Chip's Challenge/Level Pack 2/Levels 81-100

This is a continuation of the walkthrough for Chip's Challenge Level Pack 2. Levels 81 (Just Enough) through 100 (Torch) will be discussed on this page.

Level 81: Just Enough
Only six blocks can be cloned before the teeth monster will escape from the line of toggle walls, which is why there are "just enough" blocks to do the job.

Clone five blocks, one at a time, and push them each onto the ice under the cloner, then follow them to five water spaces. The very last usable block will drop into the teleport just past the fifth water; follow it through, then step UL and move this block onto the suction boots with the SE thin wall under them. Due to there being three tiles on the same square, the thin wall will disappear. This bug allowed the previous record of 318 to be stretched to 321, then immediately to 322, before I happened to jump in and perfect the route to 323, a record that stands today.

Anyways, follow the block and pick up the suction boot, then step RDL to slide all the way to the west. Clone a glider, step 2U, and slide onto the force floors, awaiting the explosion. When the glider destroys the bomb, step DL to slide to the exit. 323 seconds are just enough.

Level 82: The Block Stops Here
Run all the way to the bottom of the level, through the teleport, and then circle alternately counterclockwise and clockwise through the four rooms, entering each teleport from the south, to get the 11 chips in each of the four rooms. Once again, enter from the south to return to the south-west corner of the level, then run 8R to position the loose block.

Step on the entrance to all the chips once, revealing a bomb in each of them, in the order 1, 2, 3, 4, 5, 7, 6. Touch the button in the sixth alcove only, which will detonate all the bombs in turn, then run west and nudge the loose block L before collecting the remaining chips from left to right.

Get in the two-space gap between the gliders and run 5RUR2D3RL2UL, which allows one of the gliders to touch the toggle button for you as you run straight up to the north-east corner with the exit. The clock stops here at 253.

Level 83: Warehouse I
This Warehouse is both smaller and shorter than the behemoth successor located at slot 122. The very tight dimensions, however, make precise maneuvers mandatory to complete the level, and to get the 388 bold time, there must be no mistakes.

Enter the teleport, run down, and move the first block in the two-block barrier below 2D. Resume RULU3RD2R2ULUR3DLU3L2ULD, which allows you to move the block on top of the teleport 2D as well. Teleport back to room 1 and move the block just above you into the teleport, then continue RUR3DLDR to clear this block out of the way. Return to room 1 and now follow the block just to the south into the teleport, then nudge D and send this block into the bombs. With both of the blocks located next to the teleport gone, you can shove the block into the first bomb. With the path to the bombs open, the remainder of the level involves untangling the mess of blocks in the other rooms.

Start with the two blocks on the bottom of the left wall in room 2, then the block blocking the entrance to the next room in the warehouse, and then take the block on the right wall of room 2. Before actually pushing the block down a space and west to the bombs, steal the block on the top of the room and move it 3D, then use the other block. Follow the first block back into the teleport and step UR3UL3DRDL (teleport), and use this block. This leaves you with one block on the east wall of room 2; shove it into room 3, then take it back out to the bombs again. With room 2 cleared out entirely, begin attacking room 3.

Begin with the block in the south-west corner, then take the east block hanging to the top of the room's entrance, and follow with the west block. This leaves three blocks at the top and one at the bottom; shove the block on the far left 2U, circle behind it, and use it. Follow this up with the block in the middle, and with only blocks on the far east wall left in room 3, dive into room 4.

Knock the block lodged in the entrance 2R2D, then use the block to the south and follow this up by using the remaining block in room 4. At this point, you have only two blocks on the east walls of room 3 and room 1. Use the two blocks in room 1 (take time to shove the block on the bottom of room 3 4U when you circle behind one of them) and then shove this block, now in front of room 4's entrance, into room 4 and back out. When it reaches the west wall of room 3, step 3UR2D to prepare the last remaining block for use, and continue pushing the other block. Return and send the last block into oblivion, and finish the level to fork-lift 388 seconds into your stock.

Level 84: Crypts of Aganorak
No, I don't know what "AGANORAK" means; only the level owner does, and I haven't been successful in finding out even from him.

