When the 1st lemming from the lowest entrance gets to the right end of the
- large block in the floor with a picture of a beetle, make the 2nd lemming an
- Attractor. Go up to the top entrance and make the leader a Glue Pourer. Go to
- the bottom floor again and make the leader a Jumper, then a Flame Thrower, then
- a Platformer (to get over the water). When he gets up to the top of the ramp on
- the right, make him a Glue Pourer twice. When he walks up to the end of the
- next ramp and turns around, make him a Platformer. While he's doing that have
- any lemming from the top entrance Flame Throw 3 times to get to the exit. Make
- the lemming coming from the opposite direction a Flame Thrower to get to the
- exit. Have anyone from the middle entrance Stomp through to the lower entrance.
- Release the Attractor by making him a Jumper.
-
- Egyptian #3: LABRYNTH OF FUN
-
- Make the 3rd or 4th lemming an Attractor. Release the leader by making him a
- Jumper. Make him a Platformer before he can go down the steps leading down to
- the right. He will fall down a fairly long shaft and yell "OUCH"! A little later
- on he will fall down a shorter shaft and walk to the right. When he turns to
- the left again, make him Platform over the next two gaps. When he gets to the
- Sphinx, make him a Fencer. When he starts fencing go up and release the
- Attractor. When the Fencer finishes, make him a Fencer once more. When he
- finishes this time, make him a Scooper.
-
- Egyptian #4: SPIRALLING DNA
-
- This level pretty well speaks for itself. Make the first lemming a Stacker as
- soon as he touches down. Make the next lemming a Twister when he reaches the top
- of the ramp and before he can turn left. You must now use the fan to guide the
- Twister up to the right at an angle, then straight across (the easy part) so he
- cuts between the 2 pits - one above the other - then up at an angle again to
- the exit. If he's still whirling when he gets there, blow him straight up.
-
- Egyptian #5: ECHO OF LIGHT
-
- Make the lead lemming a Slider and Rock Climber, then have him Bash through the
- palm tree. When he slides down the pedestal on the right side, make him a
- Stomper, then make him Bash through the left wall. When gets through it, make
- him a Glue Pourer. As he's walking across the glue, make him a runner, then
- make him Bash through the wall on the right, Jump over the pit, and Bash thru
- the next wall. Now in successive Jumps make him Jump across the pit, Jump past
- the exit, Jump by the exit again (going left this time), and over the pit. Have
- him Jump over the next large pit. When he turns back to the right, make him a
- Glue Pourer before he arrives at the large pit again. Now release the rest of
- the lemmings by having someone Stomp through the low end of the ramp on the
- left.
-
- Egyptian #6: RUPER'Z QUESTLING
-
- When the 4th lemming gets down to the pit under the entrance, make him an
- Attractor. When the leader gets to the top of the pyramid, make him a Filler
- over and over again until every pit and depression ahead of him is filled with
- sand. When he gets back to the small pit ahead of where the water was, make him
- Rope to the ledge above, then release the Attractor. (Now wasn't that fun? And
- the easiest solution and execution yet?)
-
- Egyptian #7: THE EGYPT COTTAGE
-
- Make the first lemming a Parachutist and Swimmer. When he walks left, make him
- a Ballooner. Blow him over the ramp on the left side. Now go to down to the
- bottom and await his descent to take him down to where you're waiting. When he
- comes into sight, blow him over to the sloped platform between the 2 water
- tanks. He will be walking to the right when he lands. When he gets over on the
- down slope, make him a Rock Climber and a SuperLem in that order. (If he falls
- into the water on the right side he will swim across and climb out. As soon as
- he is on the bank, be sure he is a Rock Climber and make him a SuperLem). As a
- Superlem, he must be guided up and to the left so he lands on the
- ramp below the colorful column above. He will climb up to the top of the
- column and then start to Parachute down. Blow him over to the right side of the
- exit. When he drops off the wall again and turns to the left, make him a
- JetPacker and blow him on to the ledge above and to the left. He will climb
- to the top of the wall. When he starts to chute down, blow him over to the
- UPPER LEFT half of the Sphinx. When he walks to the top of the head, make him
- a Laser Blaster to release the lemmings above. You can ignore all those who go
- to the left. Make a lemming a Stomper right next to the right foot of the
- Sphinx which will release everyone except the Rock Climber/Parachutist. When he
- gets to the top of the wall and starts to chute down, blow him over to the LOWER
- RIGHT half of the Sphinx so he will fall thru the stomped opening. When he
- walks off the platform on the left, blow him over to the wall again on the
- right side of the exit.
