Chip's Challenge/Level Pack 2/Levels 61-80

This is a continuation of the walkthrough for Chip's Challenge Level Pack 2. Levels 61 (Icy Moat) through 80 (Frost Swirl) will be discussed on this page.

Level 61: Icy Moat
The route through Icy Moat is simply collecting three groups of three chips in both the west and east areas. The boosting is another matter, though. When I developed this route, the world record was 417, and stretching it all the way to 421 wasn't difficult because it was only boosting.

Spiral all the way to the center and touch the green button, which opens up two paths south and west, and one path north. Take the south and west paths first, then the north route, to collect three chips apiece.

When returning from the north, step east onto the force floor circle and move right off the south force floor, then continue with the south, north and east runs to collect the remaining chips. You don't need, and can't get to, the rest. Instead, stomp on the green button and move RU, then override the south force floor and spiral outwards to the exit. A cold 421 seconds.

Level 62: Chips on the Blocks
This very first section of the level is level 1 of Pocoman, which is a Sokoban-type moving game. If you remember how to complete that, this will be familiar.

Begin by nudging block 1 L to allow block 2 to move 2L in safety, then use blocks 2, 3, 5, and 1 to clear out this part of the room. Now, nudge block 6 L, use blocks 4 and 6, and now move through the area at the bottom to nudge block 8 out to the center. Carry block 7 3U outwards and use block 8, then use the remaining blocks one by one. Slide on the ice as the clock moves to 306.8, until Chip finds an intersection.

As the map shows two of the lanes are deadly, take the top lane to the pink balls. Take the chip on the top, then walk 6D 2R 5L 2D out of this room with the second chip. Take slide five to the fire boots, then use them to collect the flippers, and slide through the force floor ice slide in lane 3. Next is water, and then the final area where one bomb is under every five-block column. To exit, Chip must select one block safely seven times, in total a 20.97% chance if done without a map.

There are several routes to the exit with the 256 bold time; the easiest is 4, 4, 4, 4, 4, 4, and 3. 256 seconds are now...on the blocks.

Level 63: Jungle
Jungle, full of teeth wandering through green locks and puddles of water, would be easy enough except for the fast-cloning blob clone machine at [18, 1]! The 128 time took me thousands of tries to get, even though the overall chance of success is estimated at 1% by the community. Start in odd step; it will save one move, which will be an asset if you need to expend it.

Start with U [4] 2RU [1] R to avoid the teeth and take chip 1. Collect chip 2 to the east, then 3 just above, and now walk over to column 28 and wait four moves to lure out the teeth in the southeast as you collect chip 4 just above this. Now, dive to the revealed chip 5, go directly to 6 guarded above, and then then 7 further up on column 28. Because the other chip was left behind, while collecting chip 8, the detour is enough to avoid the teeth: 2R3D4L. The teeth monster is dumbfounded!

Turn south and then west to chip 9, then north for chip 10, and 3R2D for chip 11. 12 and 13 are just to the right, and here is where the blobs will start to become bothersome...

Move up and right, or right and up if necessary, to collect first chip 14 on the right side, then chip 15 at the top. Gear yourself up, start praying, and run west all the way to the blob cloner, then turn south! You can instead take the long way clockwise around (in which case leave chip 10 where it is and take it on the way over), but this is only sufficient for 126.

Take the two chips immediately to both sides, then run west for 18, and now 2LUL to 19 and north to 20 in a 3-space corridor. The teeth is now close enough that you can fool it into drowning; do another little prayer and try to steal the chip at [13, 1], while trying not to step on [13, 3] which would put the teeth into chip 20's corridor. Then, step 2D2L, D2LD, or DLDL, and run west, which will get the teeth to drown! Take all the chips in the northwest corner, then take the path on the far left to another chip. Continue 2U6R3D, then right to chip 27. Backtrack U5L, then take the chip to the southwest and continue to walk southwest for another two chips. With a chip in sight at the bottom, go towards it and collect it, and the very last chip is visible to the north.

Return to the very beginning, take the green key, and start bulldozing! 2U2R and up will take you near the exit, and then walk 2L to exit the level. You should have about 128 trees down.

