Welcome to Portal: Revolution, a fan-made mod that injects fresh puzzle-platforming challenges into the beloved Portal universe. You'll be navigating a series of intricate test chambers, wielding the iconic portal gun to solve environmental puzzles and uncover the secrets hidden within Aperture Science's latest experiments. It’s a true test of your spatial reasoning and mastery of portal mechanics, perfect for anyone who loved the original games and craves more of that unique Aperture experience.
This guide is your key to conquering every challenge Revolution throws your way. We’ll walk you through the trickiest test chambers, help you find all the hidden collectibles scattered throughout the facility, and offer strategies for overcoming any particularly tough puzzles or boss encounters you might face. Get ready to think with portals and discover everything this incredible mod has to offer.
Part 1
Welcome to Portal: Revolution! This guide covers the game's intro, basic concepts, and how to play. Learn about Lemming functions and strategies to escape the weasels' traps.
Hello there! Welcome to my 41st FAQ/walkthrough, for Lemmings Revolution, the successor to the PC throne held by the puzzle classics Lemmings and Oh No! More Lemmings. Being the Lemmings god that I am (and not choosing to put on any airs of modesty, as you can see), I've decided that this game shall be the target of my next FAQ, and it's been a blast to write for. Hopefully you'll have half as much fun reading as I did writing it.
If you need to contact me about this FAQ for any reason - whether it's because you want to use it on your website, you have a suggestion or an addition to make, or you just want to shower me with praise and gifts, you can e-mail me day or night at [[email protected]]. That's about all there is to say; the rest is more thoroughly explained within the FAQ. Thanks for checking this out. Now let's get on with it!
Everybody should by now be familiar with the basic gist of Lemmings; if you're not, then I strongly urge you to stay away from this game since it will overwhelm non-fans of the series greatly. Lemmings is so familiar to the gaming world that it doesn't need a story, but Lemmings Revolution provides with one anyway. Pop a bag of popcorn and sit back for the opening cinema.
After arriving in their promised land, the Lemmings colonize every corner of it and start mining the stones peppered on the walls like polka dots. However, they learn that their exploits have become famous among the weasels, a group of sly, evil folks who like wearing mustard yellow turtlenecks. As we learn, the weasels have been watching films of the Lemmings in action, and we even get to see clips from two classic stages ("Just dig!" and "Steel Works") where the Lemmings both succeed and fail during their courageous adventures. Because they're a bunch of frumpy meanie-heads, the weasels decide to invade the Lemming utopia and trap them in boxes.
To further complicate matters, the weasels wish to see if the Lemmings are as brave and resourceful as the movies have shown, and so they situate the boxes that the Lemmings are trapped in around dangerous traps and harrowing land arrangements to make them earn their freedom. Can the Lemmings escape the traps the weasels have laid out for them? Will they ever get home? Won't everyone just leave them alone? Only you, as the constant savior of the Lemmings, can provide an answer these questions.
If you're not sure how to play but are interested, well then, there's always the section below to get you started.
How to Play
I hate to be spouting clichés this early in, but Lemmings Revolution is an easy game to get the hang of, but a very difficult one to truly master. People who have spent a lot of time immersed in Lemming lore will get the hang of it much faster and probably figure out some of the more obtuse solutions without so much as a single flex of the gray matter (experience helps immensely when dealing with this game). On the other hand, if this is your first experience with any part of the Lemmings saga ...... well, let me just add a disclaimer right now, that being that I'm not liable for your Lemmings Revolution CD if you decide to snap it violently in half.
As with all other games in the Lemmings tradition, the object is to direct all the blue rodents (and white and green, as you'll see in this game) to a common destination. Most previous installments had it as a door that you had to get them to, but here you'll find that it's a hot air balloon that your Lemmings must repair to. In every level you are given a set number of each type of task that your Lemmings can perform (more on them below). With the materials given, you must get the number of Lemmings commanded of you to the hot air balloon in the amount of time provided. Sound easy? Well of course it doesn't, I already told you it wasn't.
And of course, what with the weasels and traps and such, life only gets harder from there. Perhaps I should reveal a purpose behind all this rigmarole.
Controls
Rarely will you use the keyboard in this game. Most movement is restricted to the mouse, but there are a couple of functions you can perform with the keyboard as well.
LEFT MOUSE BUTTON:
- Click menu buttons.
- Choose a level to begin playing.
- Click task icons to choose a task for a Lemming to perform (climber, floater, and so on).
