LEMMINGS FAQ


SKID ROW PRESENTS
               LEMMINGS ][ SKILLS-DOX

THE SKILLS
SKILLS CAN BE DIVIDED INTO SEVERAL CATAGORIES:


WIND SKILLS:
LEMMINGS WHO ARE AFFECTED BY THE FAN


GROUND REMOVING SKILLS:
LEMMINGS WHO REMOVE PART OF THE GROUND


BUILDING SKILLS:
LEMMINGS WHO CREATE MORE OF THE BACKGROUND


SHOOTING SKILLS:
LEMMINGS WHO FIRE OR LAUNCH SOMETHING


MOVEMENT SKILLS:
CHANGE THE WAY LEMMINGS MOVE


MISC SKILL:
EXTRAORDINARY LEMMING SKILLS.


NOTE: I CANT INCLUDE PICTURES OF THE ICONS, SO THE BEST THING TO DO IS SELECT
PRACTISE FROM THE MAIN MENU.  THIS ALLOWS YOU TO SEE THE ICONS AND WHAT THEY
DO.


QUICK COMMANDS
F1-F8:  SELECT SKILLS
SPACE:  USE FAN
M    :  TOGLLE MUSIC ON/OFF
S    :  LOCK VERTICLE SCROLL
P    :  PAUSE
RETURN: FAST FORWARD
Z & X:  STEP TO ADJACENT ICONS
ESCAPE: LEVEL RESTART
TAB:    TOGGLE 50/60Hz


WIND SKILLS


BALLOONER:
A LEMMING MASDE INTO A BALLOONER WILL RISE INTO THE AIR VERTICALLY AND KEEP
RISING.  A BALLOONER CANT BE CHANGED TO ANYTHING ELSE UNLESS THE BALLOON
BURSTS.


MAGIC CARPET:
MAGIC CARPETS FLOAT ABOVE THE GROUND AND ADJUST THEIR HEIGHT TO FOLLOW THE
TERRAIN. IF THEY GO OVER THE EDGE OF A CLIFF THEY WILL SINK DOWNWARDS UNTIL
THEY SETTLE AGAIN.  THEY ONLY CHANGE BACK WHEN THEY HIT SOMETHING.


JET PACK:
JET PACKERS FLOAT ABOVE THE GROUND AND ONLY MOVE WITH THE AID OF THE FAN.
THERE IS A TIME LIMIT FOR THE JET PACK FUEL OF ABOUT 10 SECONDS.


TWISTER:
TWISTERS SPIN ROUND VERY QUICKLY AND STAY ON ONE SPOT.  WHEN THE FAN IS USED
THEY CAN BE BLOWN INTO THE GROUND WHERE THEY SPIN DOWNWARDS LEAVING A TUNNEL
BEHIND THEM.  IF THEY ARE BLOWN OFF THE GROUND THEY WILL STOP BEING A TWISTER.


SURFER:
A LEMMING WHOS DROWNING OR SWIMMING CAN BE TURNED INTO A SURFER AND WILL ONLY
MOVE BY USING THE FAN.  A SURFER WILL AUTOMATICALLY JUMP OFF HIS SURFBOARD WHEN
HE HITS THE EDGE OF THE WATER.


PARACHUTER:
A PARACHUTER FLOATS DOWNWARD AND CAN BE BLOWN HORIZONTALLY WITH THE FAN AS HE
DESCENDS.  THIS IS A PERMANENT SKILL.


HANG GLIDER:
A HANG GLIDER WILL SAIL DOWNWARDS AT AN ANGLE UNTIL HE HITS THE GROUND AND CANT
BE CHANGED INTO ANYTHING ELSE WHILST STILL HANG GLIDING.


ICARUS WINGS:
LEMMINGS WITH WINGS FLY HORIZONTALLY UNTIL THEY ENCOUNTER AN OBSTACLE AND CAN
BE BLOWN IN ANY DIRECTION BY THE FAN.



GROUND REMOVING SKILLS
SCOOPER:
A SCOOPER WILL DIG DOWN DIAGONALLY AS FAR AS POSSIBLE.  HE CAN BE CHANGED INTO
SOMETHING ELSE AT ANY TIME.



CLUB BASHER:
BASHES THROUGH OBSTACLES, CLAERING A PATH HORIZONTALLY.  HE CAN BE CHANGED AT
ANY TIME.



DIGGER:
DIGS DOWN AS FAR AS HE CAN GO, LEAVING A VERTICLE HOLE BEHIND HIM.  HE CAN BE
CHANGED AT ANY TIME.


BASHER:
SMASHES HIS WAY THROUGH OBSTACLES IN HORIZONTAL STRAIGHT LINES.  CAN BE CHANGED
AT ANY TIME.


MINER:
DIG DOWN AT AN ANGLE, LEAVING A TUNNEL BEHIND THEM.  CAN BE CHANGED AT ANY
TIME.


