| 01 |
10 |
10 |
10 |
10 |
10 |
10 |
10 |
10 |
| Mischief and Virtue | |
|---|---|
| Statistics (Lemmings Touch) | |
| Difficulty | Tricky |
| Column | 4 |
| Level # | 16 |
| No. of Lemmings | 20 |
| No. of Mischievous Lemmings | 10 |
| Requirements (Lemmings Touch) | |
| One Star | 10 Lemmings, 4:30 |
| Two Stars | 14 Lemmings, 3:30 |
| Three Stars | 18 Lemmings, 2:10 |
| Level Chronology (Lemmings Touch) | |
| Previous | Another Lem In The Wall |
| Next | Livin' On The Edge |
Mischief and Virtue is the sixteenth level of the Tricky difficulty in Lemmings Touch. As part of the fourth column of Tricky, it is unlocked after at least five stars are attained from levels in the third column.
Strategy[]
The Lemmings begin atop a large floor protruding from a wall to their left, with a Cannon near this wall. There is a hole shortly ahead; assign a Builder to the first Lemming who comes near it. The first Mischievous Lemming will fall into the hole, so assign an Exploder to it. Ahead of this hole, there is a wall. Assign a Basher to any Lemming who is directly facing it. Set the release rate to its maximum setting.
Each Lemming will walk down a ramp at the floor's end, leading to another floor below. At this floor's edge, there is a vortex trap. Assign a Blocker to whichever Lemming comes near it first. In an area directly below the top floor, there is a row of three liftable crates on an indestructible floor. Lift these crates and allow one Lemming to walk beneath them. Push the rightmost crate back down to make sure no other Lemmings cross.
A platform with the Exit lies beyond the floor, separated by a gap. Assign a Builder to the Lemming to walk across. Lift and hold all three crates back up to let all Lemmings across, whilst assigning Exploders to every Mischievous Lemming who begins walking on steel. All remaining Lemmings will reach the Exit.
