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- 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.
-