Slide south through the teleport, then move up two rows and run west to pilfer the red key. Run to the very top of the level and wait, then straddle the top to escape the ball juggernaut. Continue UD through the teleport, then RUR (red door) 2RU4RDRD2R2UR. At this point, you have a choice of moving up into a chip maze, or R3D2R2UR to get a fire boot. Well? Take both. :)

When you emerge from this maze, slide LRL through the teleport and run south into the fire maze. Move through the rooms LUL3D (ignore the hint, you won't need it if you're listening to me!) RURDRUL, then return to the teleport and step up into it to enter the lower right area. If you were alert, you took that boost - if you were perfect, you can bust directly through the blue door and slip just past the bee. You're pretty much free to take the goodies in any fashion you choose - dive into the center after getting 1, 2, 3, or even all 4 of the corner chips. Go back through the teleport, then zip east...and here's where you might need a bit of assistance from Lady Luck.

There's 4 chips on the left, and 9 chips and flippers on the right. You can afford to lose as many as four moves without loss of a second, but try to get back as soon as possible. Return to the start room, then circle around the teleport and enter from the east to swim to the last chip. Slide RL, pass the chip socket, and turn east (as said by the hint in the fire maze), which leads to a block with a buried exit, while the other block has fire under it! Inside the crypt? A treasure worth 426 seconds.

Level 85: Follow the Glacier Brick Road
Well, I don't know how to express this: This is the first bold that you could seriously be spending an entire week, or maybe a month, or your whole life, trying to collect. It may be that a significant slice of the highest level of Chipsters will never collect this bold. At press time, there were only four or five that did, me included.

This is the route:


 * 3RDR2D2LUDRD2L3DR4DURU2R2D2L2D2U3RDL2R2DLD2LU, then backtrack all the way to the chip close to the north-west corner.


 * D4R2UR2U2LU2R2LD2R3DR5D2LU2L2RD2RDRDRD2LDRLU4R2D3RULRD3LDR2L4D2RD3R (this is the toughest section) 2ULUD5RUD2L2UR3LURURLDLD2R2D2L2D. Continue to backtrack all the way to where you run out of visible pop-up walls.


 * ULUL3U5R2DL2RD3R2U3RDL. Backtrack up to the visible pop-up walls, then continue U2R2D2R4U2DRD2RDU2LUL2D2L3U and follow the visible pop-up walls to the exit.

Now, the crunch? The top score of 306 requires 72 out of 72 boosts! That isn't hard except for the fact that several of the important sections require combination boosts with two spaces in between each ice square (such as the 5R move in the "toughest section" label), which are tough to do once, and with more than one in a row, it is a huge feat. And there's twelve of these double boosts in the level. Sometimes they even intersect to make a triple boost.

The more you play it, the easier it gets. All I can say is to move the interchangeable sections around a bit to your needs, and make sure you practice the south-east corner above all!

Level 86: Creative One-Ways
You can only go one way! Beat the balls and push the block onto the ice. Pass it and beat the gliders. Run past the tanks and slide to the fireball cloner. Switch the tanks and jump in front of it before it returns. Run from the walker clones and wait for the ball. Push the block out of the way and clone more blocks below you. Turn left at the thief. Wait for the ball and go into the niche. Go to the left of the bug area and get the green key. Now it switches directions! Wait for the bug to go through the cycle to the right, then open the green door. Go on the trap and the bug will release you. Run left to get the blue key. Use the key to dodge the ball above you. Open another green door above you and clone a block. Push it into the top water. Get the yellow key and push the block out of the way so you can pass. Get the red key and lure the teeth into the niche to the right (use the path past the red door). Unlock the green button and wait for the walkers to stop. Pass through the tank again and get the suction boots. Dodge the fireballs on the force floors. Unlock the skates and skate back. Hit the tank button twice and pass through. Get the flippers and swim past the gliders. Get the fire boots and push the other block right one space. Go to the bottom and go RLRLRL through the ports. Use the block to stop the first two balls, so that you can (finally!) get to that nagging exit. You score 249 if you get perfect or near-perfect walker luck. Keep trying.

Level 87: The Walker Machine
The JUMPING SWARM of CCLP2. 3L3U2LD2R2LU; repeat the pattern on the other lower turret. Get four chips around the walker in twos. Get the below chips in a bundle of four, and the one to the right as well. Get the last left overhang in a bundle of six. Get four below you, and six to the right. Get two above you and finish off the stray chips to the left. Get the lower part in a bundle of eight; then get six above you. Get the remaining chips from right to left. Pass the socket and settle into the safe exit. 20 walkers, 20 seconds.