-
- Egyptian #8: HEROE'Z QUEST
-
- When the lead scout (our hero here) walks left, make him Jump over the little
- block on the left. Have him Stomp twice. When he gets down lower and drops into
- a little notch, as he walks left in the notch, make him a Jumper. When he falls
- into the next notch below, make him a Fencer as he walks left. When he walks to
- the right again, make him a Jumper then a Fencer to destroy the small block on
- the platform. When he walks to the right again, make him a Jumper then a
- Stomper before he turns to the left. Before he can Stomp all the way through,
- make him a Fencer. When he turns to the left again, make him a Jumper after he
- walks back down the ramp a short distance. When he turns back to the right,
- make him PoleVault up to the ledge on the right. When he turns left again, make
- him Jump to the next ramp. He'll have two more short Jumps to make (one to the
- right, and one to the left) before he heads up over the roof of the exit. Make
- him Platform over the gap on the left, then Scoop to the left (watch out for
- the metal block over head when he starts Scooping - 'nuff said). When he breaks
- through the wall, make him a Platformer. Now release the rest of the lemmings
- by having someone Stomp down through at the only place he can.
-
- Egyptian #9: Make the 1st lemming a Stacker as soon as he touches down. When he
- completes stacking and pauses, make him a Jumper. When he gets between the
- metal blocks on the right, make him a Stomper. When he is down to the 2nd
- layer of blocks, make him a Basher. When he gets almost to the metal block on
- the right, make him a Stomper again. When he gets down to the metal block or
- just above it, make him a Basher to the right. When he is clear of the metal
- blocks below, make him Stomp down to the next metal block. When he walks all
- the way left, make him a Bomber. Then make him Stomp down to the next metal
- block. Once again, make him a Bomber on the left side, then make him Bash left.
- When he gets above the next platform below, make him a Stomper. Make him
- Platform all the way across the gap. After he completes the platform, turns
- around and comes back, make him a Basher. When he is all the way over the
- second block on his right, make him a Stomper then a Basher. Go up and
- release everyone else by having someone Bash through the block on the right.
-
- Egyptian #10: PYRAMID OF DESPAIR!
-
- Make the 1st lemming a Rock Climber, then make him a Hopper to get across the
- stepping stones over the pit underneath. He'll walk down a set of stairs. When
- he turns around make him Jump back up on the stairs. When he gets about 5 or 6
- steps from the top, have him fire a Mortar round. Now he'll go back down the
- stairs again. Make him Jump back up on them a 2nd time (use a Shimmier skill).
- This time he will drop into the pit below the hole created by the explosion. As
- soon as he's in the pit, make him a Glue Pourer twice in succession. Now comes
- the hard part. You must use a succession of Sand Pourers in the pit with the
- rest of the Lemmings to release them out the left side without trapping any of
- them, which is mandatory to getting the gold medal.
-
-
- Sports #1: CECI N'EST PAS UNE PIPE
-
- NOTE: If this is your first look at the SPORTS World, the exit is a golf green
- with a flag in the cup. This first level is very cleverly designed and is fun
- to watch. You will lose a few lemmings but still get a gold medal. This entire
- set of levels is a bit more challenging than most levels in The Tribes (in my
- opinion).
-
- The lemmings will start by being transported by 2 trampolines and a jet of
- steam. Make the leader a Flame Thrower and have him burn a hole through the
- pipe on his right. The next time the lemmings land, immediately make someone
- a Bomber. Now watch the action. (The lemmings who are lost are caused when too
- many lemmings hit the trampoline below at the same time and overload it. I
- lost three). The lemmings will finally end up on a platform under a red
- feathered dart stuck into a red checkered block. The first one to reach the
- pipe on the left should burn through it and the next one to the left as well.
- Then they're home free with a gold medal.
-
- Sports #2: SCHOOL SPORTS DAY
-
- Make the lead lemming a Scooper to the right of the entrance. As soon as the
- lemmings begin to walk down the ramp underneath, make 2 of them Fillers to fill
- the pit below. Make someone a Flame Thrower to burn a hole through the wall on
- the right. Now use 3 Filler skills to fill the pit on the right side of the
- wall. As soon as someone walks up on the ledge on the right side of the pit,
- make him a Roper and have him set the grappling hook high up on the left side
- wall. When someone gets up to the ramp on the left side, have them Rope up to
- the ramp ahead of the exit flag. To release the lemmings trapped in the pit in
- the lower left corner, the easiest way is to make someone a Twister and guide
- him through to the right. If he fails to get all the way through, finish the
- job with Flame Throwers.
-
- Sports #3: THE OCTATHALON!
-
- When the leader gets to the tennis racket, make the next lemming an Attractor.
