Chip's Challenge/Levels 61-80

This is a continuation of the walkthrough for Chip's Challenge. Levels 61 (RINK) through 80 (VANISHING ACT) will be discussed on this page.

Level 61: RINK
While there is no time limit, this level can be beaten in 49 seconds, thus:

U R U 2D L D L 2R 2U R 2U 2R U 2R U D R 2D 2U R U R L 2D 2R L D L R U 2R 3D 2L 2D 2L 2D U L U 2L D L D R 2D L D R D 4R U D 2L D 2U D 3R 2U L U L U L U 2L 2R 2U 2L D L 2D L D U L 2U R U 2R U 2D R D R D R 2D 3L 2D L 2U 2L D U 4R 2U L U 2D R. End!

To solve this level with less of a priority on speed, note that if you watch Chip, and the blocks directly to the north, south, east or west, you will be able to eliminate which blocks you have not tested. You need only systematically eliminate which blocks are walkable and which are not to search for the chips. If you see a bunch of fake walls, find a way to get to them. Remember that the exit is in the center.

Level 62: SLO MO
This level consists of a checkerboard pattern of open and closed toggle walls, broken up by some corridors that allow rapid movement, because the level's name is apt: the walls toggle only once every 4 moves. There's also lots of blobs around the level, and a storm of teeth approaching, which isn't going to be a problem here. The blobs, though...

The route through the level is 3R8U6R9U16RU4RU; this isn't going to work every time, shall I say. But, it does score 282 seconds when it does.

Level 63: BLOCK FACTORY
This is a pretty easy level that requires a couple well-timed tricks to complete well. Step U2RUR4UL, move three blocks into the corridor under you, and take the first two chips. Now, get on the train and take the four remaining chips here, one at a time, by pressing L. Just below is the next section; clone the block, then step D and wait half a move before you dive in to take the chip; just step and the block will get stuck, and waiting one move is too long for 477. The exit is to the left; no tricks for that one.

Level 64: SPOOKS
I'm sure that once you master this route, your friends will go crazy! This route looks insanely hard, but in fact, it's just a simple bunch of noodling with a couple tricks to it. Even-step is required.

The route? R D R 2L (wait) 4L 4D 2L D U L U L U L R 6U R U 7R 5U D 8L 4U 5R 4U 6L D L D L D 5L 3U 8D 3R 4D 3L 3R D R 2D R D 5L 6D 5R 3D 3R D 5R U 2R U 2R L 4U 4R D 4R 3U 3L 10U R 3U R U L U L U L U (wait) 6R D 2R 4D L 3D 2L 8D 4R 13D 3L U L 2U 4L 3D 21L D exit. It's worth 547, but much more than that, as you know. :)

Level 65: AMSTERDAM
The first rule on this level: Do not push a block directly toward a chip. All other blocks are fine, including the blocks you are forced onto. Follow this route through the canals, getting chips where indicated: 2D chip U (chips on sides) U L D two chips U L 2R chip L (chip on the top) L D U chip D 2R two chips L chip D chip. Return to the start and go: R D (one chip on each side) D (2 chips on the right) D three chips 3U R three chips D L chip L chip 2R D 2L chip R chip R D (one on top and three on bottom) L (chips at top and bottom) L 2U two chips D (two on right and one on left) D two chips L chip D chip D 2U two chips D (two on right and one on left) D R 3U chip D chip D chip D R chip 2R exit. You score 395 seconds.

Level 66: VICTIM
Again, you will need to be fast on this one. You must use your greater speed and their stupidity to your advantage. First, quickly go south into the teleport. Immediately head back up into the teleport, getting the chip on the right, and step over the green button. Get the other chip, take all the chips on the left, and then three on the right. Backtrack, head north and go through the eastern chip socket and head to the exit. You score 292 for avoiding being victimized.

Level 67: CHIPMINE
Another maze hunt to search for chips. When I say "backtrack" I mean go back to the last intersection visited. Route: 2R (A) 4U (B) 2R 8U 2R 2D 2R 2U 2R 2D 3R backtrack 5R 6D 3L 2U R backtrack backtrack 2R 4U 4R 4D 5R backtrack 2L 4D 7R. Go back to B. 2U 2L (C) 4D 4L 4D 2R 2U backtrack 6L 8D 6R 2U backtrack 2L 8D backtrack 2L 6U 2R backtrack 4U 2R 4U 6L 10D 2R 6D. Go back to C. 4L 2U 6R 2U 2L 2U 2R backtrack 4U 12L 14D (D) 2R 6D 2R 2D 2L 2D 4R 2D 4L 3D 2R U 2R D backtrack 2U 2R 2D backtrack 2U 2R 2U 4R 2D 2R 2U 6D 4U 4L 4D backtrack 6D 4L 6R 2L 2D 2L D 2L U backtrack D 2R U 2R D 2R U. Go back to D. 15D. Go back to C and then back to B and A. There should be 7 chips left. 2D 2R 4U 2R 2D 2R backtrack 2R (E) 2D 4L 4R 2D 9R 2D L 2D R 2D L backtrack 2D 6R 4D 2L 2U 6L 4D 2L 4U backtrack backtrack 2D 3R 3D 2L U 2L D 2L U 2L D L backtrack 2U 2L 2U 2R. Go back to E. 4R 2U 5R 2D L 2D R backtrack 2R 2D 4L EXIT. If done correctly, this route should score 518.

