Chip's Challenge/Levels 101-120

This is a continuation of the walkthrough for Chip's Challenge. Levels 101 (APARTMENT) through 120 (ALPHABET SOUP) will be discussed on this page.

Level 101: APARTMENT
Basically, Apartment is composed of a lot of rooms with recessed walls through the exits. As in Colony, this level's route will contain only the route out of each room. Take the chip above, and then play as such:

LU 3R ULUR 2U LU 2L U (upper left corner) RURDRDR 2D; walk 4D RURDR 3D to collect the chips and enter the next room, and finish with 3D-R URU 2L UL 2U RULU 3R ULU. The time is 240 seconds.

Level 102: ICEHOUSE
There are two different ways to take the launch from the pad: Chip has to wait exactly [1/2] before teleporting, and hitting the space bar will usually do this if followed quickly by a R press if you are using Tile World without a mouse. A mouse click works after half a move, so this is the best solution.

When you land, move 2L 2U, collect everything, and then DR 2D R 2D 13R, and then D onto an ice slide. Use the red key to speed things up a little, paying the two moves used to collect it back with a savings of four moves, and then use the ice slide back out and to the yellow lock past the fire and ice. Collect the suction boots, which allow Chip to use the suction track below and score 177.

Level 103: MEMORY
Memory is a puzzle styled similar to Apartment, with the addition of tanks and toggle walls. Therefore, play through the rooms in the same manner as Apartment, ignore the chip when specified, and touch the appropriate button when specified. This route is:

L 2U (green) RD 3L U (green) L (no chip) 2D (blue) (2R) (blue) 2U [still, don't pick it up] R (green) 2L [again, leave it behind, for the purpose of this guide] LD (green) D (blue) ULDL. Return to the blue button on the right, then move U 2L (green) RULU (blue) RUL, and go and take the chip left behind.

Now, play RU (blue) D (green) R 2U (blue) DR (green) RULRU (green) U 2L R (blue) RU (green) (2L) (green) DL (blue) RD (green) 2D L (green) LU (blue) 2D L (green) 3U RLUD (green) DLD (green) L (blue) UR2U (green) URLD (green) 2D LU (green) U (blue) DLR 2U LDLRUL, and now Chip can exit. Your computer stores 488 seconds in its memory.

Level 104: JAILER
This level is famous in the CC community for its ability to produce what is known as the Transparency Glitch, which occurs in Jailer when Chip and a ball collide on top of a key. However, this will not happen in this guide.

Start with 5L to release one ball, take the chip below you and the chip to the southeast, and then turn back with U 2L D. Wait [1], then bolt northwards, collecting the red and blue keys, and into the north green lock. Pick up the blue key, open the last lock with 3R, then sneak behind this ball to collect two more chips. Proceed to the corridor below you, steal the chips from the walker (you can take the ring in either direction, so you can draw your plan depending on where the walker is), and then circle counter-clockwise all the way around the level the rest of the way through until you end in the exit. Only as you exit the third walker room will you have to pause. This route is worth 235.

Level 105: SHORT CIRCUIT
In Short Circuit, you have only the recessed wall paths, and you cannot fix the circuit until you have collected all the chips, at which point you can break through the sockets, and also walk through empty chip spaces and any remaining recessed walls. As this is a pure maze, only the route is shown: 3D 2R 2U 8R 2D 6L 2D 4L 10D 4R 2U 2L 6U 4R 2U 4R 2D 2L 2D 4L 2D 4R 2D 2L 2D 4R 6U 9R 2U 3L 2U 3R 2U 5L 4D 2L 6U 13R 2D 4L 2D 6R 4U 2R 6D 8L 6D 2L 2U 7L 2D 5R 2D 5L 2D 12L 6D 2R 4U 2R 8D 2L 2U 2L 4D 20R 8U 5R 6U 2R 12D 3L 2U R 2U 3L 6D 7R 16U 4L 2U 4R 2U 6L 10D 2L 4U 2L 2D 5L 2D 8L 8D 12R 8U 2L 6D 2L 4U 2L. This ends the chips; you can now finish with 4L 3U 2L 2U 2R 2U R 6U 2R 9U, winning the level with 255 seconds.

Level 106: KABLAM
Because Kablam is untimed, you can fool around, but it's very difficult to find the exit. Some of the original CC players suggest doing some housework while waiting for the bombs to explode, citing it as one of the most "productive" levels to exist.

