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Part 2
Portal: Revolution

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.

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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.

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