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Thread Title: Lost Vikings 2 Passwords & Walkthru (for Super Nintendo)

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    Default Lost Vikings 2 Passwords & Walkthru (for Super Nintendo)

    Passwords

    ST3W Level 2
    K3YS Level 3
    TRSH Level 4
    SW1M Level 5
    TW0! Level 6
    T1M3 Level 7
    K4RN Level 8
    B0MB Level 9
    WZRD Level 10
    BLKS Level 11
    TLPT Level 12
    GYSR Level 13
    B3SV Level 14
    R3T0 Level 15
    DRNK Level 16
    Y0VR Level 17
    0V4L Level 18
    T1N3 Level 19
    D4RK Level 20
    H4RD Level 21
    HRDR Level 22
    L0ST Level 23
    0B0Y Level 24
    H0M3 Level 25
    SHCK Level 26
    TNNL Level 27
    H3LL Level 28
    4RGH Level 29
    B4DD Level 30
    D4DY Level 31

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  3. #2
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    Default RE: Lost Vikings 2 Passwords & Walkthru

    Walkthrough

    In Level 2, follow the path the game gives you with Olaf in the lead to avoid damage from enemies.

    In Level 3 Use Olaf to get the first Skeleton Key, then Erik to get the Red Key. Finally, make sure Olaf is in the lead and follow the path to the exit.

    In Level 4, send Olaf ahead to get a Skeleton Key, then move the others down the elevator. From there, send Erik ahead to get the Red Key and the Vampire Bat Wing. Then head left and up to the exit.

    In Level 5, send Erik through the water, then up to hit the Button. Send all the Vikings right to the weak floor. Go down and left. Erik has to swim to get the Skeleton Key to let Olaf through. Once it's opened, move forward through the level with Olaf in front.

    In Level 6, send the two Vikings left to get the Yellow Key and Fang. Then head down and left to the exit.

    In Level 7, send Erik into the water, while Fang goes up to find a Skeleton Key. Keep heading right to the second elevator, then go down and left to find the exit.

    In Level 8, use Olaf to get the Yellow Key, then have Erik jump up to get the Red Key. Start heading down and left, to get the necessary items, then all the way right to find the exit.

    In Level 9, send Erik right to get the Red Key, then back into the water and down. Olaf should go down and left to find Scorch, then they should go all the way right to find a teleporter. Olaf will get to the Sorceress first by one route, then Erik and Scorch will have to go up and over to find the exit.

    In Level 10, send Scorch ahead to find the Dragon's Egg and open the door by the teleporter to go right. Send Erik right to get the Yellow Key and the Spell Scroll. Use Baleog and Scorch to get up and right to find the Target that frees Erik. Head back to where you started to exit.

    In Level 11, send Fang up to get the Yellow Key while Olaf goes down and wait. Erik should jump into the water to find a Bomb which allows Fang to use the key. Olaf will go down over the spikes to get the Spell Scroll while Fang wall jumps up and over to rescue him. Have them all start working their way up and right, then down to find the exit.

    In Level 12 Olaf does all the work at the beginning of this level. He should go down all the way, then through the teleporter breaking all of the weak floors as he goes. Send Scorch up and over to get to the White Blocks, while Baleog goes down and right to get to the Buttons. Once Scorch is safely past, move Baleog down to the teleporter to get the Yellow Key and have Olaf follow. Keep heading right and up to find the teleporter to the Sorceress.

    In Level 13, move all of the Vikings right and into the teleporter, then down and right along the bottom path. Erik goes into the water to find the Button that opens the way for Baleog and Olaf. Start heading up and right to find your next teleporter. Keep going right then down to get a Red Key, then back to the entrance to use the key and find the exit.

    In Level 14, send Erik down and into the water to find a Bomb. With it, he can open the way for the other two to reach the Gypsy. From her, send Olaf down to get the Yellow Key and the elevator for the others. Work your way up and left to find out about ropes, then right all the way along the top. Finally, go down all the way to find the elevator taking you back to the Gypsy.

    In Level 15, have Erik break the two sets of weak blocks by the entrance, then go into the water and explore thoroughly to find the Diamond and the Tarot Card. He should exit by the Jelly Fish and wait. Baleog must go up and over the burning ropes, while Olaf floats over the gap by the water. Once you've gotten Baleog and Olaf across the gap, jump back into the water and swim all the way left and out to find an elevator. Take it up to the others. At the top, go all the way right to find the Yellow Key. Go back to the springboard and head right along the middle to find the exit.

    In Level 16, Erik should go into the water to find the first Red Key, then back to the others and up. Send Baleog left, up and all the way right to wait while Erik and Olaf go right and down to find the elevator. With it, keep going right along the top, then down to find the Gypsy.