After 5 bombs blow up, follow the fireballs to the next section, move block 6 5L, and then after 7 more blow up, run to the top, collect block 3, and then move it all the way down such that it sends the fireballs west along with block 6. While you wait, move block 4 5L, and after 12 bombs to the west explode, the first four being visible from the waiting position, shove block 3 2D, block 4 10D, and rearrange the blocks: RDL 2R 2D LUDL 2U. Stuff the block all the way west and U as the fireballs chase you to the west, then run D 2L U and then wait for four bombs to blow, at which point you use block 4 to remove the fifth bomb and then exit in the corner. This route completes Kablam in 92 seconds.

Level 107: BALLS O FIRE
There's not a whole lot of fireballs in the level, although there are definitely ingredients to try fusing the two elements. The level itself is a pretty simple one.

Walk out of the start, move the block 4D to collect the fire boots, and collect the seven chips from the top down on the right. Now, move the block 5L, take the lower five chips, and then resume moving the block 3L 4D into the water. Take the entire top half of the C and H, the top three of the I, and then play 2R 2U 3R 2D for the P. That spells CHIP!

Take the yellow key on the far right, then the remaining chips, and shove the block on the far left 4R9U. Open lock 1, take the two chips, and then move the block through the fire maze (L 9U 4L 5U 2R) to the water. Past the next ball is the exit, which certainly looks pretty in this context...it also gives you 260 seconds.

Level 108: BLOCK OUT
In this multi-stage ball level, Chip must use the blocks to allow his movement through the areas of the level.

Play to the ice space and the blocks, step on the ice, and play R 3D RD to the red key and out to the flippers in the ice spiral. Now, go over to the run of balls; hide between the first and second balls, then run 8L, open the red lock to collect a blue key, and then step into the second column and then remove the blue lock. Once you have the chip, swim south and turn 3R when you can. Nudge block 1 U, then take the blue key, push it 6R further, take the three chips, and get ready for a little block out.

You'll need the block to get the chips on the bottom, except for the last one; it can help to use it on the top as well. The first one is available right now with the 6R move; move the block 4R, collect the second and third chips, and then play [2] and the block 3R to free the fourth block. Continue with R for the fifth chip, 2R for the sixth, and then walk through to chip seven and the blue lock.

This next section is simply ball dodging; you can immediately begin on column 1, then leap to column 6, and then out of this area. Below is a "zipper" of 20 chips broken up by 10 balls; collect the chips on the top, wait [2], then zip out the next four chips, and repeat to the very bottom two chips. The exit is after that, and that scores 278.

Level 109: TORTURECHAMBER
Like Jumping Swarm, Torturechamber gets a lot of undeserved rants against it; it's not that difficult, and it's also shorter than Jumping Swarm.

Circle clockwise with the monsters to the chip at the end, then play through the DUDU force floor slalom to the next section. When you land, move L 2D [1/2] D to trap the block. A further U will release it a space left; now play the block L 3U into the bomb. The hardest part of this level is at this point, but it's not hard either as long as you know a couple basic boosting moves.

From the gravel, play DLD to the chip, [1/2] to avoid running into the fireball track, and then LDL to escape it once again. The exit is at the end of the path; this time is worth 133.

Level 110: CHILLER
Chiller is quite a complex level in its unassuming boundaries; you must collect items from unpredictable bouncing balls, work out a block puzzle, and also move the blocks through a frozen lake on the right.

Start the block puzzle first: move block 7 to the corner, as one block must be wasted, and smash the green button with block 5, then move block 6 R 3D 2R and pick block 5 back up with a L move. You are now ready to bridge south, but first retrieve block 6 U 4R, then go above and throw block 3 D, block 1 R, block 4 D, and then block 3 4D 6R. Block 6 will now go on the third of five landings which lead to two chips apiece; take both chips, then slide back to the landing, play L D, and throw block 4 R 4D before you trek to the south of Chiller.

Collect both chips in the very southwest, one chip only to the east, and then move to the force floor speed track, which contains a blue key. Return to the other chip, then move out and move [1] 3U RUL [2], take the chips above, and wait once again for the ball to bounce itself back in. Now, follow 2D off the blue lock, out and up to the start again, and you can now continue with the blocks.

With block 4 at the ready, move it 6R, block 3 R, shove block 4 onto landing 1, and then circle across the top to the remaining blocks. Move block 1 2D, block 2 L, block 1 5D 7R, block 3 off landing 5, and follow it to two more chips. Proceed with landings 2 and 1, and then finally collect the last block from the top side and finish landing 4. Be sure not to hit the bomb!

From the landing, play all the way west and exit below. You get 276 cold, hard seconds, and the next decade message: If Chip's grades aren't as good as Melinda's, maybe she'll come over to his house and help him study!