Level 88: Don't Get Lost
Wait and get the chip above you. Wait and join the balls. Teleport down to the lower left. Circle around the teleport to get a chip. Push the block aside and port up. Circle around the water and get the flippers and chip. Port left and zigzag through the water. Push the block out and go to the next area. Break off and get the chip under you, then follow the balls. In the next area, go right to get the flippers and get the two chips in the corners. Continue on and get the chip at the top of the next area, and follow the balls. Break off at the second intersection and get the fire boots. Then, go past the fire to go to the next section. Circle around the force floor and get the chip above. Beat the balls left and go to the next section. (You don't need the chip enclosed by water.) Follow the balls around the force floors to the next chip. Break off at the teleport on the left. Circle around the balls and get the top chip, then the lower chip. Pass the line again to the exit. Your 317 seconds have been found again!

Level 89: The Ghetto Defender
Go through the teleport and R2U2R to the gravel. Try again if you can't get it; it is oddstep syntax. Beat the teeth to the fire boots and green key. Be warned that the top two floor tiles to the right of the left row are not what they seem. Release the glider and chase through the balls. Get the ten chips. Push the lower two blocks into the water, followed by the middle of the eastern blocks. (The left block is mined.) You do not need the flipper or yellow key. You can't get to the yellow key; hence, the flipper is useless. Just beat the walker. Wind your way through the maze. Turn up from the second gravel. Beat the balls and enter the monster room. You may have to do this several times. Approach the yellow key from the bottom, and get it. Pass back out. (The walkers may stop you; try again if so.) Return to the gravel. Follow the path past the yellow door. Open the socket and just get off the trap into the exit. 381 prisoners rescued.

Level 90: Marjolaine's Maze
Run past the melted ice and the thief. Turn right in the maze. Go below you to the teleport. Go DUD to get the blue key and go down to the lower maze. Take the upper fork and get the chips and skates, but leave the red key. Go back to the ice slab (blue key location) and surmount the ice corner to the right. Open the blue door and get the fire boots. Run left and pick up a block. Take it left and down. (Pick up one chip to the right on the way.) When you hit the thief, push it right to get another chip. Follow the ice to take another chip. Ascend the fringes and exit to the right. Join the circle of bees and get the chip. Run down and right through the fire to get the green key. Go back up to the teleport. Go LR and get the three chips on the right. Go one more time L and get the last chip. Pass the green door to the exit. 204 seconds wait.

Level 91: Tutti-Frutti
Hug the wall to the right to get the fire boots. Return to the start, but go up. At the lower right corner is a red key. Hug the left wall (but don't go to the blue door). Open the red door and get the skates. Take the path left of the start and get the blue key in the ice pool at the bottom. Do not get the suction boots yet; instead go to the left of the red door area and take the left fork. Pass the blue door and get the flippers. Retire back to the red door area. Turn right and swim downwards. Pass the tank and pick up 65 of the chips. Go through the tank and open the toggle button. Enter the circle of gliders and get the red and blue keys to the left. Teleport back to right of the red door area. Go back to the start and get the suction boots. A bit south of the (former) red door is a yellow key; pass left of the red door and go right to nab it. Unlock the red door (on the other fork of the pathway to the flippers) and pick up a yellow key and fire boot. Go back to the red key pathway. Take the other fork and get the flippers. Take the upper path from the start (by the ice pool) and pass the fire, water, and yellow door to get the last chip. Go back to the original fire boot area. Pass the other way. Pass the chip socket and get the green key. Go back to the teleport. Wait until the clock ticks 471.4, then pass through the teleport and follow the gliders around. Pass the green door to exit. 468 different flavors!

Level 92: Abandoned Mines
This is a very hard and challenging level. It requires good luck and high focus until the very end. Push the block up and get the suction boots. Open the first blue wall to the right. (Note: Odd step required.) Run 6L2U3L2DL2DRD5U3LUL3R4U2L4R2D5R2UR4L and go back to the blob area. With luck, the blobs have cleared out. Get the flippers and step LULU2RU. You are likely to die, but it is the fastest route. Now follow the force floors, stepping off where necessary. You arrive in a teeth room. Get the left chip and wait one move. Run right, down, and left. Wait one move, then hug the down wall and go right. You arrive in a turbulent force floor room. Run onto the ice and go extremely fast L3R2D. Wait and resume R2DLDUL2D. Wait and continue again R3L2U. Wait one more time and step L2URU. Get the last chip to the left and go DR2U and force yourself onto the ice. Slide the ice to the exit. With perfect execution in turbulence, you score 459. Even 458 is semi-Herculean.

