Special Functions
To the right of the information bar are four special functions:
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Replay level: Press A to start the level again.
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Nuke: Press A three times to give up.
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Wind control: Select the icon and then hold A. The D-Pad will control the direction of the wind.
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Fast Forward: Speeds up the action when you've set up the escape route.
Information Bar Displays
The bar also shows:
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Lemmings remaining on this level
During play, icons on the information bar can be selected using the Select button.
How to Play
Get as many Lemmings to the exit as you can. They drop from the hatches on the screen and you must guide them to the exit by giving them different skills.
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Select a skill from the bottom of the screen.
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Move the cursor over your chosen Lemming.
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Press A. Your Lemming has a new skill.
When you move the cursor around, the screen will scroll to show you more of the level, if there is more to see.
Pausing the Game
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To pause the game press Start.
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Press Start again to proceed with the game.
Level Completion and Awards
When all the Lemmings have been saved or lost, you'll get a rating of your performance - gold, silver or bronze - and you can move on to the next level.
A gold award can be made even if you do not save all Lemmings on a particular level, as sometimes you'll have to explode one or two to clear the level.
Collecting Talisman Pieces
To collect a piece of talisman, you must collect gold on each relevant level, though you can move on to the next level as long as at least one lemming is saved. You can replay levels to aim for a gold rating.
When you reach Level 10 of any tribe, and you have a gold rating on each level, a special 'Award Me' icon will appear. Select this to see the section of the Talisman you have won and then move on to another Tribe.
Skills
You can give Lemmings different skills to help them escape from the island. Each level will present you with a different set of problems and different skills will be needed to overcome them. A maximum of eight different skills will be available on each level, just to make things more difficult.
(p) denotes a skill which is permanent once it has been given.
Wind Skills
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Ballooner: Rises and keeps rising until the balloon hits something and bursts.
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Magic Carpet: Floats above the ground, following the terrain until it hits something.
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Jet Pack: Floats above the ground but only moves with the aid of the Wind and only has limited fuel.
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Parachuter: Floats down and can be blown up or down by the Wind. (p)
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Hang Glider: Sails down at an angle until it hits the ground.
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Icarus Wings: Flies horizontally and can be blown by the Wind.
Ground Removing Skills
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Digger: Digs a vertical hole.
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Stomper: Jumps up and down to dig a vertical hole.
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Bomber: Puts down a bomb which explodes to leave a crater without harming the Lemming.
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Exploder: Waits five seconds and then explodes, destroying itself and leaving a crater.
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Flame Thrower: Removes any part of the landscape with a single blast.
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Basher: Clears a horizontal path.
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Miner: Digs a tunnel at an angle.
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Scooper: Digs a diagonal tunnel.
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Fencer: Digs a tunnel at a slight upward angle.
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Laser Blaster: Blasts away the landscape directly above.
Building Skills
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Platformer: Builds a horizontal platform with 12 bricks.
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Builder: Builds a ramp sloping upwards with 12 bricks.
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Planter: Grows plants which come in handy for walking on later.
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Stacker: Builds a wall with 12 bricks.
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Pyramider: Puts a small pyramid on the ground which grows.
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Magic Bridge: Drops a bridge which grows magically across gaps.
Shooting Skills
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Thrower: Throws a rock which sticks to the landscape.
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Mortar: Fires a shell upwards which will explode to leave a crater.
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Bazooka: Fires a shell in an arc. The shell will explode to leave a crater.
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Spearer: Throws a spear which will embed itself into the landscape.
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Archer: Press A to load the bow, aim with the cursor and press A again to fire.
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Roper: Fires a grappling hook with a rope attached. Press A, aim with the cursor and press A again to fire. Lemmings can walk on the ropes.
Movement Skills
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Walker: Every Lemming starts as a Walker.
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Runner: Moves faster and jumps further than a Walker. (p)
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Hopper: Hops until it hits something.
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Magnobooter: Walks on any surface, even ceilings.
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Swimmer: Swims in the water. (p)
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Kayaker: Travels across water in a kayak.
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Skater: Skates on ice without