Level 111: TIME LAPSE
Since Time Lapse is untimed, also notably with an hourglass formation in its main area, you can fool around. However, to complete it quickly in only 31 seconds, play block 3 L, block 1 2D 2L, then block 3 into the bombs, which clears the way for the glider to help you out a bit. Now, use blocks 4 and 1 to finish the bombs and exit the area. Pick up the chips on the left side, then the right side, leaving the green buttons undisturbed, and exit.

There is not much you need to do in this level. You first would use one of the provided four blocks to redirect the glider into the bombs and first blow up one bomb. Next, explode three bombs with three of your remaining blocks. As soon as you are done with that task, you may get the four chips in this level and then exit. I don't get this level at all. It seems pointless.

Level 112: FORTUNE FAVOURS THE
The name suggests something; it means "fortune favours the brave". The solution is, however, astoundingly simple.

Jog north to spot a block, shove it 6L into the fireball stream, and then all the way up to the force floor to jam up the fireball clone machine. The bug clone machine doesn't go anywhere for a while; the boss will always be the newest created fireball, which typically won't be heading east. In addition, a fireball has to be cloning the bug at the exact time a new fireball is not being made, which is a very rare situation. So just dive into the area, take the chips, and then join the circling fireballs on the left side to ride it to the exit on the top. This level is down in 14 seconds.

Level 113: OPEN QUESTION
As with Memory, the exit is not totally boxed in, but it is impossible to reach it by fooling around; you still have to get through the socket. The level's "Open Question" states that the "eigth [sic] block" is open; this can be seen in the map by counting the blue walls from the left side.

Build to this by getting under block 4 and moving it 3U 6L U, then use the easy block 1 to remove the second water. The remainder of the level is collecting the chips from the bouncing balls.

Hang to the left side, and follow this route through the balls: [2] U [3] 4U [3] 6U 4R [2] 2R 2D 3R [2] R D 2R (4D) 2L U 4L 4U [2] 12L 3R D [3] R 2D L [2] 6L 2D 2R DRD 2R [1] R 2D [1] 3R 2D [1], and then walk out, past the fireball stream, and back to the exit. This route scores 462.

Level 114: DECEPTION
Deception is, of course, a little deceptive: there's some hidden walls in play, on the center line. Otherwise, the level is very simple. Even step is recommended as a result of the teeth.

Play 4D 2R D [1], run past the paramecia and collect chip 1 on the left, chip 3 from the hidden walls, and then sneak into the top row; when both fireballs move west, take the chip and hide with LD. Now, collect the other two chips on the left side, pass the recessed wall below, and play D 5R 4D 5L under the goodies to collect the key and chip. Now, slide on the ice to reach the remaining chips, with the exit underneath. The route will yield 172 seconds; appearances are deceiving.

Level 115: OVERSEA DELIVERY


There are complex routes through Oversea Delivery that deal with multiple blocks simultaneously; this level is untimed, so I will simplify the route.

The level's goal is to bring the four blocks in the southeast corner through all sixteen islands safely, without wasting any, where you can make a bridge to the exit. If you could get the blocks to the start or to the hint, they would reach the exit, but you can't do that because you have to move around the blocks. In most situations, you can push the block in any direction as long as you don't follow. A quick and easy guide to solving Oversea Delivery is this:

Level 116: BLOCK BUSTER II


Block Buster II is slightly easier than the original Block Buster, in both bold time and completion, but still one of the toughest levels that exists in the set, full of many continuous boosting sequences, machine-like timing, dangerous blockslides, and sometimes all three at the same time. You'd do well to use Tile World 1.2.2 for this level, and the shown video to read this route.

Begin with RURD and 2U, then [1/2] R to jam the blocks back together, and then D 2R U to catch the bouncing block. Collect the three chips here, then the two on the far right, chip 3 of the thin walls, and then RD 2L and then be ready to jump 2U 4D with perfect execution. This must also be combined with a fast RUR movement, then D 2U LRU to finish filling in the dirt above, and then collect the chips and green key. Now, finally exit to the southwest, open the green locks to collect the chip, and then get ready for an even tougher section.

Play 3U 2R from the blue lock, then continue [1/2] 2R D (the [1/2] alters the slide delay to allow Chip onto the second red button) and then 2R [1/2] 2U. This wait will shorten block echo this time; if you jump right into it, you'll be a lot further advanced when it occurs. Pick up the two chips, slide D, then play 2L 3U (one U brings you onto the red button, a second continues up but gets sent back by block echo, so play a third U) 2D LUD [1/2, to avoid being hit when landing] 2U [1/2, to avoid being hit and instead moving the block] DL (spring step) 2D, move the pushed block L 3U, and wait [1/2] to avoid block echo before following it U. Finish the level with the blue key, then chips 1, 2, 3, 9, and back to 3 and then to 4, 6, 5, and 7, and west to the exit, which busts the blocks again for 714!

