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1993-05-04
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_____
/__ /\ ________ T.H.E ____________
// /_/__\_____ \/\ _______ \_______ \_________
___ __/ / /\\ \ .\_____ \/\ /. / /\ ___/_ ____ ___
Y \______ / / \ \ \\ _ \ \// / \ \___ _ _\ Y
. \_____\/ / \ \________/\\ \ \__/__ / \/\ \\ .
\/ \/_______/\ \________/__\__\/ / \ \ ______/[Sk!n]
\/_______/ \/ \ \/_____/
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
% THE LoOnS PROUDLY PRESENT %
% %
% LEMMINGS II THE TRiBES %
% %
% FULL ENGLiSH MANUAL %
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
TYPED BY: B/\GGY SUPPLIED BY: PYTHON
RELEASE DATE: 19th Feb 1993
"CLuNk CLiCk DONT iT MAkE YoU SiCk!"
AMIGA
-----
1. Insert disk 1 into the internal drive and turn on the computer. If the
external drives are available,insert disk 2 into df1 & disk 3 into df2.
2. Lemmings 2 will now load the Psygnosis & DMA logo,followed by the intro
sequence and all the game data.
3. If only one drive is used,follow the on-screen disk swapping prompts to
load all the required data.
THE OBJECTIVE
-------------
By now,you'll probably be aware of the horrible plight the Lemmings face.
Not only do they have to leave their lovely little hovels for good,but they
also have to escape their island before they perish in the Darkness that's
coming.Must be one of those days.
Your objective therefore is to save as many Lemmings as possible from each
tribe and help them escape the Island,although if you've read the story and
decided that some of the Lemmings are a little too self-centred to be given
a place on the ark,don't worry,we quite understand!
Lemming Island is made up of 12 lands,each holding a piece of the Talisman
and containing a tribe of Lemmings with a distinct,er,culture. You must
guide at least one Lemming from each tribe through 10 levels. That way,as
you progress each tribe's piece of Talisman will be taken to the ark
which,when joined to the remaining eleven pieces,will form the complete
talisman and allow the tribes to escape.But be warned,only the number of
Lemmings rescued on level 1 will progress to level 2!
BRONZE,SILVER OR GOLD TALISMAN
------------------------------
The number of Lemmings saved throughout the tribe determines what type of
Talisman piece (Gold,Silver or Bronze) the player is awarded.If the tribe
is saved with only a few Lemmings remaining,then a Bronze is awarded.If the
tribe is saved with superb playing,then a gold is awarded. Silver comes
between the two.After playing each level,you are awarded a medal which
indicates whether you are course for a gold,silver or bronze piece.The
ultimate accolade is to have a gold piece of the Talisman for every tribe.
Good Luck!
ONCE THE INTRO SEQUENCE HAS LOADED,THE MAIN MENU WILL BE DISPLAYED.
MAP
---
Click on the map icon for a map of Lemming Island.
LOAD
----
Load a saved game.
SAVE
----
Save a game to disk to continue at a later date.
EXIT
----
Exit the game.
PRACTICE
--------
Before you plunge into the game,you may wish to click on the practise
icon.You will be presented with a blank panel and must choose which Lemming
skills you want to try out.You can then play one of four practicelevels.
Nuke your Lemmings to exit!
PLAY
----
When you come and play for real,choose a tribe and enter the preliminary
screen.This screen shows you precisely which skills the Lemming s have to
help them through the level.It also gives an outline of the land and tells
you the time you have in which to save our playful pals.
Also,if you previously played some levels,you can return to these levels
from this screen - letting you try and increase the number of Lemmings
you've saved!
Your objective on each screen is to get as many Lemmings as possible from
their trap door (from which they fall onto the screen) to the exit (to be
found in the form of a house or doorway).The screen can scroll in eight
directions by moving the pointer across theappropriate edge of the screen
and can jump-scroll with a press of the right button.This centres the play
area around your cursor.
At the bottom of the screen is a list of 8 Lemming skills - the number of
times that skill is available is written inside the skills box.This number
will count down as you use that skill.
To use a skill,click within the skill box you wish to use,select a Lemming
you wish to use that skill and press the left mouse button.
THE F1-F8 KEYS
--------------
The F1-F8 keys correspond to the eight skill boxes.And remember,there are
many cunning devices on-screen that you'll need to master to save the
Tribes so keep your eyes peeled!
PAUSE THE GAME
--------------
Commence play by reselecting pause or clicking on another icon.
FAN
---
Blow certain airbourne Lemmings around using the left mouse button.
DOUBLE CLICK
------------
Double click on the annihilation icon to end the level and,sniff,say
goodbye to all those lovely Lemmings.
FAST FOWARD MODE
----------------
Reverts to normal speed when a tool or skill is used or by clicking the
icon again.
NUMBER OF LEMMINGS REMAINING IN TRIBE
-------------------------------------
NUMBER OF LEMMINGS SAVED
------------------------
TIME REMAINING
--------------
When you have complted that level,the number of Lemmings that are left is
displayed along with a medal.
