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    The Circus Levels Walkthrough

    Circus 1: Lightlines

    Just follow the arrows for this level. First, move the cannon to the far right of its range. Have a scout jump out of the pit and let him get shot by the cannon and fall to the left. Jump him over the gap and make him a climber. As soon as he passes under the pit containing the other lemmings, laser blast through the floor of the pit to release them. When the leader climbs over the obstacle to the left, make him a glue pourer.

    Circus 2: Lemmings in the Family

    This level is funny to watch, but requires some quick actions on your part. Let the first two lemmings bounce all the way to the right. Turn the second into a stomper as soon as he touches the pole on the right. As your scout starts walking left along the ledge, start platforming to the next ledge while on the middle of the three blocks. On the next ledge, turn the scout into a stomper when he reaches the vertical stack of 3 blocks. Release the lemmings in the pit on the right with a basher. Use 2 fillers to escape the final pit which they will fall into.

    Circus 3: We're Coming Home

    Turn the first lemming into a twister, but wait for the next one to pass him before doing anything else. Using the fan, dig straight down to make a pit which will trap everyone but your scout. Have the scout platform all the way to the exit, then use the fan to blow the twister up and to the right to release everyone. (Position the fan so its a little below, and far to the left of the twister - they're a little hard to control.)

    Circus 4: Round the Blox

    I hate this screen. It relies heavily on twisters, particularly right at the very end. If at first you don't succeed...

    Start with the lower group of lemmings. Make a basher heading left. At the upper group, make a twister and use the fan to have him follow the yellow blocks. If you mess up and lose the twister, you can complete the path with bashers and stompers. After you break through into the path made by the lower basher turn one of the lemmings into an attractor. Make one of the lemmings a twister and follow the yellow blocks to the clearing down and to the left. The scout will climb up to more yellow blocks, which he should bash through, then stomp through (follow the yellow brick road). When you hit the bottom of the yellow, turn the scout into a twister and use the fan to blow him up and to the right through the last of the blocks - this is the most difficult part. When doing this, position the fan a little below and far to the left of the twister - never make your twister go straight up (or you'll lose him). Once the twister is through, turn the attractor into a club basher to release the others.

    Circus 5: Big Top Time

    As soon as the first lemmings drops in and takes a step or 2, turn him into a stacker. Two others will sneak by, but that's okay. We'll use the first as a scout, but turn the second into a platformer as soon as he passes the trampoline to delay him for a while. Just before your scout falls off the ledge to the right, platform out to the wall. He'll turn back to the left and walk up the ramp. When he's about 2/3 of the way up, make him a scooper. After he breaks through, platform immediately to the exit. Use one of the lemmings by the entrance to bash through the wall your stacker made. If any of the lemmings fall into the pit by the trampoline, bash out to the right.

    Circus 6: Headache

    The title says it all - this one takes patience! There may be an easier way than this, but at least this solution saves everyone.

    Use a fencer to cut through the barrier near the entrance and use a bomber on the edge of the bump you'll approach (If you time this right, one lemming will be blown to the ledge with the exit. If you have trouble with the timing, try having one lemming jump the barrier right at the beginning and have him do the bombing before anyone else comes through.) Turn three lemmings walking towards the pit into glue pourers and turn one into a bomber just before he enters the pit. This should let everyone in the pit out. Move the cannon to about the center of hits range. You'll want to fast-forward the game as this point - watching all 60 lemmings get shot to the entrance gets tedious.

    Circus 7: Circus of Fear

    Turn the first lemming into a climber and send him off as a scout. Turn him into a roper to get out of the first 3 pits, then stomp through the floor of the fourth. Throw a rope over the gap to the left of the car below (this takes pretty precise aiming - aim the rope at the corner of the leftmost block). Fill the holes near the exit with fillers and release the rest of the lemmings with a roper.

    Circus 8: Play that Funky Lemming

    When the first lemming bounces toward the red wall, quickly bash through it and move the cannon toward the far right. When the first lemming is shot to the nearby ledge, have him stomp down to the opening on the right. After the next lemming climbs the stairs, have him bash through the first small block and jump over the second. He should walk all the way to the left, up the stairs, and move towards the right, jumping over each of the three gaps along the way. Once he reaches the green blocks, have him stomp or scoop down to the arrows. When he's trapped in the left-facing arrow, scoop to the right until he almost breaks through. Turn him into a basher and start platforming as soon as he breaks out. The scout will continue to the right. Have him bash through the remaining small block (you *must* do this from the left). The remaining lemmings will walk through the path your scout made and all that's left is to bash through the last two walls on the left to reach the exit.

    Circus 9: The Carpet Capers

    This is another one of those screens I don't like because magic carpets are a little hard to control as well.

    When the first lemming is about a half-block to the left of the flagpole, turn him into a pole vaulter. Move the cannon on the right to the far right of its range. The scout will drop to the floor below. Just before he reaches the series of small gaps, give him a magic carpet. Use the fan to help him avoid all the obstacles (difficult until you get the hang of it!). After the carpet disappears, laser blast up to release to rest of the lemmings and let a few fall. Turn one into an attractor and release one of the dancers by making him a pole vaulter (it'll fail, but he should be clear of the attractor's influence now). Let him fall to the floor below, where he should platform to the exit. Release the rest by turning the attractor into a pole vaulter.

    Circus 10: Swingy and Roundabouts

    As soon as the leader reaches the bottom of the first ramp, turn him into a scooper and let the group wander to the left. When they are going up the staircase by the car, have one pole vault up to the high ledge on the right (the timing is a little difficult, but try starting him when it's halfway up the last stair). Just before he reaches stairs, turn the scout into a stacker and pole vault another lemming up to the ledge. This second lemming should hit the stacked wall and turn around. Right before he reaches the yellow blocks, turn him into a scooper. The hole should be just right to release the lemmings in the pit. Meanwhile, have your scout jump the small block, platform over the gap he'll encounter, and continue upwards. Turn him into a filler to fill up each of the small gaps he runs across. The cannon he'll run across is fine where it is, so let it shoot him. When he nears the exit, stomp down when he reaches the block that's half-blue, half-yellow (it's a ways over the pole in the pit). Release the other lemmings by having one bash through the stacked wall and the small block. If your scooper went too far and dug into the passage below, platform over the hole.

    Don't dawdle on this screen! This solution will only give you about 20 seconds remaining, though you can release the lemmings earlier to get more time if you feel safe leaving the scout to his own devices.

    You now have the Circus World portion of the Talisman!


    This walkthrough was written by Steve Derby. All rights reserved.