Chip's Challenge/Level Pack 2/Levels 21-40

This is a continuation of the walkthrough for Chip's Challenge Level Pack 2. Levels 21 (Block Away!) through 40 (Traps II) will be discussed on this page.

Level 21: Block Away!
Collect the chips from the top, then bottom, until you reach the bottom of the fifth row, after which you open the toggle doors with the last block before collecting the last row of chips. This sets in motion a series of block clones that are done automatically by balls rather than touching each button manually, and costs absolutely no time in waiting for bouncing blocks. Collect the last six chips and then move to the north-east corner, where you will open the chip socket and enter the teleport from the left. To take the three red keys, move L2R, 2LRLD3RU, and 2LR [1] R. Ignore the yellow key; you can get one later.

Exit the telenet by going left through this teleport, then go to the bottom right. Get the blue, yellow, green, blue and yellow keys, in that order, which drops the total time of waiting to only one move. Run to the left and enter the bottom chip socket, then continue 6LU2LD into the exit. All the other doors and sockets are booby-trapped and foil your 264 seconds.

Level 22: How Goes?
This level consists of only simple moves at the beginning, followed by one monster blue-wall maze.

Run upwards to the green key, and use this key to take the chips on the left and the right. Continue downwards, unlock the first green door, and follow the map through the blue walls to the exit. This is a 27.8 route, and is thus flexible enough to allow four mistakes.

Level 23: Traps I
Yes. There are two Traps levels, the other being at level 40. Basically, they are Sokoban levels, where Chip holds down some traps with blocks to reach the single chip.

Circle past the row of four blocks, then run upwards and move the second block 2R8U and 4RD, and now collect the other block next to that and move that U2R8U. Return back behind the two blocks standing next to you and move the bottom one 2R and the top block 4U. At this point, you can set up a one-two combo by moving the lower block 3R and the upper block 5R into the corner, which allows you to push the lower block D on the way back. Jam the last remaining block in this area into the last space on the far right of the button field, and now attack the blocks at the very start.

With one block directly in line to push upwards, start with that one and move it upwards and 2R, then collect the block on the left side and move it R6U into the old spot. Resume pushing the original block up to the button field, lock it into place, and repeat this pattern with the remaining three blocks. With all the traps held open, run to the left of the chamber and glide over them to collect the level's sole chip. With that objective complete, you are free from this room. Pass the chip socket, touch the green button, and slip just past the fireballs; meanwhile, you released a caged teeth monster that releases a glider and clones a gaggle of blocks that bridge your way out of the area.

Run all the way to the north-east corner, snatch the fire boots from the paramecia, and use these boots to walk over the fire, which leads to the exit. You escaped the traps and score 254.

Level 24: Sudden Death
Begin this dangerous struggle with D, then U4RD, and R6D, through two rows of tanks. Squeeze through and ahead of the tanks, then walk across the left edge of the blob room (adapt this path to avoid the blob if you need to) and then move to the very south. Turn west first, step opposite the force floors at the top and use the ice to boost your way back up on both sides, and now collect the green key and the remaining chips northwards.

Remove the remaining chip from within the first set of tanks, take the three from in front of the second set, and then D2LU2L as the tanks change for one more. Teleport back to the start of the level and take the other way to collect a chip behind the fire, and then walk all the way back to the key-door section above the two tanks. After completing this, you have everything you need; go back to the blob section and turn east to first collect the remaining eight chips, then to open the blue door, the chip socket, and land in the exit. Suddenly, you've earned 305 seconds...

As clone blocks are read as normal blocks in Lynx, Sudden Death is the first Lynx-compatible level which is impossible.

Level 25: Race for the Chips


Ideally, play this route in odd-step; it works in even-step, but drops the time to 269.0.

Step 3U first, then run all the way to the left and raid the ladder up from where you landed. The teeth are almost here when you're finished, so move 3R outwards from the very top and run down to leave the teeth winded. Go back down the ladder and finish it, then begin collecting the chips on the bottom. On the second chip, wait one move before emerging; when you have chips 24 and 25 (with 27 and 26 remaining), wait 2 moves instead.

Take the first two chips on the right side, and before emerging from the second niche, wait for the teeth to reach the end and emerge just as it has backed itself in. Resume climbing the ladder, and wait two moves before emerging after collecting every chip, up until where you have 18 left. By then, you have a big enough lead that you can outrun Mr. Teeth all the way to the top. Collect the first two chips on the top, wait one move before coming out, and you are now free to run all the way across without impediment. You win the race! With this guide, it should take only 81 seconds, leaving a score of 269.