Note that although Chip can speed the way to the chip at [13, 1] by blazing through even more blobs, theoretically reaching a 129 score, the time is more than lost later because Chip is now unable to mislead the teeth that chases Chip when he is collecting chips 19 and 20.

Level 64: Loop Holes
Loop Holes, level 64 in CCLP2, is composed of 64 rooms with 64 monsters and 64 items, 50 of them being chips (and I thought there might be a pattern for a while...) The monsters in each room will stay circling in their "donuts" forever, except for the paramecium and bug in rooms 36 and 37, as they follow the chip rather than the walls. Only the blue walls around the exit and northwest of room 37 are real. Chip begins in room 29 and the exit is in room 28.

In order, move through the rooms as if they were an 8x8 grid: U 3L U 5R D L D R 2D L U L. Wait one move, as this is room 37, and then continue 3D 3L 2U R D 2L 6U 7R 6D L D L U 2 L 2U to room 36, where the paramecium will not require a wait. Finish with 2L U 2R to find the loop hole and score 348.

Level 65: Beware of the Teeth!


Yes, you do have to avoid teeth in Beware of the Teeth! The best mode to use is even step.

Take slide four to get the yellow key, then slide 1 to use it to steal the green key from this teeth. Return to the ice slides and take slide two, then step R and run south to three keys. Use only the red key, let this paramecium out, and touch the green button, which will allow you to escape to the east.

With another choice of ice slides, take slide one and move DUL2D, which takes you to a choice of disembarking points. Keep holding west, then hold up to pilfer the red key, assuming even step. Move RDR to take three chips, then LDR to return to the barrier island of three squares. Take the top square to the bouncing balls, then step 3LDL across the top edge to batter through the red door and take the remaining chips.

Hug the top edge all the way east to collect the flippers, then go back to the barrier island, through the ice corridor, and east to swim to the exit for 38 seconds.

Level 66: Hobgoblins and Chimera
Hobgoblins and Chimera has several easy, quick solutions, going around the level with several different orders of chips, but only two situations allow for a special back-door solution which scores 233. For this, odd step is required.

Take the chip below, then boost all the way to the very east side, just in front of a tank, and collect the second chip. Wait two moves, then take the ice skates and the west and north chips, then go to the right and duck through the socket to find the exit on the top. This can also be done by moving north instead, which flips the whole solution around.

Level 67: The One Sensible Chip
Many struggles are required, each of them interesting and fun to do, to reach the one chip. Odd step is also required here.

Use block 5 on the second column of water, as this is the only one which can move through, and then follow it with block 6 and block 1, which was moved when using block 6. Finally, collect block 7 by nudging block 2, open the blue wall, and carry block 10 over the bridge. To deflect the fireballs into the bomb corridor to the right, push the block off the gravel 2UD2R. As you will not require its use later, it can be "wasted".

Walk all the way out to the green buttons and touch them three times, then block the approaching glider with the tank, and move through the maze to the blue key and then towards the teeth. In odd step mode, Chip can escape to the south. As the green button would take much longer to reach from here, the button was hit earlier to collect the fire boots quicker. Use your blue key in the very southeast to pick up the suction boots, then take slide two to the "one sensible chip". As you turn towards the gravel, move 6R [1] 3R2U, the wait having altered the lead teeth's timing to the point where Chip can squeeze just past him. Return all the way back to the beginning, crash through the chip sockets, and use the yellow key to exit in the corner. 255 seconds is a sensible score.

Level 68: Madness II
In its source set, Madness II was before Madness I, and therefore was named Madness. However, it is Madness II that truly deserves the "mad" title, as can be seen in the map!

Clone one block and remove the dirt, then clone another two, use this block on water four and leave the dirt, then remove dirt 2 and clone three blocks. On dirt 4, use a spring step by moving [1/2] and then RL very quickly, losing no time but keeping Chip out of danger. Continue R to ram the block, remove dirt 5 and then move U to jumpstart the block. Dodge away L, then 4U2L and clone a total of six blocks in order to create a massive train.

Shove the loose block 2D, step on the single dirt space, and continue LUR. Wait half a move and make another DU spring step, then continue DUR and perform a third DU spring step and another D ram. Remove the dirt and continue LU to jumpstart the block, and play [1/2] DU and out to the remaining block. Continue to move it 2D, then collect the hidden red key past the double dirt and push the block into the last space of water, collecting all five items in the two alcoves. This section is now complete.