    In Level 17, send Olaf right to the area with the burning ropes. At the top of the area are some weak blocks, break them then glide down to the closed door. Send Scorch up and over to get a Bomb, then use it so he and Baleog can get to the area with Olaf. Keep heading all the way right to find an elevator. Use it to get all of the Vikings up to the top, then head left and up. You'll need to get Baleog and Scorch up to the very top-right to open a door for Olaf. Once at the top-right, start heading down to find the exit.

    In Level 18, send the Vikings up and left into the middle of the ship. Fang and Olaf should then head all the way left along the bottom. Once Fang has the Yellow Key, go up and right to lower the ladders for Baleog. Work your way to the top of the ship and head left to get the Skeleton Key and all the way right and down to find the exit.

    In Level 19, send Scorch and Erik to the upper-right of the area so Baleog can get a Skeleton Key. With the key, Erik can get into the water to find a Button that opens the door by the entrance. Move Baleog and Scorch through that door and left to open the way for Erik. Start moving up and left to the top, then right to find the exit.

    In Level 20, send Erik all the way right to get the Torch, then send them all up and left to find the Voodoo doll and a Bomb. Start heading right as far as you can go. When you come to the water, send Olaf down to the teleporter to open the way for the others. Move everyone all the way up, then left to find the Witch Doctor to exit.

    In Level 21, move the Vikings up to the top-left to get the Voodoo Doll and the Red Key. Give the keys to Olaf and have him open the gates so Erik can get into the water to find the Skull and the Yellow Key. Move all the way left. Send Fang to the top-left to get the Skeleton Key, then return to the others and open the passage to go down. Head all the way left to find the Witch Doctor.

    In Level 22, have Olaf go up to stop the falling wall with the White Block, then return to the others and start heading right. Baleog and Scorch need to go up on the see-saw to get to some Targets, the Voodoo Doll and the Red Key at the top-right. Go back to Olaf and open the Red Gate so you can go down. Go all the way right, then down again. Go all the way left to find the Witch Doctor.

    In Level 23, send Fang up and left to get the Yellow Key, then return to the others to open the door. Send the Vikings left all the way, then up and right to a teleporter. Zig-zag back and forth between the teleporters to get all the way to the top. Go right along the top all the way (Erik needs to go in the water). At the end, go down to the Witch Doctor.

    In Level 24, send Baleog all the way right to clear the way for Erik and get the Red Key from the top-right corner. Move Erik right to get the Yellow Key and the Skull. Jump into the water and swim to find the Yellow Keyhole. Get in the water on the left to find a Button that lets Olaf through. Head left along the bottom to find the Boar's Tusk, then back all the way to the right to exit.

    In Level 25, send the Vikings down and have Erik swim down and right through the water. Fang should go up over the top. Scorch should scout out the middle after Fang clears the path for him. Once Fang goes all the way right, bring him down to the others. Keep going down and right to find the exit.

    In Level 26, move the Vikings right to get the Yellow Key and the Red Key. When you get to the anti-gravity zone, Olaf will go down while Baleog and Eric go up and over. Keep heading left to get all of the parts to the Teleport Device and the Blue Key, then back to the right to exit.

    In Level 27, go left, then up with Olaf and Fang to get to Conroy and turn on the anti-gravity zone. Leave Fang at the bottom and have Olaf and Erik go left along the top to find the Button to turn off the force field at the bottom and get the remaining pieces to the Teleport Machine.

    In Level 28, send the Vikings right to the anti-gravity zone, then down and left. Erik goes left along the top then drops down into the water to find some Buttons. Move Olaf and Baleog left to the elevator and up to get the Blue ATM Card. Send Erik and Baleog left and up, while Olaf goes left and down (they'll all arrive at the same place). Go right all the way to find Conroy.

    In Level 29, use Erik to get first Baleog, then Scorch to the right to get the Red ATM Card. Next, you'll have to use Scorch to get Baleog and Erik up to the top. Send all of them left all the way and down the ladders. Use Scorch and Baleog to break the Targets in the ceiling of the lower section, then go down the elevator and right to exit.

    Tomator in Level 30

    Fang's Path Through Level 30

    1. Have Fang wall jump up the right wall. At the top is a teleporter; use it. Wait where you appear, then hit Tomator with your claws.

    2. Fall down on the right side of the screen and grab the wall before you crash at the bottom.

    3. Go left and beat the two enemies to get a hamburger and a Thermal Grenade.

    4. Wall jump up the left side of the room, then drop the grenade on Tomator. He'll drop the Blue ATM Card. Go right and use the card on the panel to open a bridge.

    5. Go to the bottom of the area and beat the enemies to get another Thermal Grenade, then return to the top and fall into the small area.

    6. Grab the rope and go left all the way. Stand up on the rope and drop the grenade on Tomator when he's over the electric beam. He'll be stunned and drop the Yellow ATM Card for you.

    7. Wall jump up to the very top-right of the area to find the Yellow Panel for the card and use it to get to the next teleporter. On the teleporter is one of the parts to the Time Machine.

