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Lemmings 2: The Tribes
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Lemmings 2: The Tribes
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===Skills=== [[File:Lemmings2-SNES-skills.png|right|322px|thumb|Skills you can choose in practice mode in the [[Super Nintendo Entertainment System|Super NES]] version of Lemmings 2. The blocker skill is not shown.]] The various skills that the Lemmings are given can be broken into three different classes, referred to here as '''permanent''', '''continuous''', and '''temporary''' skills. The '''permanent''' skills are irreversible enhancements to the behaviour of a lemming, staying with the lemming until the end of the level. When a lemming is given a permanent skill, their hair and shirt colours are swapped to make them easier to identify. An example of a permanent skill is the runner, which makes the selected lemming run for the rest of the level, and jump over small gaps. '''Continuous''' skills are those that a lemming will continue doing until it is ordered to do something else, encounters an obstacle, or reaches the end of the appropriate terrain. An example of a continuous skill is the fencer, which gives the selected lemming a small sword, and enables it to dig a tunnel on a slight upward slant until there is no more dirt, or until the sword hits something more solid than dirt. '''Temporary''' skills are carried out until given another order, just like continuous skills, but also have an upper limit on how long the lemming will keep doing the skill. This may be due to a lemming running out of materials, or simply because there is a time limit on how long the skill can be used for. An example of a temporary skill is the [[laser]] blaster, which allows a lemming to make a vertical tunnel slowly blasting upwards. The laser beam has a long but limited range, and is only activated for a limited time. An alternative (and overlapping) grouping of skills can be made in terms of what they do to the surrounding environment.<ref>Rebecca Avalon, Winston Avalon: "Lemmings II The Tribes Page", http://www.reocities.com/TimesSquare/6150/lem2.htm, 1996</ref> There are '''building''' skills, which add bits that other lemmings can walk over (e.g. planter, filler), '''removal''' skills, which remove pieces of ground (e.g. bazooka, twister), '''movement''' skills, which alter the way a lemming moves through its environment (e.g. roller, diver), '''shooting''' skills, which cause a lemming to fire a projectile (e.g. archer, bazooka), and '''wind''' skills, which cause the lemming to be influenced by the fan in some way (e.g. icarus wings, twister).
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