When you reach the bouncing balls, wait one move, then step in the exact center of the room and pick up the hidden suction boots. Wait again to escape, then move to the mini-room with the fireballs in it and take these two chips. Nowhere to go but down...Keep moving down, go through that red door, and get ready to rumble!

Go directly down and pick up two chips, then continue either D2L to this chip and take the other two in any order, or continue 4D, then return upwards and collect the chip in the middle followed by the one in the south-west. (Since you cannot drop a single step at this point, it's best to have backup routes.) Continue west to the toggle walls and pick up the chips in the corners; come back out. Are you ready for this? Run up to the top of the walker pit and dive in to take that chip! It's not as hard as it might seem - it only took me around 12 attempts. You can also drop as many as two moves with impunity at this point. If you're still alive, best to scram. Run all the way to the very top of the level and take the flippers hidden in the middle of another ball room, then step over the ice corners to the west and pick up the remaining two chips required. Note that the five chips hidden in the northeast are extra.

Go towards the teleport in the middle of the level, jump in the trap, then hold the down key. After one move stuck in the trap, you will burst into a completely new section and through the chip socket. You clone one glider on the way in, so be careful not to step into the water as that glider will knock you out before you can dodge him! Now, step to the right (remember how gliders move) and swim 3D to the exit. The clock should be ticking right to 276 as you enter.


 * NOTE: 277 is theoretically possible, but it requires leaving a second chip behind in the walker room, and it is all but impossible. The theoretical way to do this has not explicitly been covered.

Level 69: So Many Chips!
There are actually 379 chips in this level, although you cannot get every single chip. (You can certainly take extras if you wanted to.) To maximize efficiency, go through as few corridors as possible, minimizing the time spent in the recessed walls, and finish at the very top, as there are many chips to the north.

Start by moving north, then divert east, and hug the right wall all the way north (219 chips left). Turn east, then east again at the next intersection, and continue to hug the right wall (except for a trap with 208 chips) all the way down to 184 chips. Step 2D and run east until 173, then step 2U and follow the left wall until you are next to a trap. This time, turn due west.

Continue to hug the left wall over to the chip sockets, and turn 2L at 114, then run north. The next 28 chips are forced; then step 2L2D and follow the chips all the way to 37 remaining. Turn east and follow the path all the way to the northeast corner, with 9 chips remaining. Take only the chips you need from the string to the left, then backtrack to the exit. So many seconds! (238)

Level 70: Killer Spiral
In Killer Spiral, Chip moves through the north spiral, then takes the chips in the east and west spirals, and moves to the south to exit. The catch is the four gliders beginning in the center and moving to each spiral.

Slide over two slides, wait, then slide into the center and pass three slides to the west as this glider comes out. Take the chip at the end of the spiral, then move all the way out into the east spiral and slide all the way to the chip, squeezing just in between in the two gliders coming out. Now, come out quickly, and then turn south. Pass five slides, and when the gliders emerge from the sixth slide at about 228 on the clock, the second one is going to rebound back. Wait for this glider to slide back in the other direction, then slip past him and slide to the exit in the corner. You score 220 seconds.

Level 71: Mads' Rush II
Unlike Mads' Rush I, Mads' Rush II contains a random force floor section that is extremely annoying! Fortunately, you won't have to worry about odd or even step, as both are equally usable, and the route can be geared for two different times.

Open the toggle wall, take the green key, and bust through the green lock to take the flippers and swim to the fire boots. Use them both to pass the water and fire below, take the first chip, and move depending on the state of the teeth. In even step, move RLD2R2U, and in odd step DUR [1] DR2U. Continue through the blue walls, then take the yellow key and use it on the lock. Remember, as you enter the random force floors, that you can override every other force floor movement; eg - if the first one takes you directly east, you can override the next one and also go directly east.

As soon as you are through the toggle wall, run north past the fake exit, then past the tank and pink balls, and reveal the hidden ice skates in the alcove to the east of the balls. Skate through the minefield, steal the fire boots from the gliders, and walk over the fire to the exit on the far right. That was more profitable than the first Mads' Rush; if you reached the fake exit at 38.6, you will score 25, but the bold is 26, and this can only be scored with completely perfect luck! This 1/1,024 occurrence was proven by me in a modified level, with no luck dependence, but was never performed stock until June 23, 2009. Nobody else has scored this yet.