    Scorch's Path Through Level 30

    1. Have Scorch fly up all the way, then left over the barrier to the teleporter; teleport.

    2. Glide down to the lowest level and beat the enemy to get a Hamburger. Fly up on the right side to a Button. Push the Button and fly left through the opening.

    3. Wait for the electric beam above you to turn off so you can fly up and hit the Switch.

    4. Carefully, fly over to the left side and hit the Switch on that side to drop a White Block.

    5. Fly down to the level above the Hamburger-dropping enemy and push the block all the way left.

    6. Jump down one level and go left to get the Yellow ATM Card. Fly back up to the block and push it all the way right.

    7. Jump down to the Yellow Keyhole and use the card to open the blue gate (the gate will not open unless the White Block is blocking the beam on the upper level).

    8. Go right through the gate to find another enemy. Beat it to get a Thermal Grenade.

    9. Fly back up to Tomator and drop the grenade on him when he's over the electric beam to get the Red ATM Card. Fly up to the top-right of the area to find the Red Gate panel. Use the card to get to the Time Machine piece and a teleporter; teleport.

    Olaf's Path Through Level 30

    1. Shrink Olaf and go left all the way to the teleporter and teleport. When you appear, you'll get a message from Tomator.

    2. Glide down to pick up the last piece of the Time Machine. Go right as soon as you can and pass the piece off to one of the others.

    3. As soon as all three parts are inserted into the Time Machine, your friends will disappear and the level will clear.

    Tomator in Level 31

    Olaf's Path Through Level 31

    1. Have Olaf shrink and go all the way right to the teleporter. Take it.

    2. When you appear, wait at the top with your shield up until Tomator is almost on you, then glide down on the left. As you pass the Button, hit it to make Tomator drop a Thermal Grenade.

    3. When you land on the teleporter by the blue energy rope and shrink. Go right to the next Button and push it. When Tomator is below you, fart over the gap and drop the grenade on him.

    4. As Tomator comes up on the right side, hit the Button to make a flame appear so he drops another Thermal Grenade.

    5. Fall into the anti-gravity zone to get the grenade and drop it on Tomator so he falls into the electric beam and drops the Blue ATM Card.

    6. Get the card and go left along the bottom. You'll see a ladder below you, climb down the ladder and go left to the Blue Gate. Use the card to open it and go left to get the Yellow ATM Card. Teleport back to the others.

    Erik's Path Through Level 31

    1. Get the Yellow ATM Card from Olaf, then jump up and left to the Yellow gate. Open it with the card and enter the teleporter.

    2. When you appear, jump into the water and swim all the way down and right to a Button. Hit the Button, then jump up to the blue rope. Use the Rocket Boots to double-jump up to another Button. Hit it then drop back down to the blue rope.

    3. Climb on the rope and break the weak ceiling, then double-jump up to the White Block and push it all the way left. It'll fall down and land on a plunger that lowers a bridge.

    4. Go left across the bridge to get into the water and swim down to another Button. Hit the Button.

    5. Jump up and charge Tomator when he's over the opening. He'll drop into the water and electrocute himself (he'll also drop the Red ATM Card and the Blue ATM Card.

    6. Go left to the blue gate and use the key to get back to the others.

    Baleog's Path Through Level 31

    1. Have Erik go left to the red gate and use the card. Move all of the Vikings left and into the teleporter.

    2. Once teleported, shrink Olaf and have him walk all the way right to the electric beam.

    3. Have Erik jump up and right to stand on the next beam then move Baleog right and up the ladder. Hit the Target in the ceiling, then go right all the way and up the ladder.

    4. Hit Tomator with your Bionic Arm. When he recovers, hit him with your sword to make him drop a Thermal Grenade. Hit him again so he comes to the bottom of the screen.

    5. Activate the Button to be tossed up. Grab the jewel and swing over to the left. Land next to the White Block and drop the grenade, then swing back to the jewel so you don't take damage.

    6. Once the blocks have cleared, fall down onto the block and hit Tomator to get another grenade. Hit him again so you can get back up to the jewel. Swing, then land on the White Block and break the blocks in front of the Target.

    7. Hit the Target and get one more grenade from Tomator. Drop it on him from above, then return to the others.

    The End Of Tomator

    1. Move all of the Vikings onto the elevator and ride it up.

    2. Switch to Olaf and move him up the ladder, then up the next ladder. Go left (just out of Tomator's range) and stand facing him with your shield down.

    3. Switch to Erik and bring him up to stand behind Olaf.

    4. Change to Baleog and move him behind Olaf. Hit Tomator with your Bionic Arm to stun him. Move forward a little and hit him again. Keep doing this until he is almost all the way right.

    5. Switch to Erik and charge into Tomator to stun him. If he's far enough right, he'll fall into the electricity and it's Game Over!

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