The medal is equivalent to the Talisman piece you are on track for with
that tribe.
YOU ARE GIVEN THREE OPTIONS
---------------------------
1. Play the next level with the number of Lemmings saved from this level.
2. Replay the level to try and save some more Lemmings.
3. Return to the menu screen.
From here you can save your game or go to the world map to change tribes.
THE SKILLS
----------
Skills can be divided into several categories:
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 wy Lemmings move.
MISC. SKILLS
------------
Extraordinary Lemming skills.
QUICK COMMANDS
--------------
F1-F8 - Select skills
SPACE - Use fan
M - Toggle Music On/Off
S - Lock vertical scroll
P - Pause
RETURN - Fast foward
Z & X - Step to adjacent icons
ESCAPE - Level restart
TAB - Toggle 50/60 Hz
WIND SKILLS
-----------
BALLOONER
---------
A Lemming made into a Ballooner will rise into the air vertically and keep
rising.A Ballooner can't be changed into anything else unless the Balloon
bursts.
MAGIC CARPET
------------
Magic Carpets float about the ground and adjust their height to follow the
terrain.If tehy go over the edge of a cliff they will sink downwards until
they settle again.They can only change back when they hit something.
JET PACK
--------
Jet Packers float above the ground and olnly move with the aid of the fan.
There is a time limit for the Jet Pack fuel of about 10 seconds.
TWISTERS
--------
Twisters spin around 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 thety are blown off the ground they will stop being a
twister.
SURFER
------
A Lemming who's 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 at the edge of the water.
PARACHUTER
----------
A Parachuter floats downward and can be blown horizontally by the Fan as
he descends,This is a permanent skill.
HANG GLIDER
-----------
A Hang Glider will sail downwards at a angle wutil he hits the ground and
can't be changed to anything else whilst still Hang Gliding.
ICARUS WINGS
------------
Lemmings with Icarus Wings fly horizontally until they encounter an
obstacle and can be blown in any direction with the Fan.
GROUND REMOVING SKILLS
----------------------
SCOOPER
-------
A Scooper will dig down diagonally as far as possible with his spade.He
can be changed into something else while still Scooping.
CLUB BASHER
-----------
Bashes through obstacles,clearing a path horizontally. He can be changed
into something else while he's Bashing away.
DIGGER
------
A Digger digs down as far as he can go,leaving a vertical hole behind him.
He can be changed into something else when he is still Digging.
MINER
-----
Miners dig down at an angle,leaving a tunnel behind them. They can be
changed into something else whilst still Mining.
FENCER
------
A Fencer will cut away the landscape and leave a tunnel at a slighty
upward angle.He can be changed into something else when he is still
Fencing.
STOMPER
-------
A Stomper jumps up and down and smashes a vertical trail through the
ground.He can be cahanged into something else when he is still Stomping.
LASER BLASTER
-------------
A Laser Blaster will vapourise landscape that is directly above.He can be
changed into something else while his is doing this.
FLAME THROWER
-------------
A Flame Thrower will remove a part of the Landscape in a single blast. He
can't be changed into anything else when he is doing this.
EXPLODER
--------
An Exploder will explode,making a crater in the landscape.The Lemming
doesn't survive.He carries on doing whatever it was he was doing for five
seconds before exploding.Any Lemming can be made into an exploder.
BOMBER
------
A Bomber will lay down a bomb at his feet.The bomb will then explode,
making a crater in the landscape.The Lemming survives the explosion.
BUILDING SKILLS
---------------
FILLER
------
A Filler will pour liquid from a bucket which will follow the shape of
the ground as much a spossible.It hardens when it comes to rest.He can't be
interupted when he's pouring.
BUILDER
-------
Builders will build a ramp sloping upward from 12 bricks. A Builder can be
interupted any time by changing him to something else.
PLANTER
-------
Planters grow plants.They help to form part of the landscape when they're
fully grown and are useful for walking on.
STACKER
-------
A Stacker will build a wall from 12 bricks.When he completes it he will be
standing at the top of the wall and resume walking.
PLATFORMER
----------
A Platfromer will build a horzontal ramp from 12 bricks.He can be stopped
once he's started,although he will stop if he hits a wall or an obstacle.
SAND POURER
-----------
A Sand Pourer creates a mound of sand.Sand Pourers can't be stopped or
changed into anything else once they have started.
GLUE POURER
-----------
A Glue Pourer is similar to the Filler with a crucial difference.The
cement from the Filler that's poured will drop 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 to that point and another click makes his fire the arrow which
will stick in the landscape.The distance from the bow to cursor determines
the power of the shot.
THROWER
-------
A Thrower will throw a rock which will stick in the landscape.He throws it
a greater distance if he was a Runner to begin with.
BAZOOKA
-------
A Lemming with a Bazzoka can fire a shell in arc across the landscape.
Where the shell lands it blows away some of the landscape.
SPEARER
-------
A Spearer throws a spear which will embed itself in the landscape. He
throws it a greater distance if he was a Runner to begin with.
MORTAR
------
A Mortar Lemming will fire a shell into the air.Where the shell lands,a
bit of the landscape will be blown away.