Level 93: Exit Chip
Where are the chips?? Go L2D and one appears! Run right and another appears. Reveal the last chip in the upper left corner. Run right to reveal flippers. Unearth a bomb and four doors in the center. Push the block out of the chip socket and run it right. Leave it there — there is a hidden wall to the right! Circle around this wall and beat the ball. Avoid the bomb and beat the balls below you as well. Spiral through all the thin walls — the short way is mined. Slide to the top and get the suction boots in the upper right corner. Backtrack to the lower ball section. Uncover a block hidden under the top part of the alcove to the left and push it through to the bomb. Go through the hidden wall and get the four keys past the force floors to the left. Push it all the way left and open the four doors. Go back to the water in the upper ball section. Retrieve the block from the edge of the water and push it into the bomb below. Return to the start and pass the force floor to exit Chip with 388 seconds.

Level 94: Checkerboard II
Lower section: Move six steps to the right, break the wall below you, and hit one of the buttons. Go to directly above the second-lowest block on the right side and move DL2DUL; now push this block down as far as the floor spaces go (the bottom row), then six spaces to the right. Take the nearest block from here and put it three squares to the right on the center row. Now, pick out the lower block of the two touching and move it one space to the left on the center row. Move the far southwest block left one space, then move 3RURU3R2L. Take this block down to the center row, then drop the one on the left one space and the other block one space to the right. Get the last loose block and place it on the bottom row in line with the opening. Move directly up as far as you can without touching the blocks, then move the block to the right until you form a 3-block diagonal line. Step one space up and open the wall to the right.

Right section: Get the nearest block and put it 10 spaces up on the right column. One block is also directly opposing the opening; pick this up and put it 7 spaces up on the right column. Take the two blocks in the diagonal line and put them at 4 up and 1 up. Move the extreme NE block down 2 and the block now to your left down two as well. Take the block to the right and put it 1 up on the middle column. Now, take the rightmost block remaining on the top row of the checkerboard, move it 2U, then move left and up into another fake wall.

Upper section: Take the block just moved and stuff it up into the toggle doors. Move the second block on the upper row R, then go D3R2L and place the block above 9 spaces to the left on the upper row. Run down and stop in front of the block, then move LDRL3ULULURDRDR. Place the block above you 6 spaces left on the upper row. Take the loose block within the checkerboard and put that 1 to the left on the middle row. Move towards the L formation at the left of the checkerboard, push the block touching its corner one to the left, then move down and left into yet another open wall.

Left section: Move 2R2DRURU and move the accessible block into the middle column, then all the way down to 2 spaces away from being on the clone button. Push this block to the right so as to cause a bouncing ball, and clone a ball. Return to the checkerboard, move the nearest loose block up until you can push another loose block right. Do so, and then move this into the upper section, then thus 3 to the left on the upper row.

Now collect the block you just abandoned and move that under the block stuffed in. Push the block left, stopping on the way to move the other blocks up onto the traps and pick up the chips, until it is under the trap button on the far left. (On the second block only, push the other block one step left before going up so as to expend those 2 moves while you are waiting anyway.) Collect this last chip, then hug the left wall. Clone a second ball. Resume collecting the (2) chips to the right, then exit this section permanently.

Take the loose block on the right of the checkerboard and move it into the right section, leaving it in front of the flashing toggle doors. Push the block above you up, but stop on the first and third blocks to stuff them into the toggle doors. Stop the block one space away from the clone button and push it into the water to the right, stopping to clone a third ball. Climb down this section and push the succeeding blocks into the water, picking up the rest of the chips in this room. IMPORTANT: When leaving, step on a toggle button.

Approach the bottom section and take the aligned block with you. Your blocks should now be in a double-row stack directly underneath you. Step left, then push the block on the left through the walls and down as far as it will go. Run out of the toggle walls once again, then move 3RUR and push this block in front of the fireball cloner (leave the chip). Push the top block to the right, but stop to push the other block in front of another cloner. Move this block all the way to the right (2 steps short of the button), block off this cloner, and pick up the chip. Ignore the chip with the exposed cloner here, but on the way over while picking up the remaining chips, step on the clone button to start cloning a stream of fireballs. Run upwards and around, wait two moves, and then push the LEFT block down a space. Continue to move it down, block off the stream, and pick up the chip below. Move the other block within 5 spaces of the clone button (that is, under the third wall of the string of wall blocking the access to the right section) and block off this cloner and pick up the chip. Run all the way to the left and block out the last cloner to get the last chip in this room. By now, you should be hearing bombs exploding in the left section. Run upwards and out, hitting the toggle button on the way.

