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- Unadvertised Lemming's skills in Lemmings 2: The Tribes, and other interesting
- facts. Submitted by Warren Buss [71044,3477].
-
- While the first two Lemming games (Lemmings & Oh No! More Lemmings) were fun
- and interesting (addictive also comes to mind), the skills to work with were
- limited to but 8 in number plus you had the ability to adjust the Lemming
- release rate. With Lemmings 2: The Tribes come many, many more skills to use
- which make the game even more interesting (and addicting). Some of these new
- skills offer some subtleties that aren't always obvious to everyone who
- plays the game.
-
- I don't know about you, but after I replayed a given level many times, only
- to learn that I could have avoided such and such trap or taken a different
- approach to solving the level, it would've helped my composure if I had known
- earlier about some of the subtleties. Of course, once you discover these the
- hard way, you won't soon forget them.
-
- If you don't want to know what these are because you feel it may reduce your
- enjoyment, then I assume you aren't reading this. If anyone reading this knows
- of some skill anomaly that I've neglected to reveal, then let me know and I'll
- be happy to add it to the list.
-
- WIND SKILLS
-
- SURFERS: Surf boards don't float very long if left standing in the water.
-
- TWISTERS: If possible, always guide Twisters horizontally and vertically, but
- never off the ground. Don't try to force the movement. Control is more easily
- achieved if you guide them slow and easy.
-
- GROUND REMOVING SKILLS
-
- BOMBERS: Just when you think you've figured out what happens to these guys
- after an explosion, you get fooled. In most cases, they will walk in the
- opposite direction after the bomb explodes. In some cases they will continue
- on in the same direction they were walking before the explosion. Therefore
- don't make a hard assumption on this; you have to try before you know for
- sure.
-
- CLUB BASHERS, SCOOPERS, MINERS: These skills require that the Lemming raise
- a tool over his head. Watch out for metal objects above. If they get struck
- the Lemming will lose the skill, perhaps prematurely.
-
- BUILDING SKILLS
-
- STACKERS: Do not assume which direction a Stacker will walk when finished.
- He will normally continue in the same direction as when he started
- unless blocked by something or has had his skill changed. Always watch for
- which direction he is facing when he finishes or when you need to change his
- skill and perhaps his original direction at the same time.
-
- SAND POURERS: Sand Pourers will reverse direction after pouring a load of sand
- if they're standing it in. If they dump a load to a spot below them so the
- sand doesn't build up around their legs, they will continue on in the same
- direction.
-
- GLUE POURING: Glue being poured moves faster than a walking Lemming (as does
- the material from the other 2 Pourer skills if the material is being poured
- on a flat surface with no depressions in it).
-
- ALL POURERS: All pouring skills require sufficient room overhead for the
- Lemming to get the bucket above his head. If he is in an area with a low
- ceiling you will waste a skill getting him to try to pour something.
-
- PLATFORMERS: Unlike Builders who turn around if they are forced to stop
- building because they hit their heads or are not able to complete
- the laying of 12 bricks, Platformers will continue on in the same direction if
- possible when they are stopped prematurely. Platformers can also lay bricks
- under a ceiling as long as there is the smallest amount of space available
- between the platform and ceiling.
-
- SHOOTING SKILLS
-
- ARCHERS & ROPERS: The Lemmings assigned these skills can shoot in any direction
- including the one they're moving away from.
-
- ARCHERS: Archers will not shoot if there are any Lemmings in the path of the
- arrow.
-
- Don't overlook the possibility of using this skill to turn the Lemmings
- in the opposite direction. If the Archer has room above, and he can shoot an
- arrow almost vertically and have it land on the side in which he is moving, it
- will force him to reverse his direction.
-
- You will find it useful to use arrows as a means of building short
- platforms over gaps to prevent others from falling to an early demise.
-
- Arrows can also be used to fashion a platform from which glue can be poured to
- build or extend a bridge.
-
- ROPERS: In some levels, ropes do not appear to stretch as far as they do in
- other levels. The grappling hook at the end of the rope can bounce off a
- surface if the angle of elevation is too severe.
-
- If a Roper must be made to shoot ropes in a zigzag pattern, make sure that each
- succeeding rope starts above the grappling hook of the previous one OR far
- enough down the previous rope that the Lemmings who follow will not
- get caught between the grappling hook and the next rope.
-
- SPEARER: The Spear skill is used to build a short platform. It can probably be
- extended using Archer skills.