Level 68: EENY MINY MOE
Go across the gravel south over the red button. Continue to spiral in, getting the chips. Do not worry about the paramecia — he should not bother you very much and you can drown him anyway. Go back across the gravel, through the east green keyhole, and all the way to the west of that area. Push the last block north one and go through the fake wall next to it. Push the third block up, and push the second block left until above the second chip. Take the first block next to the second block. Push the third block above up one, and push the two blocks into the water above the chips. Push the fifth block up, and push the fourth block left to between the "holes" in the water. Go to the top and push the third block north. Push the second block one space west, and push the third block all the way west. Use the blocks to get the chips in this fashion:

[_|_|_|_|_] W — Wall [_|_|_|_|_] # — chip [X|~|X|~|X] ~ — Water [X|~|X|~|X] X — where you put the blocks [#|W|#|W|#]

For speed, push the far left block down, and get the next, pushing it down to the water. Push the other block left. For the rest of the blocks, push the blocks directly north of the chips straight south. Then push all of the remaining blocks over left one. Get the first chip, and push the next block down to the right, where you get another. The paramecia is about drowned by now. Get the original third block from the start, and push it all the way to the left for the chip. Push all the rest of the blocks down and get their respective chips.

Once you've gotten all of those chips, go back, past the finish, to the glider area. Get the first chip, and get in when there is a gap of two spaces between the gliders. Skip the first pair of chips. Quickly run and get the chips around the outside, counter-clockwise, dodging gliders as you go. Once you complete the ring, get the chip at the top and the two at the left. Go out and exit. If you kept your nerve, you get 489.

Level 69: BOUNCE CITY
First, go east and up through these balls. You can't beat the last ball, but move 2L, wait for it to pass, then U, then DLU. You can break through now. Pass two balls, then take the top fork. Circle around with the paramecia and run to the far right. Wait for the pink balls to bounce, then follow them all the way to the second alcove. Wait for the return, then break past. You will reach a second group of pink balls. You can fit right into the first alcove; wait and then run straight up into a new area.

Hold to the right, waiting as needed, then turn to the left and pick up the red key. Now hold to the left, and move to the right to get the blue key. Go back north the same way you came. Wait four moves, follow the balls, and fit directly into the second alcove. Return to the first column, fit into the first alcove, wait, and pick up the keys above you. Go in the eastern yellow keyhole and get the second yellow key behind the balls. Below you is the exit, behind the three colored doors. Dodge well in Bounce City, get the 229 seconds.

Level 70: NIGHTMARE
This level is a series of tests in speed, endurance, thinking ahead, etc.

Teeth, Bee, Fireball, Glider: Run down the path over the brown button and keep going until you get to the next brown button. Press it and quickly run over the toggle wall and onto the green button (before the fireball gets through. Run down and push the block in to create some dirt. Walk over the dirt toward the next brown button.

Paramecia, Paramecia, Teeth: First, run over the button and push the block. The brown button does nothing, due to the lack of a controller. Go around, avoiding the teeth monster with speed, and get the yellow key.

Pink Ball, Teeth, Walker, Blob: Follow the ball and get off near the blue button (pressing it doesn't do anything significant). Release the walker and run to the left. Go over the keyhole and north toward the tank. You will hopefully not get hit by the blob.

Tank, Blocks, Fireball, Blocks: Press the blue button twice. Go on to the east over the second blue button. Push the first block north and jump aside. Do the same for the second and third blocks. After you get out of the way of the fourth block, push it west into the water. Do the same for the fifth block. Go north and press the brown button. A fireball will come out; get to the safe spot in the south of that. Wait for the fireball to go north, then go across the button (it shouldn't do anything) and on the path through the water.

Bee, Bees, Keyhole: Wait for the bug to turn backwards, then jump in to get the key. When you push the block onto the button, quickly run to the gravel. Go across the dirt through the keyhole and exit. You are not exactly halfway through the puzzle, but another 136 seconds still count toward your total.