Push the block on the far left up and into the left section. Place it on the left column, drop it three spaces, and then hit the nearest toggle button. Move it seven spaces further down, wait two moves, and then continue down and left into the lowest bomb. Be careful of the toggle patterns as you run upwards and pick up the remaining chips. The exit is at the top of this room. This route yields a total of 772 seconds, although the highest score known is 776. A solution for that time will be uploaded when one is revealed.

Level 95: Learn
Beat the balls and run right. Do not let the teeth blow up yet. Instead, teleport. The teeth hold the trap open for you, so get the four chips. Retreat and blow the teeth up to get the four chips. Retrace your steps and follow the bugs to eight chips. Run right and clear out the yorkhouse above you for the remaining chips. Turn right and fit through the balls to learn a new lesson and score 314 seconds.

Level 96: Glider and Fire
Push the block onto the lower left fire and wait for three gliders to pass; then run up to get the fire boot. Run right and push the top block 2L and the lower block left and down equal to the water. Push the lower block of the next two L and the other left to position for a bombing run. Push the top block UL and then U again. Push it out of the way to the right and get the three chips. Push the block 2RD and get the three chips to the right. Bring it back down and place it to block the gliders and send them down. The upper block goes R and the lower block 3D2L. Travel around it and push it R9D. Get three more chips to the left. Push the block right until the gliders travel outwards from the bombs (1 square right of them). Go back up, get the three chips up there, and push the block down and route the glider into the bomb. Push the block one more to the right and get the two chips below. Repeat. Repeat again, but push the block 2 squares right of the router. Then push the lower block R and the upper block 2R. Push the first block into the bombs to the right, get the two chips in the gliders, and push the block right one more to prepare the gliders. Run up and get the chips on the left; then get the ones on the right. Take the last block down to the bombs below and get the remaining chips. Go to the right of the level and pass the chip socket. Slide with the gliders around to the exit. You score 397 seconds.

Level 97: Roller Coaster
Ride the roller coaster down until you reach the bottom. Circle around and get the flippers. Take the rung below the chip socket and get the green key. Pass the green door and slide to the right. Beat all the blobs and stomp the green button. Take the lowest rung and hug the walls to the bottom. Get the red key high above you. Return to the coaster and open the red door. Take the red key to the right and go 4L2D to the next red door. Get the next key and go 3LU4L2DRD4R2D to the next door. Get the last key and use it to get to the clone button. Go back to the lower right and use the block cloned to blow the bomb guarding the blue key. Open the blue door on the coaster. Beat the walkers to the tank button and retreat. Go to the lower right and get the yellow key, now open. Unlock the yellow door on the coaster and teleport. Turn right and go down. Approach the teleport by going up and right. You are sent to a fireball area. Push the block down one and retreat to the teleport. Teleport to the coaster and go to the lower right. The fireball has blown a bomb; you can now access the chip. Get it and pass the chip socket on the coaster to swim to the exit. The ride lasted 205 seconds, and you keep the other 265 (provided you had good luck with the walkers and blobs).

Level 98: Loop
Run right and hit the toggle button. Lead the teeth to the fire, where you get the red key. As they burn, run out and get the ice skates. Swap the keys to reach a yellow key. Go into the pool and get all the chips. Open the yellow door, hit the button twice, and beat the balls. Force over the random force floors and pass the open wall. Get the red and green keys and pass the gliders to get to the green door. Swap keys to get a blue key. Hit the buttons so the wall is closed, and open the blue door. Run down and left. Get the fire boots and pass the socket. The exit is hidden in the fire. You score a loop of 37 seconds (36 for the unfortunates with the force floors).

Level 99: One-Block Sokoban
Teleport and push the block right. Go down and get the red key. Push the block against the door. Get only the middle chips below you. Now, open the door and get the upper chips. Push the block onto the key and the water disappears! Bring it back to the start and push it right against the blue door to the right. Push it onto the yellow key and set it aside. Go down to the bottom and open the yellow door. Retrieve the block and push it onto the key. Get the key and get the remaining needed chips behind the green door. Push the block into the water at left and exit. 269 seconds for 1 block: good deal!

Level 100: Torch
Follow the path of the chips, waiting as needed. But when you get to the middle the first time, wait 4 moves before continuing. Continue the path to the end. When finished, return to the start, pausing as needed again. Get the fire boots and enter the exit to the left of you. 345 seconds.