Chip's Challenge/Levels 21-40

This is a continuation of the walkthrough for Chip's Challenge. Levels 21 (ICEBERG) through 40 (FLOORGASBORG) will be discussed here.

Level 21: ICEBERG
To begin with, you can't use the cloned dirtbricks to bridge to the exit "island" — there are invisible barriers. Therefore, move the first block 3R2U from where it's cloned, and follow with a second, then a third, at which point you pause just a tad before following the block on the right turn - otherwise you'll heave the block over the ice turn and drown! Bring a fourth block along, again waiting here, and then move off the ice as such: 6LU10RL2U2R2DLD4RU3RDLUL, and with all the chips, you can take a "back door" to the exit by holding the south key. When you arrive, change to west, and drop into the exit to score 119.

Level 22: FORCED ENTRY
Yikes. ;) You'll hate this one fast. Fortunately, this level is going to be short: only seven seconds for this 293 route. The important factor in this route is that overriding a force floor directly is double your running speed, but overriding by stepping in a perpendicular direction is quadruple your running speed!

This is the route: Hold east, take the chip you reach, and then play as follows: Hold 7D to take the chip, then D5L to reach another chip on the left. The remaining moves are: LDL (chip) D (wait, oppose the west force floor) 5D (slide on the ice) 2D (chip) D2R (chip), hold 5R and slide the ice, 3R to the next chip, L2D to the last, and L2D to be thrown to the exit.

Interestingly, if you press R and just sit back and wait, you reach the exit, although without any chips.

Level 23: BLOBNET
Out of the frying pan and into the fire...This level is a pure monster. There is nothing I can really suggest to you because the higher routes are just way too unlikely to be posted here. I would recommend even-step, however.

The skeleton route is: 2L D U 3R 3D 7R 3U 2L 5R 3D 3R 5D 2U 3L 7D 3R 3D 3L 7D 3R 2U 5D 3L 3D 5L 2R 3U 7L 3D 3L 3U 7L 3D 2R 5L 3U 3L 5U 2D 3R 7U 3L 3U 3R 7U 3L 2D 5U 3R 3U 5R 2L 3D 5R L 3D R L 2D 2U 4L 4D 2R 2L 3D 6R U R 4U 2D 3R D 5U 3R 2D 2U 4R 4D 2L 2R 3D 5L R 3D L 5R 3D 2L 2R 4D 4L 2U 2D 3L 5U D 3L U 5D 3L 2U 2D 4L 4U 2R 2L 3U 6R D 2R 3U exit.

You can, however, start to be a little liberal at the beginning, as it is in this beginning part: 2LD3R2D5R3U2RD3R2D2R, at which point you have many similar choices to the ones made in this route. Be more and more careful as you continue, however. Also, there will be many periods where you can take a detour across a couple spaces of floor instead of staying on the gravel, and if the blob behaves ideally, you can take a shortcut with little or no risk. Additionally, remember that you cannot be killed unless the blob has already been on that space before you make the jump onto the square. If the blob is going to step next to you as you pick up the chip, you'll still be safe, and if it doesn't step, you may be able to procure a no-cost shortcut. The rest, though, is mostly Russian Roulette, and it's not something I can convey in a complete route. There is, however, an existing 433 route that plays out as follows: 2LD3R2D5R3U2RD3R2D3R3DLR2D3L5D2R3D2L7D3R2U5D3L3D3LUD2L3U5L3D3L3U7L3D2R5L3U3L5U2D3R7U3L3U3R7U3L2D5U3L3U5R2L3D5R (new stage) L5D2UR5L5DU2R3D4RUR (wait) 4U2D3RD5U5R2L4D4R2U5D5LR3DL5R3D2L2R4D4L2U2D3L5UD3LU5D3L2U2D4L4U2R2L3U6RD2R3U. However, it's not a unique route either, and it's almost prohibitively unlikely. There's also a 434 route in existence, but I do not know the exact moves, and it's just going to be harder. Even more is easily possible, but what's good for the goose is good for the gander. Not much I can tell you..