Level 71: CORRIDOR
Push the block into the water and get the key. Go through the left keyhole (it doesn't matter, but this explanation will apply if you go in on the left side).

Collect the chip above, then move the top block out of the way. Push the other block down to the bottom, then get the left, then right chips. Remove this block into the corner, circle around, and push the block on the bottom into the middle of the room. Push the east block out and into the water. Do the same for the middle block. (All four of the chips should be collected thus.) Get the red key and repeat the steps mirror image on the right side.

Get the green key, then move to the left. Pick up the NW, SW, and NE chips, then the blue key and the last chip on the way out. Go to the left side and through the blue keyhole. Push the lower block to the center, and push the north block out and into the water. Move the center block up and into the water as well. Get the four chips and the red key in the same manner. Do the same on the right side. Finish off the left side by going through the red keyhole, getting the key and pushing the block from the west, to the north and into the water. Repeat this on the right side. You should have enough blocks to get to the green keyhole, getting the chips on the way. Go through one of the red keyholes and be quick in getting the blue key, while trying to avoid the walker. Go straight south and exit. You have built a corridor to 355 seconds.

Level 72: REVERSE ALLEY
This level seems like it takes a while, but it has been completed in 38 seconds.

The thing to remember is that the tanks are controlled by a paramecium around the level. The button is hit in a repeating pattern of 3, 2, 2, and 1 times.

Wait two moves, then run directly down through, stopping to pick up all the chips. You can run directly past the first two pairs on the right turn, but for the third, dodge D, then run across. Wait one move, then continue through the remaining tanks. Run past the first tanks, then this time, run up from the chip instead of returning to the single path. In front of the last pair, wait one move. Continue left from the chip, but wait two moves. Spring back to the path on the second chip, but move left from it on the third time. The remaining tanks pose no problem here.

Wait one move before proceeding downwards. Dodge all the way to the left, then move straight down from the rest of the chips in the column. Move right from the first chip, but spring back to the path on the second. Get the first chip on the upturn, step left, and wait; then run all the way up. Wait two moves for the tanks on the left, then run left. Step right from the chip on the downturn. Stay on the top so as to avoid the very last tank. Pick up the last chip and the exit is above.

Level 73: MORTON
Basic directions: You must work through the maze, gathering chips and avoiding the lone teeth ("Morton") which starts in the centre of the maze. To gather the chips near the centre of the maze, you need to lure the teeth out of the centre while you double back and gather the chips.

Detailed instructions: Move Chip this way; You score 485 seconds for avoiding being morton-ised.
 * 4L2U3R2U5R2D5R2U2RU [Pick up chip];
 * R2U3L [pick up chip];
 * reverse course back to starting point;
 * 12LU [pick up chip];
 * L5U2R3DR [pick up chip];
 * L10U [this is point #1];
 * 2L8U2R5UR2U2LD [pick up chip];
 * U2R3D [pick up chip];
 * U4R2U3R2DR2D6LD [pick up chip];
 * reverse course to point #1;
 * U2R2U2R6UR [pick up chip];
 * U3R2DLD [pick up chip];
 * U11RD [pick up chip];
 * R5D2L5D3LU [the teeth should be coming toward you];
 * hurry D3R and wait for the teeth;
 * when he starts coming, go U;
 * as the teeth comes right to the wall, pick up the chip;
 * wait one move;
 * step down. You should be ahead of the teeth. Run 2L3UR, drawing the teeth with you;
 * as the teeth moves SW of you, step 4U5L4DR to get a corner chip;
 * step L3URU3RDR4D (you should have beaten the teeth out, he will not bother you now);
 * finish the level thus: L2D3R8UL [pick up chip];
 * R3D2R4D [this is point #3]
 * 2D2L2DL [pick up chip];
 * D3L2D5L2U3LU [pick up chip];
 * L5U2R4UR [pick up chip];
 * L7DR [pick up chip];
 * L3U2L3D2L4DR [pick up chip];
 * L2U2L4DR [pick up chip];
 * reverse course to point #3;
 * 2R2U2R [this is point #4];
 * 7U2L2UL [pick up chip];
 * R2D2RD2R4U2LUL [pick up chip];
 * 3U2RD [pick up chip];
 * U2L2D5L2U3L2DL2D2R2D3RD [pick up chip];
 * reverse course to point #4;
 * 2R4D2L6D2R3DL [pick up chip];
 * R3U2L2DL [pick up chip];
 * D2L2D9L [exit].