- Free the leader if necessary by making him a Jumper. When he drops off the
- landing platform, make him Platform once to the right. He will turn back to the
- left at the pool table. When he drops into the pit make him a Filler 3 times to
- get out of it. When he walks to the right, let him walk down to the next
- platform and have him Platform to cover the hole in the floor ahead of the pipe.
- Now leave him alone until he gets to the ledge above the red feathered dart.
- Make him Platform once from the ledge. Go back and release the other Lemmings.
-
- Sports #4: RRRACKETEERZ!
-
- The lemmings will follow a very lengthy route to the exit. Make the leader
- jump over the hole in the top rope, then over the red knob. Now make him a
- Runner and leave him alone until he gets to the gap above the green checkered
- block. Make him Platform across the gap. The next time he will need your help
- is when he gets to the right side of the water tank below. When he arrives have
- him Rope up to the green checkered block. When he gets to the left edge of the
- block have him Rope down to the steel block. Now go back and release the other
- lemmings by making someone a Fencer to cut through the small block ahead of the
- tennis racket.
-
- Sports #5: BLOW BACK....
-
- Make the 1st lemming a Stomper to get through the pipe below the entrance. The
- jet of steam will boost everyone up to a platform to the right of the entrance.
- At this time you may want to speed up the game until the last lemming has
- gotten on the platform, then quickly slow the action to normal speed. You will
- now have about 4 chances to get one of the lemmings on the platform to Jump the
- gap over to the trampoline and hence boosted up to the top where he will use
- a small red valve to shut off the steam jet used at the beginning. (No, there
- is no "shutoff steam jet skill" - for once a lemming doesn't have to be told
- what to do). Now make someone a Stomper in the middle of the platform where all
- the lemmings are waiting. The first one who walks to the left and drops into a
- pit created by the course of the steam pipes should be made a Filler. When a
- lemming goes far enough left, have him Stomp down to land on the pipe ahead of
- the steam jet. This will kick everyone upstairs from where they can walk to the
- exit.
-
- Sports #6: DOUBLE TROUBLE
-
- When the 1st lemming walks to the left end of the landing platform, but before
- starting down the ramp, make him Rope to the upper left corner. One lemming will
- get by. Make him a Rock Climber, then make him a Fencer to get into the long
- vertical shaft on the left. As soon as the opening is created, make him a
- Jumper before he can carve any material on the left side side of the shaft. When
- he climbs up the shaft and turns back to the right, you can either make him a
- Platformer or a Jumper to get across. He will then climb up on the right side
- and get on the platform on the right. When he turns back to the left, make him
- Platform across to the ramp leading to the exit. Before he gets to the exit,
- make him a SuperLem and guide him to the bottom of the ramp on the right. The
- instant he lands, make him an Exploder before he can get up. He should explode
- in time to create an opening over the lemmings trapped below. When they come out
- make someone a Fencer through the obstacle. Result: Gold medal.
-
- Sports #7: THE SUN SIGN SELECTION
-
- Have the lead lemming Jump over the little green block, then on to the
- metal block and over to the trampoline from where he will be propelled over to
- the ropes strung between 2 red poles. Have him Jump the break in the top rope,
- then over the red post on the right. When he goes up the ramp and arrives at
- the gap, make him a Shimmier. When he gets to the other side make him a Pole
- Vaulter. He must land on the metal block ahead of the trampoline. Make him Jump
- on the trampoline and fall down the shaft on the right. Have him Jump over the
- golf ball, then make him a Shimmier again. While waiting you can use the fan
- to get the chain going. Have him Jump across the tennis ball and onto the
- chain (no small feat - you just have to be lucky). Get the chain going again
- and drop him on the left side. Let him walk to the left (don't use the
- trampolines). Have him Jump over the small gap in the red checkered block and
- when he enters the water make him a Kayaker (this guy is having so much fun
- it's a shame he'll not be able to go on with his friends - sigh.) After he gets
- out of the Kayak and walks to the wall and turns around, make him a ballooner.
- Guide his balloon up over the top platform with the slot in the bottom. Have
- him Platform over the gap on the right and bid him farewell, good show, chin up
- and all that. Now back to the landing platform. Select someone in a group of
- lemmings moving to the right and make him a Magno Booter (ta da!). When he gets
- below the landing platform make him a Laser Blaster and have him blast through
- to the left of the green block above.