Level 24: OORTO GELD
You need to shift the gliders on the outer edge to the inner so they activate the buttons. You can do this by shifting blocks to the toggle buttons so the gliders bounce off the blocks. After this, the gate blocks will flip over more quickly and the level will be much easier to complete. To do this, go: 2R 2L 4U 2D 3L 3U 3D 2L 3D 3L 2D 2R U R U L R 2U L R U 3L U L D. The first one is in place. Continue: 4R U R D R U D 2R U R 2U R U L. Now go up and start the anti-clockwise cycle. When you get to the first room on the right, bring a block with you to stop the glider, since you will be going against its flow (instead of with the flow on every other room). You should almost not have to stop at all on your way to 425.

Level 25: BLINK
A fairly tricky level. You need to be methodical over each teleport to make sure you get all the blocks. There isn't really a definite strategy. If you can map out the level, 435 shouldn't be a problem. To score 435 in a blink (directions are through teleports): U chip D chip U chip DU chip D. Take the left intersection and get the chip. Go up and get the chip at the top intersection. Continue: RL chip R 2chip LR chip L chip R chip LR chip D chip U chip D chip UD (circle around) L chip R chip L chip R chip L chip R chip LR 2chip (circle around) U 2chip D 2chip UDUDU exit.

Level 26: CHCHCHIPS
Keep your wits about you when you play this level! There is a row of chips on the top line when you begin: do not remove them yet, but instead walk down and collect all the chips on the left column, followed by a row of chips above you (get the bottom chip of the column next to the end of this) and go right, finishing the right part of another row.

Move to the left of the screen. Continue to pick up the chips. When you remove the chip guarding the pink ball, it will start to clone teeth monsters. Continue around and remove all the chips, keeping this in mind. Move to the right hand side of the screen and follow the path of the chips, taking them all. You can easily lose the teeth in the tight maze with the toggle walls always changing.

Move to the area with the pink balls — if you time this right you will be able to run past and collect all the chips, similarly for the upper level with the double-pink balls.

You need to be quick, the teeth are coming! Now take the last chips you left up at the top by going from the final chip in the row: 2L 4D, and get all the chips going up; then go down and left, trapping the paramecium in a circle. Go to the top right, getting the other chips in the "fork" on the way. You can run left to the remaining chips and exit with 254 seconds to spare.

For the less accomplished, try make the chip blocking the clone button, the LAST you collect.

Level 27: GO WITH THE FLOW
A slightly easier level. You need to get the fireboots – make sure you are fast when the tanks move – they move fast! Step on to the forcefloor and force yourself off in the area with the blue dot switch. Get the chip there, but don't touch the button. Now step on to the forcefloor area and force yourself off to get the next chip and get the chips on the left side. When you come off the forcefloor area, you need to push the dirtblocks in the water — the first three will be straightforward but you can move the last in position by pushing the block closest to the entrance up and then looping back around to shift the block around. Get the flippers, then go around the forcefloor again but move off the first exit — you will be blocked in behind you but don't worry. Get the last chip and then move back off the forcefloor again. Now you can exit. The best time is 147.

Level 28: PING PONG
Go around the outer edge and start holding the down key when you pass the exit. You will enter the main region at the top row near where you start.

You need to push the four dirtblocks down so you can reach each "strip", being careful not to run into the pink balls. Push the third block down, the second, first, and fourth following it. Get the chips at the left and take the rest of the level in a zigzag pattern. You need speed to get 239.

Level 29: ARCTICFLOW
You merely need to bridge each gap of water, collecting chips as you go. On the third gap of water, make the bridge as far north as you can. To get rid of the first bug, push the top block one square west while you build the bridge. You don't need to kill the second bug; just push the first block left and one of the left blocks to follow it. Don't be too quick to get the chips to the south! Use two blocks as directed above to make a bridge going west. The ice will take you to get the flippers in the end, and you can swim back to get the chips, and up to the top to finish the level with 302 seconds left.