Level 26: Work Fast
There isn't a lot of time in Work Fast, but there are even fewer things to do. Get the flippers and fire boots, swim right, and take the chips from the first and clockwise backwards, including the ones at the top and bottom, then return to the pool and swim south. Push the left block to avoid a fiery death under the right block, then move the blocks into the water to create a bridge to the ice strip and slide to the exit. That was fast, right? 128 seconds.

Level 27: Frozen Floors
Could you possibly have to work faster? Not for the time limit, but the boosting is indeed faster!

Start L, and continue to press LDRD to collect the first four chips, and then the fifth on the right, and sixth on the far southwest. The ice area is next.

Step down off the third east force floor and allow yourself to be carried to chip number seven, then keep moving and prepare for the most difficult maneuver in this level: U2RU, which uses the rule of force-floor sides (stepping off the side or against a force floor is faster than going with one) to minimize the time taken in heading up.

Take the chip you run into, then turn back to the regular path. This time, however, hold the down key to override the next two force floors. You soon find another chip, and along the path is one final chip. Continue following the path and hold down to be delivered to the chip socket, and then the exit in turn for 276 cold seconds.

Since Chip is not permitted to override force floors when sliding on ice, Frozen Floors is impossible in Lynx.

Level 28: Madness I
In the set that holds this level, this and Madness II were reversed in order. Madness II is deserving of Madness II, as Madness I is far easier.

Run over to the northwest and collect the chips in the northwest and northeast, then move to the paramecia. Release the one on the right, then collect the north chip, the west chip, east, and finally south, and jog straight down to another chip among the bugs. As the remaining chips in the beehive are far away, take the chips on the two south corners on the way over. Move directly under this chip, then take both chips northwards. It looks like you'll have to wait for these bugs, but you don't if you walk U3RU.

What the red buttons did was hold down brown buttons with cloned blocks that allow these four blocks to be moved. With all the chips, bust through the chip sockets and use the two western blocks to blow up the bombs. Move the lower block UR, while you push the final block upwards and through the teleport, which causes a partial post and allows Chip to simply slide over the teleport to exit the level. Madness! 266!

Level 29: Fire and Water
An official CCLP2 revision was made at one time, editing the names of this level and Fire Bugs to avoid confusion with Firetrap and Fireflies, as they were named identically. Key Color was also edited to avoid an almost impossibly unlikely bust which would be disastrous to the Chip's Challenge world if it were scored.

In the nine-chip square, take two chips including the seventh and either the fourth or eighth, then get the fire boots and remove the remaining seven. Insert the block next to the start into the fireball stream and run it all the way upwards to the clone button to completely stop the fireballs from cloning. With nothing blocking the path around the level, you may run clockwise and collect the remaining chips, then sneak past the water to enter the center of the level and exit. (The red button is not a problem; they aren't connected to the nearest clone machine, so you can get in before the fireballs begin cloning on your side.) The neutralization reaction produces 169 seconds.

Level 30: Chase Race
Chase Race is a very popular format of level, where Chip has to keep on the move at all times because he is being chased by monsters at every turn. This version is very easy, although it looks quite difficult.

Slide U, then continue to the east, past the bug, and through the fire, balls, and water to two of the three chips on the left side. A long escape run is ahead; eventually, you come to a bug circle with four keys in it. Collect them counterclockwise and use them to slide over the ice, away from the tank, to another ring with a paramecium in it this time. This next area will begin cloning teeth, but due to water at the end, they are completely harmless. Continue through the maze to suction boots, then take the third chip and walk through the zigzag at the very north, with the bug behind you, to the start, which has a thief but gives you ice skates to escape from the ice corner. Continue walking the path to the ice maze, where the tank blocks Chip. Fortunately, the exit is through the teleport, over the ice corner, and Chip wins the race with 246 seconds left.

As ice corners cannot be passed in Lynx, Chase Race is there unsolvable.

Level 31: Well of Wishes
I really wish...but not all wishes come true. Fortunately, this one will with this guide.

Follow the blocks, detour L to make a small shortcut, and then take the flippers and swim upwards to the teleport. Take only the top chip, then swim through the circling gliders and take the third chip, and now go back to the teleport as you pick up the second. Turn left this time to get the chips at the start, then wade 4D4RU2R to take a "shortcut" back to the thief, and you can now continue down the southern path.

The first two blocks are forced; this takes Chip to a chip by blobs. If even-step is used, Chip will always take this safely. Pick it up and continue moving to the blue button, which removes the tanks, and then retreat back to the first fork and turn right. Begin with the chip on the top, then move to the area on the right and keep pushing blocks R until you find the one under the block in the northeast. Come back out, then build all the way south to begin a path to the exit area, and now return to the blue button and move right from there.