FENCER:
WILL CUT AWAY THE LANDSCAPE AND LEAVE A TUNNEL AT A SLIGHTLY UPWARDS ANGLE.
CAN BE CHANGED AT ANY TIME.


STOMPER:
JUMPS UP AND DOWN AND SMASHES A VERTICLE TRAIL THROUGH THE GROUND.  CAN BE
CHANGED AT ANY TIME.


LASER BLASTER:
WILL VAPORISE LANDSCAPE THAT IS DIRECTLY ABOVE.  CAN BE CHANGED AT ANY TIME.


FLAME THROWER:
WILL REMOVE PART OF THE LANDSCAPE IN A SINGLE BLAST.  CANT BE CHANGED WHILE HE
IS DOING THIS.


EXPLODER:
WILL EXPLODE LEAVING A CRATER IN THE LANDSCAPE.  THE LEMMING DOESN`T SURVIVE.
HE CARRIES ON DOING HIS STUFF FOR FIVE SECONDS BEFORE EXPLODING.  ANY LEMMING
CAN BE CHANGED INTO THIS.


BOMBER:
WILL LAY DOWN A BOMB AT HIS FEET.  THE BOMB WILL THEN EXPLODE LEAVING A CRATER
IN THE LANDSCAPE.  THE LEMMING SURVIVES THE EXPLOSION.



BUILDING SKILLS:
FILLER:
WILL POUR A SETTING LIQUID FROM A BUCKET WHICH WILL FOLLOW THE SHAPE OF THE
GROUND AS MUCH AS POSSIBLE.  IT HARDENS WHEN IT COMES TO REST.  HE CANT BE
INTERRUPTED WHEN HES POURING.


BUILDER:
BUILD A RAMP SLOPING UPWARDS FROM 12 BRICKS.  CAN BE INTERRUPTED AT ANY TIME BY
CHANGING HIM TO SOMETHING ELSE.


PLANTER:
GROWS PLANTS.  THE PLANTS FORM PART OF THE LANDSCAPE, AND WHEN FULLY GROWN CAN
BE WALKED ON.


STACKER:
BUILDS A WALL OF 12 BRICKS.  WHEN HES FINISHED HE WILL BE AT THE TOP OF THE
WALL, AND WILL CONTINUE WALKING.


PLATFORMER:
BUILDS A HORIZONTAL RAMP FROM 12 BRICKS.  HE CANT BE STOPPED ONCE HES STARTED,
ALTHOUGH HE WILL STOP IF HE HITS AN OBSTACLE OR WALL.


SAND POURER:
CREATES A MOUND OF SAND.  THEY CANT BE STOPPED OR CHANGED INTO ANYTHING ELSE
ONCE THEYVE STARTED.


GLUE POURER:
SIMILAR TO A FILLER BUT WITH ONE MAJOR DIFFERENCE.  THE CEMENT FROM A FILLER
THATS POURED WILL DRIP DOWN THROUGH A HOLE, BUT GLUE FROM A GLUE POURER WILL
NOT.  GLUE WILL STOP WHEN IT REACHES THE UNDERSIDE.



SHOOTING SKILLS:
ARCHER:
ONE CLICK FOR A LEMMING TO LOAD HIS BOW.  MOVING THE CURSOR WILL MAKE THE
ARCHER AIM AT THAT POINT, AND THE LEFT MOUSE BUTTON WILL MAKE HIM FIRE THE
ARROW WHICH WILL STICK IN THE LANDSCAPE.  THE DISTANCE FROM BOW TO CURSOR
DETERMINES THE POWER OF THE SHOT.


THROWER:
THROWS A ROCK WHICH STICKS TO THE LANDSCAPE.  HE THROWS IT A BIGGER DISTANCE IF
HE WAS A RUNNER TO BEGIN WITH.


BAZOOKA:
FIRES A SHELL IN AN ARC ACROSS THE LANDSCAPE.  WHEN THE SHELL LANDS, IT BLOWS
AWAY A PART OF THE LANDSCAPE.


SPEARER:
THROWS A SPEAR WHICH EMBEDS ITSELF IN THE LANDSCAPE.  HE THROWS IT A GREATER
DISTANCE IF HE WAS A RUNNER TO BEGIN WITH.


MORTAR:
FIRES A SHELL INTO THE AIR.  WHEN THE SHELL LANDS, IT BLOWS AWAY PART OF THE
LANDSCAPE.


ROPER:
FIRES A GRAPPLING HOOK WHICH PULLS A LINE AFTER IT.  ONE CLICK AIMS, ANOTHER
CLICK FIRES TO WHERE THE CURSOR WAS.  THE LEMMINGS CAN THEN WALK ON THE LINE.



MOVEMENT SKILLS:
WALKER:
STANDARD LEMMING.  DAWDLES ACROSS THE LANDSCAPE, BUT CANT CROSS ANY OBSTACLES
THAT ARE TOO STEEP.