Level 30: MISHMESH
Again, this level is not difficult, once you realise the patterns in which blocks are real or not. To start off with, go D R 2D 3L 2D (A) 9R 4D 2L 2D 2R 2D 2R 2L 2U 4L 4U 4D 3L 2D 2L 5R. Go back to A. 2L 4D 5R 2U 3L 3R 2D 3L 2U 2L 2U 2L 4D 4L 4D 2L 2R 2U 2R 2D 2R 2L 2U 2L 2U 4R 4U 2L 2D 4L 4R 2U 4R 2U 2R 5U 2R 3D 3U 2L 4U 2R 2D 4U 3R 2U 3L 3R 2D 3L 2D 6L 2D 2U 2L 4D 2R 3D 3U 2L 3D 2L 2U 2L 3U 3D 2R 5U 2L 4U 4D 2R 2U 2R 2U 2L 2U 2L 4U 4D 2R 2D 2R 2U 4R 2U 2L 2U 2D 2R 4D 2R 2D 4L 2U 2D 4R 6U 4R 2D 3R 2D 2U 3L 2U R 2U 3L 3R 2D 4R 6D 2R 2U 4R 4U 4L 2U 4L 4R 2D 4R 4D 4L 2D 2L 2D 4R 2D 4U 2R 4D 4R 2L 2U 2R 4U 2L 6U 4L 4R 4D 2R 4U 4D 2L 2D 2R 4D 2L 2D 2L 4U 2L 2D 4L 2D (B) 2R 3D 2R U 2R 5D 2L 2U 2D 2R 2U 2R 3U 2R 3D 3U 2L 5D 2R 2D 2L 2D 2R 2D 2L 2D 2R 2D 4L 2U 2L 4U. Go back to B. 3D 2L 3U 3D 2R 2D 2R 2D 4L 2U. Return to B again. 4U 2L 2D 3L 2D R 2D exit. You have mashed your way to 454 seconds.

Level 31: KNOT
You need to be very fast on this one. Go two to the right and work up, right, down, left, down, right, up, right, up, right, down, left, down, down, left, up, right, right, up and to the exit. Don't dilly-dally, or you'll end up being out of time. Even the fastest route leaves only 6 seconds left.

Level 32: SCAVENGER HUNT
An old fashioned maze hunt. You need flippers/boots first before you can hunt for the chips. At each successive intersection go: D L R 2D U. Follow the path to the fire boots and backtrack to the last spot. U-turn around and go to the right. Continue D R and get the suction boots. Backtrack all the way to the start and go the other way. Continue R D and get the chip behind the force floor. Backtrack and continue U L U R to the chip behind the fire. Backtrack and continue D L D U L to the flippers. Backtrack and go 2D (you should now be passing the exit) R and D to the last chip behind the water. Backtrack to the exit in the middle. Don't get lost and you will get 379.

Level 33: ON THE ROCKS
A relaxing break: take as much time as you need to make bridges out of the unlimited supply of dirtblocks you have. For direct paths, build a bridge down, then one up at the far left. Make a double bridge 5 units right (using the two open spaces), then a single bridge down. Build a double bridge 3 units up to get the chip, and then a single bridge on the left 8 below it, and then use the cloner above to build a double bridge 10 units right across the ice, then double right two more units and prepare to finish the bridge to the exit. Leave this for now and build a bridge to the next cloner. Bridge all the way down to the bottom and then to the left. You should have all the chips. Finish the bridge to the exit and go in.

Level 34: CYPHER
Not very difficult. Just don't run into the bugs. The letters on the screen that this level makes are all passwords to later levels: "llio" (across the top), "hppx" (middle), and "jhen" (bottom). If you are fast, you can beat the bug in the exit room and decipher "297".

Level 35: LEMMINGS
As the title suggests, you need to shift the red fireballs (lemmings) which turn right always to jump into the pool of water that is available. Do this by moving one of the dirtblocks in their path, in the rightmost of the three potential locations. Immediately get out of the area by moving up, as a dozen fireballs are coming at you. Push the block two spaces to the north of the path, out of their way. Push the block all the way to the left save one space. Yes, there are lemmings swarming around you, but they won't touch you. Wait one move and push it left again. Get the chip below and the chip behind it. Push the block up past the first chip and get the second chip. leave the block behind and get the third chip, the chips to the right, and the corner chips. Push the block down, getting the last chip, and put the block where it originally was before you got the chips. Go through the chip socket and move out of the lemming's way. Go on through to the exit. You get 576 seconds for your trouble.

Level 36: LADDER
Take the blue key first, then move down the middle of the ladder, getting chips as you go. When you hit the bottom, exit on the right. Go south a bit until you get to the row with the chips and keys. Go west down this line of stuff and when you get to the key, go north and back east. Go north a bit and west until you get to an area with tanks (through the keyhole). Don't push the green button. Move the first tank out of the way with the brown button (move fast to save getting trampled), and then go north and west over the green button. Push the top dirt block onto the brown button and press the green button. Go southwest and press the newly-revealed block in. The trap to your right is now neutralized. Go back and press the green button. Now move to push the third block in and go back to press the green button. This is tedious, but you have to get the chip. Keep doing this until you get the chip, and go back, over the green button and the trap. Move the second tank the same way you moved the first one and do the green/brown button routine all over again. Move the third and fourth tanks the same, but on the last tank, you have to be quick and get the chip as well as press the button. Exit through the keyhole and get the red key, so you can now go through the chip socket. Check to make sure you need only 4 more chips, and go from south all the way to the bottom, where you get the remaining chips and go through to the exit. You score up 232 seconds.