- Hold
Part 2
Learn about new objects like switches, laser gates, and anti-gravity fields in Portal: Revolution Part 2. Discover how to deal with traps like weasels.
Controls:
Mouse:
- Left Mouse Button: Hold down over an entrance (where Lemmings fall out) to lower the release rate. Hold down on the Options menu to lower music and sound effects volume. Click on a Lemming to assign a task from the toolbar.
- Right Mouse Button: Hold down over an entrance to increase the release rate. Hold down on the Options menu to increase music and sound effects volume. Hold down and drag to rotate the circular levels.
Keyboard:
- Esc: Brings up a menu during a level to resume, restart, return to the branching level map, or access the volume menu. On the branching level map or title screen, Esc quits the game instantly.
- P: Pauses the game, allowing you to rotate the level, click task icons, and select Lemmings. Click a Lemming or press Esc (or P again) to unpause.
- Spacebar: Zooms in on the cursor's focus area for precision tasks and allows dragging the level. Press Spacebar again to return to normal view.
New Objects:
- Switches: When activated by a Lemming or weasel, they trigger an effect elsewhere in the level, like opening a door or draining water. Some switches reverse their effect when activated again.
- Laser Gates: Similar to switches, but their effect is permanent. Once a Lemming or weasel passes through, the laser disappears, and the effect becomes evident.
- Anti-Gravity Fields: Also called gravity reversal vortexes. Walking into one on the ground reverses polarity, making Lemmings walk on the ceiling. Touching one on the ceiling returns them to the ground.
- Water/Acid Lemmings: White (Water) Lemmings can walk on water. Green (Acid) Lemmings can walk on acid. No Lemmings can walk on yellow lava.
- Metal Doors/Floors: Gray metal surfaces with red stripes. Can be opened by switches or laser gates. If a Lemming is in front of one when it closes, they can be bumped off and killed.
- Counters: Track the number of Lemmings passing through a metal door or floor. Only the counted number can pass before it closes. The counter increases if Lemmings walk backward through it.
- Super-Speed Gate: Marked by yellow and red arrows. Lemmings passing through gain temporary super-speed, increasing speed for walking, climbing, and tasks.
Traps:
- Weasels: Rough up any Lemming they contact. Can be trapped in holes, drowned in water/acid/lava, or affected by other traps.
- Animals: Giant crabs, birds, and scorpions. Most do nothing but look decorative, but Lemmings shatter upon touching them. They are usually easy to maneuver around.
Part 3
Navigate the treacherous hazards like lava and disappearing floors in Portal: Revolution Part 3. Learn the key differences from older Lemmings games to master the challenges.
Alright, let's dive into Part 3 of Portal: Revolution! This section is going to cover some of the more dangerous environmental elements you'll encounter and also highlight some key differences from the classic Lemmings games that you'll need to get used to. Don't worry, we'll break it all down so you can handle it.
Environmental Hazards
You'll run into a few things that are definitely not your Lemmings' friends. Pay close attention to these!
Water, Acid, and Lava
There are three main types of liquids to watch out for: water (blue), acid (green), and lava (yellow). Your standard blue Lemmings can't swim in any of them and will drown pretty quickly. Thankfully, there are special Water and Acid Lemmings who can walk on those surfaces – they'll be super useful for solving some puzzles. Lava, though? Nobody's safe from that. It doesn't show up too often, but when it does, your best bet is to either avoid it completely or build something over it.
Rolling Spiked Logs
These nasty, blood-stained logs roll along a set path, sometimes controlled by a switch. They're relentless and will smash through pretty much anything, including land! You can imagine what they'll do to your poor Lemmings. Keep a close eye on their paths and make sure your little guys aren't in the way.
Disappearing Floors
These are a real pain and usually show up later in the game. They're often layered and will vanish piece by piece as a Lemming walks over them. You really hope there's solid ground underneath, because these disappearing floors are frequently placed right over traps like water. Often, you'll need to find a switch to reveal a solid floor beneath the disappearing one, so you'll have to be quick once you notice the floors starting to fade!
Falling Too Far
This isn't exactly a trap, but it's a surefire way to lose Lemmings. They can only survive a certain height of fall before they shatter. Making a Lemming a 'floater' can prevent this, or if you don't have any, you'll need to find ways to shorten the distance they fall.
Key Differences from Older Lemmings Games
If you're coming from the older Lemmings games, you might think you can just jump right in, but this game has some significant changes. Don't get cocky, or it'll definitely teach you a lesson!