Level 117: THE MARSH
This level is mostly a bunch of blocks with no set direction and some fire spaces to make things interesting; the general direction taken is RDLDR, a couple spaces down, then R D to reach the exit.

The beginning moves are 2D 4R 2D 4R 3D 3R 2D 2R 3D 7L 2D 4L 7D; you now have a pair of bridges to the right, which require some blocks to fill in. Build a bridge on the top row of blocks with the moved block and the one D off it, then run 4R D 2R 2D 2R U from the resulting dirt space, and clear out the blocks with 10R. Take the next block from the middle island and fill in the next space to the right, then circle around with 2L 2U 2R 4D, and do so again with 2U 4L 4U 4R 5D. Now, move this block 2R with the assistance of the block to the left to expose the exit; you will need only three more blocks to reach it.

Drop the loose block above Chip 3R 3D, then go back west and note the three blocks next to a water space; move block 1 R, block 2 D 14R, then the other visible block D 4R, and then block 3 from the water formation in the same spot. Use block 2 above to access this block, which allows you to step into the exit, solving The Marsh in 57 seconds.

Level 118: MISS DIRECTION
There are two theories to the name of Miss Direction: a play on misdirection, also possibly combined with a "miss" who gives directions. In any event, Miss Direction has several fakeouts and dummy locations which make it a fun challenge.

Start with D, then hold U until you can collect the green key, and then play through the corridor (you'll sometimes die, because the trap's controller varies in position), the blue wall, and from that D 5R 5D 2R to collect a blue key. You are now finished with this part of the level; hang onto the recessed walls to the left to avoid the sweeping ball, then return to the start, follow the fireball to the red key, and continue to follow it to the green button, which you press twice. Now, collect the flippers from the center, open the red lock, wade into the water space, and run RDLU into another water space, the exit being one more U away. Don't miss it...this level scores 260.

Level 119: SLIDE STEP
Slide Step is a large boosting arena with oddball sections and...an odd ball, thrown into the bottom ice area. It forces Chip to think some ways around some of the force floors, including non-Lynx compatible solutions.

Enter the teleport and move west to collect three of the chips, then move north to another two, and now perform force floor wizardry by sliding R and then move DUL, DR, and RUR, collecting these two chips and one of the two under the teleport. Continue to the two on the far left, then slide through the ice and block to the bug and paramecia sections. Collect the chips from the left side going down and up, then enter the bug room and take three from the south. As the bugs are too close below, come from the top on the fourth, then take the rest all the way over, go back to the start, take only the chips from the north and south sections, as the fire boots aren't required, and then return to the teleport.

Repeat the exact same moves on the right side of Slide Steps lower section, and then >L into the teleport, which takes you directly to the exit a few spaces underneath and into the record books with a time of 210.

Level 120: ALPHABET SOUP
This level, indeed, looks like alphabet soup — the first nine letters of the alphabet, starting from the southeast and working in teleport order, in a water pot boiling on the stove. The quickest route currently available, a 946 route, involves moving through the circuit twice to force a glider in one room to do important work for Chip. Even step is recommended from teeth interaction.

A: Circle clockwise, get the blue key and enter the A, and >U.

B: Continue moving up, take the chip, and dive back D into the teleport before the teeth can get around the last roadblock.

C: Run RU 2R, take the red key, move the block 3U, and >LD to skip to the G.

G: Clone one block, take the goodies, and walk L off the teleport, and catch it L as it slides around. Now, slide a total of >RLLRL to the D.

D: Walk UL 2U, then collect both chips, duck under the yellow key and collect it, avoiding the bombed block, and then >L through the teleport.

E: Open only the red lock, take the chip, and move the block U to collect a green key; now, >R as forced.

F: Collect all four chips, releasing the teeth, then move 4D [2] R 2U to collect fire boots, and >RL over the trap to the H.

H: Nothing to do here; just continue >R into the I.

I: Just walk south to the toggle wall, since the glider, directed into room G and off the ice and block into this room, has done the hard work of touching the brown buttons for you.

Stove: Go through the green lock and get the flippers at the top, then swim to either yellow lock, the socket, and then the exit. This causes the next decade message at level 120: If Chip's grades aren't as good as Melinda's, maybe she'll come over to his house and help him study!

Note that a 947 route has been achieved, but information is currently unavailable.