First is a chip, then next is a west-east fork. Move east to prepare this block for the trip to the very southeast, then keep building to the west and use these three blocks to begin a chain which allows Chip to reach the green button. Now, the toggle wall in the far southeast is open; walk over and build into the final area.

From the toggle wall, walk 2R 4U R L D 2R 2D 2R D to one chip, then U 2L 3U R U to open the second chip, then D R 2U 2L to collect it and exit. You got your wish of 365 seconds.

Level 32: Tele-Portion
To complete Tele-Portion, Chip has to move to several different areas and pick up chips from some directions, using a few blocks to remove a few bombs. The one problem, however, is that the chips at coordinates [8, 15] and [9, 15] cannot be reached by normal "tele-portion"; Chip will have to use a partial post.

Clear out the first room except for the chip above the teleport and the lowest three, then clone two blocks and push them over the teleport. As the second one has nowhere to go, it slides right. Push it back left and slide LRLRL to collect ten chips.

Collect a third block, collect the remaining chip in this room, and slide LRLRL to prepare the partial post. Finally, take a fourth block, remove this bomb and take the two chips, and slide LRL and LRL to drop down to two chips. With these finished, go back to the start R, then U to the final two chips, and then backtrack. As you now have all the chips, the intended destination of the chip socket is passable. The exit is D further, and the level adds 377 seconds.

Level 33: The Big Button Quest
As you hear from the start, there is a pink ball controlling some tanks on the left side, which has to be blocked in order to pass them. The green button does this job, but it must trap the ball on the right side, or the tanks will be trapped, but in the wrong direction!

Slide towards the green button and wait 10 moves before touching it, which allows Chip to pass the tanks. Continue sliding, collect the yellow key, then use it and take the left fork first to pick up the red key. The second ball you heard at the beginning will release the trap; there are quicker routes with the green button, but they only lead to Chip giving the time back on the trap. Use this red key on the other side of the teleport to find 76 seconds!

Level 34: Cypher II
Uniquely enough, the original Cypher II in Dale Bryan's level set was much different. When CCLP2 was released, a new Cypher II specifically designed as level 34 (the Cypher spot) was designed. After completing Cypher II, the remaining blocks and walls spell MAER, which can be used to skip to Gauntlet, all the way in slot 145! This, however, is very hard to find, and that's assuming you can complete Cypher II. This is very hard, in comparison to the original Cypher.

The map displays that many of the blocks are immovable; the reading-order guide will count only movable blocks. All brown buttons will be counted.

Push blocks 1 and 2 onto buttons 3 and 1, then collect all six of the west chips, move D2RL, and continue by moving block 5 onto button 15 and block 6 onto button 5. Walk RUR and take these chips, 2RD and collect the other six eastern chips, then the remaining southern chips. Move blocks 7 and 8 to buttons 7 and 8, block 10 to button 16, and block 9 to button 6. The remaining eastern chips are up for grabs; then, move U 2L R 3L R U R U R D L D R U R to finish the chips and buttons. Continue to the A area, collect the top chip and key on the upper two areas while revealing the lower one, and enter the green lock to collect the remaining keys. Pick up the hidden chips between the red and blue doors, then take the chips on the lower end of the A, and then teleport to the E.

In this area, some blocks are imprisoned and must be reached in a specific order. Use blocks 1 and 2, then move RD to remove a dirt and proceed to do the same with blocks 11 and 12, and then block 10. Use blocks 5 and 3 on the top, and then blocks 8 and 9 on the lower end. This frees block 7; move it 2R and use block 4, then block 7 to free block 6, which finishes both chips. Time for the R!

Circle to the top right chip under the blue wall, then move D3LD3L to collect two more chips from two bridges. Remove the other two blocks, then circle around through the three buttons, touching the green, red, and then blue button twice, in that order. Remember to collect the final two chips on the way to the blue button.

This allowed the tank to escape, removed a bomb which it would have otherwise hit, and turned it towards the exit; now, release it and move U to avoid it, then, with the tank's help, exit the level to the east. You score 404.

Level 35: Mirror
Swim down to the bottom of the pool and enter the dirt, then dig east to the tanks. (You have a choice of a corner in the tank's path or one that isn't; take the latter, you'll have to wait less for the tank when it reverses on the way out.) Run through the tanks and get the chips, then sneak through after they change. Pick up the red key at the left, then circle all the way to the opposite corner of the level, between the blue door and a toggle door. Pass the pop-up wall into the beehive; take the first three chips, then step into the lower section. Hug the west wall to the left side to collect four chips at the bottom, then take the east path through the red door to take two more chips. Return to the beehive and get the remaining chips to the left, then run up to the sockets to take the two keys.