Level 74: PLAYTIME
Walk over the red button and on the ice to the left. Walk on the trap and when the ball gets there, go north. Get the chip at the bottom. Press the button, go on the forcefield and you come to some paramecia obsessively going around in circles. Jump on the upper right corner and go left after three squares. You should be safely led to the chip (after the second up floor).

Go north and you come to an area with tanks and pink balls. From the gravel, push one of the blocks to the east and into the water just west of the chip. Prepare the second (put it by the opening) and go to get the chip at the left past the balls. When you get the chip, push the second block into the water, get the chip, run back and go up to the exit. You score up 359 seconds.

Level 75: STEAM
Move like this: U D 5L U 2L D 3L 2U L 2U R U 2R D 2R 2U R U 2R 3U R 3U 3L 3U 4L 2U 6L D 4L D 3L 11D L R 5D L to get the fire boot and the flipper. Go straight to the exit in the NW corner. You score 479 seconds.

Level 76: FOUR PLEX
Go east through two teleports. You should end up in the NE corner. Go east through the fake wall, south to the bottom, west through the first fake wall, and north on the ice to get the red key. Go back the way you came and into the teleport. Go south through the fake and recessed walls and red keyhole. Go through the teleport three times and get the yellow key. Go back through the teleport three times and over the recessed walls and forcefield. Continue east and south.

You will come to a ball machine and a red button that you must cross over. Do so and "steal" the chips from the other two balls, while going all the way back north and one space west after taking the first. Go on the southern forcefields and when you push the block, jump south. Push this block south and east (you will have to go into the bug's area) in preparation for pushing into a bomb. Go back to the ball machine via the area with the bug and some ice.

You will see a pink ball coming out at an interval. They should not bother you, but you must run fast! Go again on the southern forcefield and this time, jump to the north. Push that block down, and push the first block into a bomb. Prepare the second block by putting it in the same position. Go back to the ball machine and follow the second ball. Go on the northern forcefield and jump south and repeat the whole thing a third time, the next time going on the northern forcefield and jumping north. The fourth time, do not prepare the last block.

You should have cleared out all but one of the bombs now. Use the last block to blow up the last bomb. Traverse the forcefield and head toward the glider machine. Make sure the toggle door is closed first! Clone and release two gliders. Get out of the way of the second, open the toggle wall for the trapped glider (because it needs to be closed and a glider will hit the button once), and release it with the above button ("first" button). Switch the toggle wall with the above switch and go down to get the chip at the bottom. Repeat the double cloning and path; but this time, hit both toggle buttons above the first button and continue the path all the way to the top, where you pick up another chip. Return to the first trap button, making sure the door is open; a glider will blow up another bomb. All three chips on the left are now available.

The next part is a recessed wall path, just like the level CELLBLOCKED, only smaller. Go north and get that chip and go back south along the water. When you get to the next section, go directly for the NE chip, then get the other chip and continue. Get the next three chips in east-to-west order. Follow the south wall all the way to the chip in the corner, then go back east, getting the two other chips on the way.

Getting the blue and yellow keys is a classic problem for this game. Push the first and the third blocks in and the second blocks south. Get only ONE chip (on the left) and the keys (if you get both, you will be stopped by the paramecia and bug later), and go to the western area, through the yellow keyhole. Steal the fire boot from the paramecia (he's traveling along the wall) and go over the fire in the east to get the red key. Go back to the western area and get the yellow key. Return to the east, steal the flipper, go over the water, get the last chip, go through the chip socket, over the ice, east, south and west into the finish. You score 104 "plex points" x 4 plex = 416 seconds.

Note: This level is one of the most involved, diverse, and complicated in the whole game. If you liked this level, others similar are TOSSED SALAD, NUTS AND BOLTS, NIGHTMARE, and ELEMENTARY.

Level 77: INVINCIBLE CHAMPION
This level is incredibly simple. Go northwest around the red button. Get into the bee line when there is a gap and go around getting all of the chips. The exit is to the northwest of the bees. Score: 481.

Level 78: FORCE SQUARE
Go VERY FAST D R 2U R 2U L D R U R 6D 5L 2U R D 2L 2U R U L D 2R 3U 2L U. On the outside, push through the wall in the west. Go into the teleport in the SW corner, get the yellow key, and go back from the south. You have gotten all of the chips; get the red key. Go south into the teleport. Go straight south through the yellow and red keyholes and exit. If you have the utmost boosting skill, you can score 480 on this level.

Level 79: DRAWN AND QUARTERED
Go straight south and get the chips on the south and east sides. Go into the teleport from the east. Open the dirt on the left side of the top of the fireball area. Keep going and get the chips on the west side and the south side. Reenter the teleport from the south. Keep going north and get the chips on the north side. Get the chips on the east side; this time, you don't need to avoid the dirt. Go back through the east side.