Level 72: Checkerboard I
This level is hard to figure out, very hard to do, and extremely hard to last through. And also, it's tough to write a guide for it. ;)

The premise of the level is 61 blocks in a 11x11 checkerboard of blue walls and blocks, which are progressively moved into snakelike corridors of water and bombs. Here's a good time to put in that new progressive CD you just bought... =)

Phase 1: Set up the combinations.

Begin by moving block 6 R and all the way south, then step L2D. Retrieve the block and move it into the first bomb, remove the checkerboard's wall 60, and empty the entire of column 11 downwards into the bombs, plus one turn west. Throw blocks 60 and 55 R, then move block 55 11D and run R2DU2L3UR, which will collect some loose chips and continue the path through the bombs. Take the loose block 60 and explode the next bomb, then duck under the checkerboard and expose the bomb to the south. Move 3U 4-RU, then use this block on the stream below.

Once again, use the Mixed Nuts push (each block R) and use the top block again. When it lands on the red key, clear out the fake wall with UL, then get behind the block, taking all the chips, and move it upwards. Repeat the Mixed Nuts push to remove the second bomb to the north and take the three goodies, then use the last loose block to forge a new path downwards.

Now, remove wall 33, move four blocks D, then the first three R, and use the Mixed Nuts push to empty these three blocks into the stream in the same way, taking the four chips and key in bomb room 8. Return to the jagged edge of the checkerboard, move the last two blocks D, then step UR and move this block into the exposed bomb below to take two chips.

Phase 2: Prepare the moat for use.

Nudge the loose block 4L, then step D L D U R 2U L 3D U 2L 2U L, which will clear the way to begin a run of blocks. Remove wall 50 and use block 56 on the water, then use block 45 on the bombs, and finally block 51 on the water. Continue upwards, open the wall to another well of water, then move 3R3DRD and use this block for the water. Nudge the loose block south and step 3U R D R D L 2R D 3L, then follow by shoving this block to the bombs and the block to the far right to the water. As you come out, move the closer block D, then use the other block on the bombs, and come out and follow by using the other block on the water.

The checkerboard should be reduced to a pyramid plus a loose block; move block 47, the "point", 3L. Continue moving 2R U 3L 2D 2R 3U 3L 2R U, and move this block into the water, followed by block 23. As you come out, shove the nearer block D and use the one next to it on the bomb string below, then divert east and finish the water for now as follows: From the red key, step U2LR2DL2R to collect the four chips and the key. This section is done up until the very end of the level, so take the four chips to the right individually and emerge back out. (Clock check: 809.)

Phase 3: Combining the bombs and water.

Move east, take the loose block, and continue the stream from where it was. Return to the pyramid, move block 40 L, then step U4L3RU and run this block into the water. Backtrack right, then remove wall 24 and move LU2LRD; use this block on the river and emerge towards the two blocks below. Knock the one on the top D, then run to the right and move the block you catch into the first bomb stream. Return to the checkerboard, open the lowest wall, and move the block into the river. Come back out, dig into the first wall you meet, then move LU2LRD and run this block to the key, taking the chips on the lower edge, and U to the next water. Move L6R to collect some chips quick, finishing room 6's chips, and now carry another block on row 6 out to the bombs to finish room 7. The only remaining thing to do here is room 9.

Open the base of the checkerboard again, then go LU2LRD again. Pad down more moat, then move up to row 1 of the checkerboard and open a secret entrance to moat room 3. Start peeling away row 1, but leave the third block as dirt, take the two chips, and then use the block directly to the bottom to continue the moat. Instead of backtracking, however, now move 3R2U and right to reveal an instant shortcut.

Phase 4: Using the shortcut.

(A good guide for this purpose, to avoid missing the central passageway when pushing left, is that the three blocks that are still laying down there untouched are two rows below the entrance. Leave a one-row gap between the two and you'll always succeed.)