-
- Sports #8: RUN THE RISK
-
- Make the lead lemming a Pole Vaulter and have him land on the "U" shaped pipe
- on the right. When he drops down and heads left make him Platform across the
- large gap. When he gets to the ramp with the green checkered block under it,
- make him Platform once to the wall on the left. When he turns left, make him
- an Archer and have him set two arrows back to back just under the edge of
- the ramp on the right. (Have him delay the second arrow so it will slant down
- some). When he walks to the right again, make him Build ONCE up to the tail of
- the 2nd arrow. When he walks across the large gap again to the other side, make
- him a Stomper and have him Stomp down as far as the 1st green line in the
- stonework on his right. When he gets to that line, make him a Fencer. When he
- completes fencing, make him a Builder twice. Make him Build across the next
- two gaps. Just before he drops down to the exit flag, make him a Stomper. When
- he's about half way down, make him a SuperLem, but DON'T MOVE YOUR CURSOR
- anywhere. Now go back to the landing platform and have someone Stomp through
- the green block just to the left of the metal portion of the platform.
-
- Sports #9: THE NERVOUS NETWORK!
-
- Make the 1st scout Jump out of the pit and make him a Glue Pourer to get across
- the water. As he is walking across the "glue" bridge make him a Slider. When he
- gets to the other side, make him a Bomber. When he turns around to the left
- make him a Rock Climber. (You can speed up the game now if you wish). When he
- has climbed almost to the top of the wall on the right, reduce speed, select a
- Shimmier skill and make him one when he finishes climbing. (Speed up the game
- once more if you want). Just before he gets to the wall on the left, reduce
- speed again if necessary, select a Jumper skill and make him one as soon
- as he turns to the right. He will climb the green checkered block and slide
- down into a "U" shaped pipe. When he is walking left, make him a Bomber. When
- he gets to his feet, make him a Scooper. He will now make his way down to a
- pipe with a red ball below and a green checkered block holding things together.
- When he is on the checkered block make him Jump to the right. When he turns
- around and gets back to the 90 degree pipe elbow, make him a Bomber. When he
- gets to the floor below (you may have to make him a Jumper to get him down
- there, depending on where he lands after the explosion), select a spot where
- he can be made a Roper and turn back to set the grappling hook through the
- opening in the pipe up to the top of the inverted triangle platform above the
- checkered block. As soon as he shoots the rope make him a Roper again and make
- him rope to a part of the platform above and to the right that only a climber
- will be able to reach after walking up the rope.
-
- Now go to the landing pit and make someone a Roper and have him rope to the
- block on the right side of the pit. When the lemmings start to walk out of the
- pit, make one of the leaders a Jumper twice to get him out in front of the pack.
- When he gets on the green inverted triangle shaped platform, make him a Glue
- Pourer. Now go over to the wall on the far right and check on the progress of
- the climber and wait for him to reach the top again. When he does, make him a
- Shimmier. Immediately pause the game and go back to the lemming pack; they
- should be turning around at the wall on the left. (If you missed them all,
- you'll have to wait for them to return). Make someone a Roper at the wall and
- wait for all the lemmings to leave him before having him rope to the top of
- the platform on the right. When he gets to the platform with the scooped out
- hole above his head, make him a Roper at the wall on the left and have him
- rope to the bottom of the scooped out opening. When he gets to the gap on the
- next platform up, make him a Glue Pourer.
-
- Sports #10: TAKE UP ARCHERY
-
- (Or take lessons from Robin Hood!!)
- This level is, in my opinion, an extremely difficult level to execute as it
- requires very quick reaction times. Slowing your system in some manner may
- help a little, but that's not a guarantee. Because of the speed of the runner
- and the rather short distances involved, time is not a consideration.
-
- Since there is no way to stall the lemmings, the leader will have to stay
- ahead of them. As the lead scout drops from the entrance, make him a Runner and
- make him Jump twice to get a lead on those who follow. Then Jump off the landing
- platform. At the instant he stands up, make him an Archer and
- have him put 2 arrows back to back (2nd arrow in the tail of the first) low on
- the opposite wall. Then make him Jump over onto the arrows to turn him around.
- (At this time he will jump on his own off the arrows and land stunned for a
- moment before proceeding).
-
- Next, have him jump the next gap and turn around and put 2 arrows (back to back
- again) at the apex of the previous ledge on the left of the gap so those who
- follow can cross over safely.
-
- Repeat the procedure for the next gap, only you may need 3 arrows here.
-
- When he gets even farther to the right and finds himself under a wide vertical
- shaft, have him shoot an arrow almost straight up and slightly to the right so
- the arrow will fall to his right and turn him around to the left. Immediately
- make him a Roper and have him set the grappling hook into the platform ramp on
- the left. Make him use 2 arrows to close the gap at the far left end of the
- platform. At this point the pressure is off. Make the leader a Roper and have
- him rope up to the left side of the exit platform.
-
- Note: Keep rope lengths to a minimum as they do not appear to stretch as far
- as in some other levels (which is probably to keep the leader from setting a
- rope in the right side of the exit platform).
-