Puzzle · Twelve rescue valleys with eight autonomous walkers
Lemming Path
Assign limited bridge, dig, climb, block and bomb skills to autonomous walkers, alter their route, and rescue at least six of eight across twelve valleys.
The game's own interface may still be in English.
Overview
Lemming Path asks you to change a route for walkers who will not stop to ask for directions. Eight emerge from the entrance in each of twelve valleys. They walk automatically, reverse when blocked, fall when no ground supports them and enter the home doorway if a safe route reaches it. At least six must survive. The valley combines a pit with a wall on the far bank, so saving the group means dealing with two different obstacles. A builder lays a rising staircase of solid steps. A digger can remove the wall ahead. A climber scales it individually. A blocker redirects other walkers, while a bomb removes nearby terrain at the cost of nearby lives.
How to Play
Click or tap a walker to select it, then choose a skill from the row beneath the valley. The selected walker has a visible frame and number. Direction keys cycle active walkers, Space assigns Bridge, and keys 1 through 5 select Bridge, Dig, Climb, Block and Bomb. The toolbar displays the remaining inventory. Assigning a skill spends one item, so repeated clicks are not a substitute for planning. Block can be assigned again to release a standing blocker. P pauses the simulation for inspection, T retries the valley, N advances after a successful rescue and R restarts all twelve valleys.
Tips & Strategy
Watch the leading walker approach the pit and assign Bridge while its feet are still on solid ground. Starting too late leaves no place to build from, while starting much too early can end the staircase before the far bank. Once a bridge exists, later walkers can use it without spending another skill. Save a Dig for the wall rather than giving every walker climbing boots: clearing one shared obstacle is generally cheaper than solving the same obstacle separately for eight individuals. A blocker can buy time by turning followers back, but remember to release it if you need its rescue. Bombs have a visible fuse and a dangerous blast radius; they are a destructive alternative, not a free wall removal button. Wait for all eight outcomes before judging the result. Six survivors clear a valley even after two losses, but fewer than six means retrying with a better route.
Controls
- Keyboard
- Click walker - select; Left/Right/Up - cycle walkersSpace or 1 - bridge; 2 dig; 3 climb; 4 block; 5 bombN - next valley; T - retry; P - pause; R - restart
- Mouse
- Use the labelled controls below the field and follow the in-game instructions.
- Touch
- Tap the labelled action buttons; hold movement or reel buttons where indicated.
Features
- Twelve rescue valleys with eight autonomous walkers
- Six-rescue minimum in every valley
- Finite inventories for five different skills
- Built stair bridges become real walkable terrain
- Digging and explosions remove the wall
- Selectable blockers can be released
Frequently asked questions
How many walkers must survive a valley?
At least six of the eight must reach home. A valley resolves after every walker has either been rescued or lost, so two losses still permit a clear.
Can later walkers use an existing bridge?
Yes. Builders place real solid steps that remain in the valley, allowing followers to cross without receiving their own Bridge skill.