-
- BAZOOKA & MORTAR:
- The use of these 2 skills will turn its user in the opposite direction AND the
- concussive effect will toss Lemmings who may be behind the shooter in the
- opposite direction too so they will walk away. Firing one of these weapons will
- knock an Attractor off his feet if he is near enough and he will revert to a
- Walker once again.
-
- MOVEMENT SKILLS
-
- RUNNERS: In addition to running and being able to Jump farther and throw higher,
- the Runner will also jump unassisted at any point where there is an abrupt
- dropoff. His ability to jump unassisted can be used to advantage on occasion.
- You might find it useful if you need a Hopper and the skill isn't in the
- inventory. He can also shimmy for a very short distance on his own.
-
- If you use a Runner when you don't really need one, he can be difficult to
- control. Rule of Thumb: Running skills are normally assigned to a leader (or
- someone who will shortly become the leader).
-
- MISC SKILLS
-
- ROCK CLIMBERS: After completing a climb Rock Climbers will hesitate for a bit
- allowing you time to change their skill if you want. Rock Climbers always move
- in the opposite direction when finished. You can use the Rock Climbing skill to
- enable a Jumper to get up on something that his Jump would not normally allow
- him to get up on.
-
- SHIMMIERS: Shimmier skills can be used in place of jumping skills when required
- as long as there isn't anything above for the shimmier to attach to.
-
- SUPERLEM: SuperLems, like Bombers, will usually go in the opposite direction
- when their job is done, but not always. Again, you won't know until you try.
-
- GENERAL INFORMATION
-
- BLOWING CHAIN: It usually isn't necessary to move the chain wildly back and
- forth with the fan. It IS feasible to control the movement to a limited extent,
- but it requires a cool head (and LUCK). The idea is to get the chain moving a
- bit to overcome its inertia, then if there's time you'll be able to nudge it in
- the direction you want at the last instant. The Visitor's Guide seems to
- suggest the only way to get a Lemming onto the chain is to make him jump there.
- He will also cling to the chain if he has to fall from a height (he doesn't
- have to jump from the height first). In short, he just needs to be in the air
- when he contacts the chain.
-
- THINGS THAT WON'T STOP LEMMINGS
-
- Lemmings can walk past ropes, bridges, and platforms that have been built
- in a direction opposite to the one the Lemming is currently moving in.
-
- GAME ENDING:
-
- It is possible to end every level with a Gold Medal without saving every
- Lemming. The loss of a predetermined number of Lemmings is taken into account
- by the game designers. Acquiring all gold medals on every level is required if
- you want the game ending sequence to be run. One medal other than gold will
- cause the final ending sequence to be skipped with an admonishment to go back
- and see if you can't improve.
-
- PRACTISE SESSIONS: You'll get plenty of practise in the real game, but the
- practise sessions are probably worth your time, and maybe more so if armed with
- the information above. Perusing the "Visitor's Guide" and The Manual are
- essential to finding out information not available anywhere else.
-
- TIGHT PLACES: You will no doubt discover what appears to be a program 'bug'
- when in reality it is an undocmented feature of play. When Lemmings are
- squeezed into a tight spot, they will uncontrollably rise vertically along a
- wall and even through solid matter until they reach a non-vertical surface,
- then they will proceed as if nothing had happened. Sometimes this "feature" can
- be used to your advantage; other times it will force you to start the level
- over again.
-
- SOLID OBJECTS (sometimes):
-
- There's no way to know in advance of the first time you encounter one, but you
- will soon learn that what appears to be a solid object that might be used to
- cause a Lemming to reverse his direction, won't always be solid. Obviously
- they are put there to fool you and get you to search for another route the next
- time. Along this same line, none of the Ground Removing or Shooting skills can
- be used to penetrate metal. However, sometimes there are objects that appear
- to me made of unpenetrable material but really aren't. Again you have to
- experiment.
-
- SOLUTIONS AND SOLUTIONS:
-
- Yes, there are often several different solutions which will work for any given
- level. Whatever works for you. Sometimes what seems like the only or most
- obvious solution simply will not work. If when working out a solution, you are
- trying to force the Lemmings to do things that seem extremely difficult - but if
- you could only make them do them you'd be home free - you're most likely
- going to need to find another way. Even if you could get by that one fiendishly
- difficult spot, you'll eventually find something else that will prevent your
- solution from being completed successfully.
-