Level 37: SEEING STARS
A slightly simpler level — bridge each moat with one block each to get the chips you need. You will have some surplus left over — you need two extra blocks to complete the level.

When you have these remaining blocks, you need to move them down to the + shaped area. Make sure you do not shift these to the outer edge or you will not be able to make use of these blocks.

Push the right block at the bottom down, then the left down one and the right down two. When you do this, it is "taking in pairs." Push the block one left, and take the two to the left in a pair, but don't push them in yet. Push another block above you in position at the top, and go back to the right. Take the blocks in a pair and get the chips. Push the new block left, and push the lower block in the SECOND group to the left down. Get the chips and push the next block left. Take the next two in a pair, pushing the bottom D and the top 2U, and get the block. Push it 2U 2L. Go back and open the top area, getting two chips and another block. Push this the row below the last and push the top block into the top water. Push this block left, up, and left to the edge of the bottom water. Then push the top block 2D and go back for another block from the start. Push it between the other two, and push the bottom block in the water. Push the other block left, down, and left to the edge of the top water. Now push the top block to the edge of the bottom water above you. Bring the next block down to the edge of the single water below the entrance of the lower left area, and go to the top section. Push the right block up and take the left block down. Take it to the top of the SW quadrant. Push each left-behind block into the water to get the chips, until you get to the left side. Push this into the top water at the far left and return to the top. Get the chips at the right and push the right block up at the top. Use the other block to put into position, 3D 2L from the original spot, a bridge to the lower left spoke to get the two chips. Go to the right and upper parts of the wheel (here, you can't take the blocks in a pair) and get the chips. In the west part, take the top block and put it under the right water. Push the lower block to arrive in a new area. Push the lower right block down and the upper right block up. Push this in the water. Prepare the next block, pushing it under the left water, and push the left block on the left down. Take the other block up and get the four chips with the two blocks. Get the chips at the center left with the pushed-down block, and get the remaining chips as you come to them. Return to the wheel and take the other block with you. Push the next block in the upper water for 2 chips. Push the first block down to get two more. Push the right block down and finish the bridge to the left. Take the next block down to the bottom section. Take it to the bottom of the lower left and finish the work done below. You should have all the chips; the exit is back at the start. Whew! I am seeing BLOCKS by now. You see 597 seconds added to your total.

Level 38: SAMPLER
Get the green key and go UDUD through the teleport. Get the suction boots and go U followed by LRLR through the teleport. Get the chip and go L followed by UD through the teleport. Pass the chip socket and get the red key. Go UDUD through the teleport. Unlock the red door and get the blue key. Go UDUD followed by LR through the teleport. Unlock the blue door and get the fire boots. Go RIGHT through the teleport and get the flippers. Go LR followed by DUD through the teleport. Pass the water and hit the toggle button. Hurry back to the teleport to avoid the teeth and go UD followed by R through the teleport. Get the yellow key and go LRLR through the teleport. Pass the yellow door and exit. You earn a free 462-second sample.

Level 39: GLUT
This seemingly impossible level has a trick to it! Go to the nearest cluster of teeth monsters and pick out the chip from the one above the top left exit. You may be chomped; it happens about half the time because teeth monsters move every other turn. But if you can get a sense to their pattern, you can get past them every time. Now move up and left. As the teeth moves right next to you, then go left down, right (the teeth should be above you) right again, and down into the exit. This route takes three seconds (!) leaving you with 17. Or you may go to the tricky exit square right in the middle of the level. (But this costs you about 3 seconds, leaving you with about 14.)

Level 40: FLOORGASBORG
You need to have some fancy control on the force floor. If you push up first until you are over the right force floor, and then down, you will be able to get the fireboots. Get these first, then follow the fire to get the flippers. Go to the left and 2UL through the force floor jumble. Push on any random force floor. Hopefully, you will go down, and you can override the right force floor and exit. The best time is 195.