RUNNER:
MOVES FASTER THAN A WALKER.  WHEN A RUNNER IS MADE INTO A JUMPER, HE JUMPS
FURTHER THAN IF HE WAS A WALKER.  THIS IS A PERMANENT SKILL.


JUMPER:
JUMPS ONCE WHEN IT IS CLICKED.  DISTANCE OF JUMP DEPENDS ON WHETHER THE LEMMING
WAS WALKER, OR RUNNER WHEN SELECTED.


HOPPER:
HOPS UNTIL HE HITS AN OBSTACLE OR IS GIVEN ANOTHER SKILL.  CAN ONLY BE CHANGED
WHEN HE IS ON THE GROUND.


SKATER:
CERTAIN AREAS OF ICE CAUSE LEMMINGS TO SLIP AND FALL OVER.  SKATERS CAN
OVERCOME THIS PROBLEM BY STAYING UPRIGHT AND SKATING OVER THE GROUND.  THIS IS
A PERMANENT SKILL.


KAYAKER:
CAN CROSS WATER USING A KAYAK.  CAN ONLY BE SELECTED WHEN THE LEMMING IS IN THE
WATER.  HE THEN MOVES ACROSS THE WATER AND STOPS WHEN HE REACHES LAND.


SWIMMER:
SWIMS THROUGH THE WATER AND CLIMBS OUT OF IT.  THIS IS A PERMANENT SKILL.
WHENEVER HE ENCOUNTERS WATER HE WILL SWIM, NO MATTER WHAT HE DOES IN BETWEEN
SWIMS.


ROLLER:
ROLL ACROSS THE LANDSCAPE.  THEY CAN BUILD UP SPEED AND TAKE OFF INTO THE AIR
IF THERES A RAMP, ALLOWING THEM TO CROSS GAPS.  CAN BE CHANGED TO ANOTHER
SKILL.


CLIMBER:
CLIMB UP VERTICLE SURFACES BUT FALL OFF IF THEY ENCOUNTER AN OVERHANG.  THIS IS
A PERMANENT SKILL.


BOOTER:
WITH SPECIAL BOOTS, CAN WALK UP ANY SURFACES AND EVEN UPSIDE DOWN ALONG
CEILINGS.  CAN BE CHANGED TO ANOTHER SKILL, BUT ONLY IF THEY ARE NOT ON A WALL
OR CEILING.



MISC SKILLS:
SKIER:
GLIDES SMOOTHLY ACROSS THE LANDSCAPE, AND IF THERE ARE ANY, WILL JUMP SNOW
RAMPS TO CLEAR GAPS.


POLE VAULTER:
LIFTS HIMSELF INTO THE AIR WITH A POLE AFTER A SHORT RUN.  IF THE POLE TOUCHES
AN OBSTACLE, THEN THE ATTEMPT FAILS.


SLIDER:
LIKE A CLIMBER IN REVERSE.  WHEN HE COMES TO AN EDGE HE WILL FLIP OVER AND
SLIDE DOWN AS LONG AS IT IS A VERTICLE SURFACE.  IF A SLIDER DROPS OFF ONTO THE
GROUND, HE WILL MOVE THE OPPOSITE WAY THAT HE WAS FACING ORIGINALLY.  WHEN HE
COMES TO A DROP, HE WILL HANG THERE FOR A SECOND, GIVING THE CHANCE TO CHANGE
HIM INTO A SHIMMIER.  THIS IS A PERMANENT SKILL.


ROCK CLIMBER:
CAN SCALE VERTICLE SURFACES, AND ALSO GET AROUND OVERHANGS OF UP TO 45 DEGREES.
 THIS IS A PERMANENT SKILL.


SHIMMIER:
WILL JUMP INTO THE AIR, AND TRY TO GRAB ONTO A CEILING.  HE THEN SHIMMIES ALONG
THE CEILING FOR AS LONG AS POSSIBLE.  IF HE RUNS OUT OF ROOF THEN HE STAYS
THERE FOR A SECOND ALLOWING FOR A CHANGE OF SKILL.


DIVER:
TAKES A PLUNGE OFF CLIFFS.


ATTRACTOR:
MAKES THE LEMMING PLAY MUSIC AND CAUSE OTHER LEMMINGS CLOSE BY TO STOP AND
DANCE.


FLOATER:
WILL SLOWLY FLOAT DOWN TO EARTH IF HE FALLS FROM SOMETHING.  THIS IS A
PERMANENT SKILL.


BLOCKER:
SIMPLY PREVENTS LEMMINGS FROM PASSING.  CAN BE CHANGED BACK TO A WALKER BY
BLASTING THE GROUND FROM UNDERNEATH HIM.


SUPERLEM:
FLIES INTO THE AIR AND FOLLOWS THE CURSOR.  IF HE HITS THE CURSOR OR THE
GROUND, HE REVERTS TO NORMAL.



THERE, FINISHED AT LAST!  NOW ENJOY THIS KEWL GAME!


END.
 

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