With this accomplished, escape back to the water, swim right to the blue door, and open the toggle walls. Re-enter the center through the open toggle wall and run to the bottom, but this time pass the yellow door and balls to the exit. You see an image of 446 seconds in the mirror.

Level 36: Spy
The boosting is difficult, so keep your shirt on and go U2RDR3U2RDL2U2LU2L, which moves you to the upper room; continue 6ULR2D3RLU4DUR4LR3D (get ready!) 3LUL2U2RURURL2U2LDL2UD5R2DL2D2LDLDL3UL4D. This section is now gleaned; return to the teleport, which brings you to the exit room, and continue RUR4U2RL4URL2D2LU2RL3DL2DRLDLD2L. You arrive in the last main room; resume LU2D4LRD3URL2D2RD2RUR2L2U3R. You arrive back in the start room. Step RD3R, which opens the doorway to a room of chips. Move in a clockwise circle around the room to get the remaining chips, and then take the flippers from the chip socket. Go back to the teleport and go LR through it, which brings you back to the exit room. Walk and swim to the exit. 447 is pretty good with spies watching you!

Level 37: The Mystery of the Seven Chips
Wait for each tank, and when you're out of that, take the upper path and jam the block west two spaces. Get away from the glider as it gears up to chase you, and keep running all the way to the bottom of the level, where you can dive west onto gravel.

You are now in a telenet; take the first chip and go through each port: U, U, U, U, L, R, L, in order to get the seven chips as fast as possible. Exit this room and continue moving upwards to another set of tanks, then an ice rink. Go RDLU at each turn, then run upwards to the workings of the tank mechanism. Touch the toggle button to free the paramecium, then hit it again to ensure it can't get back to the tank button again. Now scat!

Take the eastern fork to the room with the block in it (which you couldn't pass with the block in its original state). Move through that, pass the start, and go into the room with the (stationary) row of tanks. The exit is at the left. Mystery solved! 322.

Level 38: Mads' Rush I
This is a lot simpler than the second one, and probably one of the easiest levels in the set. Then again, there's only 30 seconds, so it doesn't score much either.

Follow the ice and force floors to the boots (wait for all four gliders to bounce off them before proceeding) and get the yellow key using the fire boots. Pass the thieves, glider, and yellow door, and continue to hold east. This takes you to a sliding ball; hang right and you should be fine. Take the green key, return to the squabbling paramecia, and wait for the ones on the left to pass upwards before dashing through the green door. You have only 15 seconds now, and you can hear the ticking...

But the exit is in the south-west corner. Pfft. The rash rush has paid off: 11 seconds!

Level 39: Yike-O-Matic
[In even-step. Wait one extra move in odd-step - you'll win less often, but it's only one extra move.]

Go L [fire boots]3U2L2UR, which will take two chips and strip the left side. Wait one move before taking the third one, collect the two on the top row, and step off onto the fire on the east to destroy the remaining teeth on this side. Take the three chips and sneak past these two teeth by moving 5U4L. Dig up, go through the thief, and pass by the "exit" (blocked by invisible walls).

Keep to the left to collect another chip on the random force floors, and then divert south, where a line of balls is bouncing. Wait for the balls to return to the east, then run all the way down against the east wall (nothing else will allow you through.) Move west to the ice rink; step onto the ice and continue holding upwards to collect a block. Bring it back, take a detour to the toggle button, and pick up the flippers. Touch this button a total of three times, in order to keep the walls open, before you take the block out of the ice rink.

Stop the block before it reaches the green button and move it L to keep the fireball alive, then resume moving the block: circle counterclockwise to the other side, move it 2RD, and jam it to the wall. Finally, nudge it up one space, run directly to the right, and swim to the last chip. Step into the toggle walls and creep all the way up, then left a few spaces, to reach the exit. When you get there, you score 231.

Level 40: Traps II
Start by nudging the block on the right into the corner, then continue 2L and left to the "pyramid". Dismantle the pyramid by taking the top block off and move it to the "9" formation at the top of the level. Drop this block into the bottom of the 9, return to the pyramid, and wedge on top of the third block. Move 3R2DL2U5RD to prepare the position, nudge the block to the east one move east, and add the top block to the bottom of the 9 and the block on the far right into that corner.

To gear up for another identically patterned run, move the loose block in the center 3R, then return to the pyramid. Nudge the top block out of the way, two spaces east, and then the other two blocks all the way north to their respective buttons before moving the last pyramid block east and repeating the maneuver used earlier. With the 9 and the south-east corner filled, push the block from the start onto its button, and with all the traps opened, run over them to collect the chip. Smash the socket, move ULU, and then squeeze past the fireball to the exit. 249 seconds are yours.