Here are the most noticeable differences:
- Mining and Digging: That old trick of digging just one step and then mining to turn around? It doesn't work anymore. You have to dig much deeper to turn around now. When a Lemming hits steel, they'll drop their pick and move forward a bit. If the ledge ahead is just slightly taller than them, they might be able to walk up it. So, if you're planning to mine to turn a Lemming around, make sure the hole is deep enough – a small dent won't cut it anymore.
- Release Rate Control: There's no longer a separate button for raising and lowering the release rate. Now, you just hover your cursor over the entry hatch. Hold the left mouse button to lower the rate and the right mouse button to raise it. This is actually more convenient because you can set custom rates for individual entrances, unlike before where changing the rate applied to all applicable entrances.
- Speed-Up Button: Tired of waiting for all your Lemmings to reach the exit? Or spending ages on a tough level? Good news! There's a speed-up button located just above the nuke button. It sends the repetitive parts into overdrive. This is a lifesaver, but be aware it can sometimes keep going even after you release the mouse button, so use it carefully.
- Pausing and Assigning Tasks: You can now assign Lemmings to tasks while the game is paused. This is a huge help for planning and executing complex strategies.
- Zoom Functionality: You can zoom in on specific parts of the level now. This is great for getting a closer look at tricky areas or for those of us who might need a little extra visual help.
- Digging Through Mixed Materials: If you're digging through a mix of ground and steel, you'll stop instantly when you hit steel, no matter how much ground is mixed in. This is a bit annoying and can mess with old strategies. In previous games, you could sometimes dig through steel if you were also digging through a lot of ground. Here, when you hit steel, you'll hear a distinct "shhhh" sound. Steel is a much bigger obstacle now and doesn't have the same exploitable glitches.
- Less Forgiving Timer: The timer in this game is much tighter. You might have the required number of Lemmings reach the exit, but if the timer runs out just as the last one is getting there, you'll still fail. This can lead to frustrating losses on levels with very tight timing. Unlike older games where you knew exactly when time was up at 0:00, this game is less forgiving.
- No More F-Key Hotkeys: The F1-F10 keys used to be great for switching tasks quickly without moving the mouse. F11 paused the game, and F12 triggered the nuke. That's all gone now. You have to use the mouse to select functions, though the mouse movement itself is much smoother in this game, which is a small consolation.
Understanding these changes is key to adapting your strategies and succeeding in Portal: Revolution. Keep these differences in mind as you progress!
Part 4
Master Lemmings Revolution! Learn about Climbers, Floaters, Bombers, Blockers, Builders, Bashers, Miners, and Diggers. Discover essential strategies for navigating levels.
This section of the guide explains the various functions your Lemmings can perform and offers useful strategies for navigating levels in Lemmings Revolution.
The Various Functions
Here is a rundown of each task your Lemmings can perform:
- CLIMBERS: Can climb walls. This ability lasts for the duration of the level.
- FLOATERS: Use umbrellas to fall long distances without harm. This is a permanent state for the Lemming.
- BOMBERS: When assigned, a Lemming has five seconds to live before exploding. Useful for destroying obstacles or other Lemmings.
- BLOCKERS: Stand in place and turn other Lemmings in the opposite direction. They can only be removed by bombing or weasels.
- BUILDERS: Create a bridge using twelve tiles in the direction they are facing. They stop building if they hit a wall or run out of tiles.
- BASHERS: Tunnel horizontally through walls using their fists. They stop if they hit open air or steel.
- MINERS: Tunnel diagonally through the ground using pick-axes. They stop when they reach the bottom or side, or if they hit steel.
- DIGGERS: Dig straight down through the ground. They stop when they reach the underside of a ledge or hit steel.
Useful Strategies
Here are some simple tricks to make the game easier:
- Let Him Go: In early levels, allow one Lemming to go ahead while holding others back. This Lemming can then create a path for the rest.
- Hold 'Em Back (Blockers): Use one or two blockers to prevent Lemmings from wandering into danger. This is more effective in early levels.
- Hold 'Em Back (Diggers): If the release rate is low, dig a hole straight down to catch Lemmings, then build a stop for the digger.
- Hold 'Em Back (Miners): A more complex method involving two miners, one going left and one right, to create a tunnel. Builders can be used to stop them if they don't hit steel.
- Freezing Time: Press 'P' to pause the game. While paused, you can rotate the level, select tasks, and assign them to Lemmings. This is useful for precise actions, especially near the end of the game. Press 'P' again or assign a task to unpause.
- A Closer Look: Unlike older Lemmings games, you can now easily tell which direction a Lemming is facing, making tasks like building out of pits much simpler.
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