ROPER
-----
A Roper fires a grappling hook which pulls a line after it.One click aims,
anotherclick fires to where the cursor is.The Lemming can walk on the line.
MOVEMENT SKILLS
---------------
WALKER
------
This is the standard Lemming.He dawdles across the landscape,but can't
coss any obstacles which are to steep.
RUNNER
------
A Runner moves faster than a walker.When a Runner is made into a Jumper it
jumps further than if it had been a walker.This is a permanent skill.
JUMPER
------
A Jumper will jump once when clicked.If it was a Walker to begin with then
the distance jumped will be short.If it was a Runner to begin with then the
distance jumped will be greater.
HOPPER
------
A Hopper hops until he hits an obstacle or is given another skill.He can
only be given another skill if he's 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
-------
A Lemming can cross water by using a kayak.he can only be changed to this
skill when he is in the water.He will then move across the water until he
reaches land.
SWIMMER
-------
Swimmers swim through water and then climb out of it.This is a permanent
skill.Whenever he encounters water again he will be able to swim,no matter
what he does in between swims.
ROLLER
------
Rollers roll all across the landscape.They can build up speed and take off
into the air if there's a ramp,allowing them to cross gaps.A Roller can be
changed to another skill.
CLIMBER
-------
Climbers can climb up vertical surfaces but fall off if they encounter an
overhang.The ability to climb is a permanent skill.
BOOTER
------
With special boots,a Lemming can walk up any surface and even upside down
along ceilings.They can be changed to another skill,but only if they are
not on a wall or a ceiling.
MISC. SKILLS
------------
SKIER
-----
A Skier will glide smoothly across the landscape and jump snow ramps,if
there are any,to cross the gaps.
POLE VAULTER
------------
A Pole Vaulter lifets himself into the air with a pole after a short run.
If the pole touches any obstacles then the attempt fails.
SLIDER
------
A Slider is like a climber in reverse.When he comes to an edge he will
flip over and slide down as long as it is a vertical surface.If a Slider
drops off onto the ground,he will move the opposite way that he was facing
originally.When he comes to drop he will hang there for a second,giving the
chance to change him into a shimmier.Sliding is a permanent skill.
ROCK CLIMBER
------------
A Rocker Climber can scale vertical surfaces and also get around overhangs
up to 45 degrees.The ability to Rock Climb is a permanent skill.
SHIMMIER
--------
A Shimmier will jump into the air and try to grab onto the ceiling.He then
shimmies along the celing for as long as possible.If he runs out of roof
then he stays there for a second allowing for a change in skill.
DIVER
-----
A Diver takes a plunge off the cliffs.
ATTRACTOR
---------
Choosing this skill will make the Lemming play music and cause other
Lemmings close by to stop and dance.
FLOATER
-------
A Floater will slowly float down to the groung if he falls from something.
The ability to float is a permanent skill.
BLOCKER
-------
A Blocker simply prevents Lemmings from passing.He can be changed back to
a walker by blasting the ground from underneath him.
SUPERLEM
--------
A Super Lemming flies into the air and follows the cursor.If he hits the
cursor or hits the ground then he return to normal.
SOME OF THE CREDITS
-------------------
THE DMA TEAM
------------
AMIGA GAME PROGRAMMING: Dave Jones
Andy Whyte
Brian Watson
AMIGA INTRO: David Bryson
PC PROGRAMMING: Russel Kay
Steven Reid
PC INTRO AND FRONT END: John Whyte
ST GAME PROGRAMMING: Wayne Smithson
GAME GRAPHICS: Gary Timmons
David Osborne
Graeme Anderson
Martin Good
INTRO GRAPHICS: Jamie Grant
MUSIC: Brian Johnston
Raymond Usher
David Whittaker
LEMMING SOUND FX: Alasdair Houston
IN HOUSE DOCUMENTATION: Steve Hammond
CO-ORDINATION: Simon Little
AND FEATURING THE WORK OF..... Graeme Anderson
Martin Good
David Hally
Steve Hammond
Alasdair Houston
Mark Ireland
Stacey Jamieson
David Osborne
Doug Smith
Gary Timmons
Andy Whyte
....AS LEVEL DESIGNERS
ALMOST EVERYTHING ELSE BY
-------------------------
PRODUCER
--------
Graham Stafford
AND ALL AND EVERYONE OF THE TEAM AT PSYGNOSIS
COPYRIGHT 1993 BY PSYGNOSIS LTD.
South Harrington Building Sefton Street
Liverpool L3 4 BQ United Kingdom.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
OuR EjACTULATiONS OF RESPECT DRiBBLE ALL OVER THE ELiTE!
Special hellos fly out to these cool guys...
Bill/Destiny - Chem - Hybrid/Digital - Nightflyer/Nerve Axis - Dan/Crystal
Skavenger/Renegade - Shadowman/Nerve Axis - Razor Blade/Razor1911
Zealot - Kataro/Fairlight - Skuz/The Elementals - Sk!n/Unreal
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
THE LoOnS - SiMPLY NUTTY!
1 9 9 3.