LEMMINGS 2: THE TRIBES DEMO DISK From DMA Design, 4nd November 1992 ABOUT THE GAME -------------- Lemmings 2 should be familiar to anybody who has seen the original Lemmings, that is, most of the population. In the interval between Lemmings and Lemmings 2, the Lemmings themselves have split into twelve tribes, each scattered across an Island. Now events are forcing them to make the treacherous journey to an Airship at the centre end of the Island. The path that each of the Tribes must take, goes through a series of Levels. The Player's job, as always, is to guide them. THE DEMO VERSION ---------------- There are only three Levels in the Demo Game. It will not allow the player to select Tribes from the Map Screen or Levels from the Information Screen. The Demo must be played sequentially. In the complete game, the player can go back and select a Level to allow him to improve his score or to save more Lemmings. The Load and Save options are disabled for the Demo. The full game will feature an intro sequence and more skills. DIFFERENCES BETWEEN ORIGINAL LEMMINGS AND LEMMINGS 2 ---------------------------------------------------- Lemmings 2 is progressive. Each Tribe starts with a number of Lemmings. The number saved from a Level then go on to another Level until either no Lemmings are left or some of them have reached the Airship. Polar Lemmings, for example, will tackle the Polar Levels. If the player then selects a Circus Level, then the Circus Lemmings will tackle it. The objective is to save at least one Lemming from each Tribe to complete the game. INFORMATION SCREEN ------------------ This screen displays the skills that are available, the number of Lemmings left in that Tribe and the Levels themselves. The number of Lemmings is represented by a row of Lemming at the bottom of the screen. A big Lemming is equal to ten and a smaller Lemming is equal to one. The time limit for the level is displayed. STARTING THE GAME ----------------- Putting the disk in the disk drive is a good move... Amiga: Reset the Amiga and place the disk in drive df0: The disk will autoboot. PC: Must first be installed on a Hard Disk. HOW TO PLAY ----------- Experienced player should have no problems getting to grips with Lemmings 2 as the controls are the same, click on a skill then click on a Lemming to give him that skill. Pause and Nuke both perform the same functions that they always have. Screen Scrolling. Simply moving the mouse cursor to the edge of the screen will scroll the playing area in that direction. Notice that Lemmings 2 scrolls four ways! One thing that won't be familiar is the Fan. This is controlled by clicking on the Fan button on the panel. The cursor then turns into a Fan shape. Holding down the left mouse button blows a stream of air, the longer the harder. This can be used to control Ballooners and anything that would be affected by wind. The other unfamiliar button on the panel is the Fast Forward button. This speeds things up when everything is set up perfectly and you only have to wait for all the Lemmings to reach the exit. A particularly special skill to watch out for is the User. The machinery or equipment that he uses can be adjusted by the player by clicking on the arrows that form part of the machine. For example, the cannon can be moved back and forward. LEMMINGS 2 DEMO SKILLS ---------------------- The PC demo consists of Circus and Medieval levels. The Amiga version on the other hand consists of Circus and Polar levels. CIRCUS SKILLS ------------- ARCHER The Archer fires arrows. One click will turn a Lemming into an archer who then aims at where the cursor is. Another click will fire off the arrow. Arrows can burst Balloons. BALLOONER This type of Lemming inflates a Balloon which carries him aloft. He floats straight up and even off the screen, if there's a gap. Luckily he can be controlled and directed by using the Fan. RUNNER A Lemming who happens to be a Runner will move twice as fast as a walker. This is useful in conjunction will certain other skills such as a Jumper. JUMPER When a Lemming is turned into a Jumper he will make a leap. If he was a normal walker to begin with then he will jump a short distance. If he was a Runner to begin with then he will jump a greater distance. STOMPER As a Stomper jumps up and down, he compresses the ground beneath him and gets lower and lower. STACKER A Stacker piles up blocks vertically and jumps onto the last block he placed down. As a result a wall is built with the Stacker on top of it. USER A User will automatically know how to use the next piece of machinery or equipment that he comes across. ATTRACTOR Choosing this skill for a Lemming will give him the ability to play compelling music so that other nearby Lemmings dance on the spot. Useful for halting a number of Lemmings at once. Each Lemming has a 'deafness' factor which is random, so a variable number will be affected. MEDIEVAL SKILLS --------------- Some of the skills used in this level are already described; Archer, Attractor and User. In addition, however, the following skills are available: FILLER A Filler will pour out a liquid. This liquid follows the shape of the ground and will fill in any holes before finally setting to form a surface that Lemmings can walk over. FENCER Using his sword, a Fencer cuts away at any ground directly in front of him. He doesn't move directly ahead, though, and will carve a path at a slight upward angle. PLATFORMER A Platformer lays blocks horizontally and crawls along them. This is good for bridging gaps. POLAR SKILLS ------------ Attractor has already been described. In addition there are the following skills available on this Polar Level: SKIER A Skier will travel quickly over snow and can take off from suitable slopes when he builds up speed. SNOWBALL THROWER A Thrower will hurl a rock into the air. The rock will stick to whatever it hits. If the Lemming is moving more quickly than normal then the rock will travel further. SCOOPER A Scooper will dig diagonally downwards with his spade for as far as possible.