The last quadrant is the most difficult. The fireballs are following you, but they will just go in the circle. First, cross the fireballs' path and get the chips on the north side. Return to the NW corner. Run down across the dirt and get the west chips. Run straight right towards the exit. Do not let the fireballs burn away your 220 score.

If you go DUDU the fourth up will get you back to this starting screen. If you follow this path and get the chips on the 1st and 2nd screen before the 3rd screen, you can avoid having the fireballs getting near you till the very last moment and beat it with the maximum score.

Level 80: VANISHING ACT
All of the tiles are invisible walls. Be warned: The dirt disappears, leaving you without a backtracking guide. Here is a map of the level: [X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X] [X| | | | |I| | | | | |I| |I| | | | | | | | | |I| | | |I| | | |X] [X| |I|I| |I| |I|I|I| | | |I| |I|I|I|I| |I|I| |I|#|I| |I| |I| |X] [X| |#|I| |I| | | |I| |I|I|I| |I| | | | |I| | |I|I|I| |I| |I| |X] [X| |I|I| |I|I|I| |I| | | | | |#| |I|I|I|I| | | | | | |I| |I| |X] [X| | |I| | | | | |I| |I|I|I|I|I| |I| | | | |I|I|I|I| |I| |I| |X] [X|I| |I|I|I| |I|I|I| | | | | | | |I|I|I|I|I|I| | | | |I| |I| |X] [X| | | |I| | | | |I|I|I|I|I| |I| | | | | | |I| |I|I|I|I| |I| |X] [X| |I| | | |I| |I|#|I| | | | |I|I|I|I|I|I| | | | | | | | |I| |X] [X| |I|I|I|I|I| |I| |I| |I|I|I| | | | | | | |I| |I| |I| | |I| |X] [X| | | | | | | | | |I| | |#|I| |I| |I| |I|I|I| |I| |I|I|I|I| |X] [X|I|I|I|#|I| |I| | |I|I|I|I| | |I| |I| | | | | |I| | | |I|#| |X] [X| | |I|I|I| | |I| | | | | |I|I|I| |I|I|I| |I| |I|I|I| |I|I| |X] [X| | | | | |I|#| |I|I| |I| | | | | | | |I| |I| | | | | | | | |X] [X| |I|I|I| | |I| | | |I| | |I| |X|X|X| |I| | | |I|#|I|I|I|I|I|X] [X| | | | |I| | |I| |I| | |I|I| |X|B| | | | |I| |I|I|I| | | | |X] [X|I|I|I| | |I| |I| | | |I| |I| |X|X|X| |I| |I| | | | |I|I|I| |X] [X|#| |I|I| |I| |I|I|I|I| | | | | | | | |I| |I|I|I|I| |I| |I| |X] [X|I| | | | |I| | | | | |I| |I|I|I| |I|I|I| | | | |I| | | |I| |X] [X|I| |I|I|I|I| |I|I|I| | | |I| | | | | | |I|I|I| |I|I|I|I|I| |X] [X| | | |I|#|I| | | |I|I|I|I|I| |I|I|I|I| | | | | | |I| | | | |X] [X| |I| | | |I|I|I| | | | | |I| | | | |I|I|I|I|I|I|I|I| |I|I|I|X] [X| |I| |I| | | | | |I|I|I| |I| |I|I| | | | |I| | | |I| |I| |#|X] [X| |I| |I|I|I|I|I|I|I| | | |I| | | |I|I|I| |I| |I| |I| |I| |I|X] [X| |I| | | | |I| | | | |I|I|I| |I| |I|#|I| |I| |I| |I| |I| |I|X] [X| |I|I|I|I| | | |I|I|I|I| | | |I| | | |I| |I| |I| | | | | | |X] [X| | | | |I|I|I| | |I|#|I| |I|I|I|I|I| |I| |I| |I|I|I|I|X|X|X|X] [X| |I| |I|I| |I|I| | | |I| |I| | | |I| | | |I| | | | | |X|E|S|X] [X| |I|#| | | | | | |I| | | |I| |I| |I|I|I|I|I|I|I|I|I| |X|X| |X] [X| |I|I|I|I|I| |I| |I|I|I|I|I| |I| | | | |#|I| |I| | | |I|I| |X] [X| | | | | | | |I| | | | | | | |I| | |#| | | | | | |I| | | | |X] [X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X] X = wall, I = invisible wall, # = chip, E = exit, S = chip socket, B = starting position

Get a sense of the paths and you can score up to 733 seconds. It's magic!