Move block 12 into the moat, then move RD and into the shortcut. Now, use block 18, turn L from the yellow key, step D to the chip, and return to the shortcut. Continue with block 13, but now take the two chips in room 2, move U2R2D and right to pick up the extra chips. Feed four more blocks into the moat in the normal way, but after touching the fourth, step R to open the wall on the left of the bloc, which will allow you to continue the cycle for a fifth, sixth, and seventh block, this being block 4.

After the seventh block (clock check: 594.2 after hitting the dirt), return to the bloc again and move the 8th block into position normally, but instead of using this block immediately, step RURUR and begin to destroy the bombs in the far south-east corner with these two blocks; then go back to the original block and use it in the moat. At this point, all that remains of the checkerboard are the loose blocks at the bottom and a cross of four blocks plus one wall in the center and a wall in the NW corner. Open that wall in the corner, then step 4D 2U R U R U R and shove this block into the bomb stream.

Carry the block on the moat line into the moat, then come out through the shortcut until you meet a block. Rather than take this east to the bombs, shove it 5D into the range of the moat, and finally use the last remaining stationary block to remove the last of the bombs blocking the goodies at the very bottom. Now, Chip can finally take the chips: move L 2R L 2U R 2L 6U 2R, then take the last two chips individually. This section is finished; also finish the moat with the block left in its path. This leaves 8 chips, and one more phase...

Phase 5: Complete the level!

Ignore the shortcut this time, and instead come out the center and (at last!) continue with the lower left section. Move the block on the left 3D (clock check: 499.6, after pushing it D), then the other block down into the bombs to finish them. From the key location, take all the chips remaining with D L 2R 2U 2L 2U 2R, then the last two chips individually. Now, I bet you've been wondering what's under the sockets, right?

Find out by moving the block in the corner 9L, then bridge to the socket in the center. Open it, then step UD to collect the flippers. Swim across the water to the left to another socket, then step down onto this force floor and off to the left (there's a hidden wall below it, unlike the other one). Take the suction shoes, walk back out, and move the very last block in the level into the path opened from the socket. Be very...very..careful - there's invisible walls everywhere.

Step onto the force floor, then continue L D 2R U R 2D L D 2R and move the block into the bomb. Stop...Do you have fire boots? I thought not...Open the socket due east to collect a pair of fire boots, then walk through the fire and water and open all the locks to finally reach the exit. King Me!

You should have 451 seconds with this route. While there is a better route in existence which scores 453, this solution is currently unknown except to its owner (which isn't me. :

Level 73: Bumble Boy
After the monstrously epic Checkerboard 1 comes an easy level.

If you stay put, you're going to get hit, so start running around the ring; exit west, wait two moves, and jump in with the bug rings. Take the yellow key, run up to the one chip in this level, waiting a move before collecting it, and finally east to a blue key. Return to the start and take the north fork, and hold to the north wall. You soon arrive at more gravel and more circling bugs; sneak past these, then open the blue and yellow doors in that order to allow the bug to drown itself.

Run the block all the way to the top wall, get behind it, and move it all the way back to the start (7R D R 4U R U 16L U L 6D will do it). Nudge it 2R to cause the bug to open the toggle wall for you, and exit the level below to add 232 more seconds and 38,320 points to your score.

Level 74: Chip Search
Start looking...step DRD2R, then 4R off the thief, and hold downwards. Clean the south-west corner of chips, except the booby-trapped one on the far left. Go back to the windmill and take the whole south leg of chips and the suction boots, then the central chip of the east leg, and return to the start. Slide through the chip next to the ball, take the flippers, and continue to walk northwest to more goodies at the northwest.

Jump into the teleport at the very beginning and take the blue key to the left, then the red key to the right, and then step west into the teleport, followed by 2U4L to the green key. Go to the top, open both doors, take the chips under them, and then run all the way south to a tank room. Step just underneath the tank button and move 8D6R2DU2LUL2U3L, then run back to the teleport and jump north to the yellow key. Step back out, use this key to take the last chip near the teleport, then step down through the teleport and hold the down key to the exit. You found 253 seconds.

Level 75: BuggyWall
Circle all the way around the level to take each chip in succession, then enter the third set of chip sockets on the right. Pick up the blue key, run all the way south to a green key, west to a red key, and finally move up one room and right one room. An accidental "bug" in this level is that a green door replaces one yellow door, so you don't need the yellow key. Open the doors to exit the level and score up another 113 seconds.

Level 76: Fire Bugs
Follow the bugs to get the first four chips, then continue to run right to reach the fifth chip. SLip past the bugs, return to the start and take the chip, then go right through the port and move up instantly. To the east is a block cloner; step on the button, continue RU2LU to take the flippers, then go back to the teleport, but instead slide right to the final chip behind one water space. You are blocked at the exit above you; try a different way.

Go back through the teleport and hold up to bust through the chip socket and take the fire boots, then step down again. Hold downwards, then walk to the very edge of the fire at the lower right. The lone floor space hides the exit. Only a firebug could have found that! But you found 241 seconds.

Level 77: Madd Maze
A very madd maze which might make you madd! This is going to take a while to perform properly.

Walk to the west, wait a move, then dive in to snatch the yellow key from the bug and return to the start. Walk onto the first force floor, override the first random force with a down press, and if the second one takes you down, take the red key, step RUR, and hold R to go through the yellow door.

Open the red door below you (clock check: if it's at 291, you're OK), then do your best to avoid the blobs and get the blue key and chip. Open the door and slide to the first two chips, then nudge the first block into the water and take the remaining chips. Move block 3 into the water, then shove block 2 to the west to block the gliders temporarily. Slide over dirt 1, hold west, then hold east at the bottom, and finally hold north on the final stretch to sneak past the balls and take all the goodies. Swim to the red door, blow up the first bomb on the bottom and use the block below it to get to the suction boot.

Go to the big jumble of force floors and walk through to the chip, then run to the teleport on the east. (There is a strong likelihood that two gliders will stop you, unfortunately.) If you're still here, step 2D out of it and run to the right, then beat the fireball to the blue key and fire boot. Go back to under the teleport (you can wait up to 2 moves for the gliders if necessary) and pass the ball to get two chips. Backtrack to the left, without waiting this time, and take the rest of the chips here and pass the blue door. Get the chip to the right, then the last two below, and exit the level. 244 seconds is just madness!

Level 78: The Search for the Exit
There are a series of obstacles in this level that can be dismantled rather easily with a map of the level, and it should be one of the first scores that you should be able to get when you discover this tool.

Run down to the bug area and get the fire boots, step down through the port to get the flippers, and move east through this teleport. After being forced back through the teleport, hold right again to arrive in a new area. Stroll up to the chips at the top and collect them, then walk back to the gravel, over the pop-up walls and thief, and to the force floors. Each time you are about to be smashed against the wall, step down, all the way to the south wall, and then step east twice. As you hurtle downwards, step onto the left track, shove the block out of the way, and run west all the way to the clone button.

Stop just short of the button proper and collect all the chips in a clockwise direction, plus the green key hidden under one. Leave this area and run all the way to the center on the west side of the level, where the glider is circling. Approach the chip from above to avoid hidden traps (you won't need the hidden ice skates in the center), pass the booby-trapped exit near the two bouncing balls, and go back to the gliders going around an exit. Remove the socket and green door, idle to the west, and wait for the paramecium to clear out in order to exit. You found 295 seconds.

Level 79: Cra-zy
The original level in Drew's set contains the hint: "This level can be done in 6 seconds. How?"

How? ULDRUDRULDUL, one clockwise circle around the teleport, and then east into it. Take the chip below, shove the chip socket out, and slide to the exit. Wha.....Done? Yes: 114 seconds.

Level 80: Frost Swirl
This level is composed of an oval track around the level with balls sliding through it and 12 doors, each with a key and a chip behind them. Take the red key to the east to begin the cycle.


 * Slide west and swap red keys
 * Wait for the ball, slide to the north, and swap for a yellow key
 * Slide back to the west and swap yellow keys
 * Wait for the ball, slide back to the south, and swap for a blue key, then swap blue keys within the south island.
 * Wait for the ball, slide east, and swap for a red key
 * Let the ball in after you, slide back south, and swap for a blue key
 * Wait for the ball, slide west, and swap blue keys
 * Wait for the ball, slide north, and swap for a yellow key, then swap yellow keys within the north island.
 * Wait for the ball, slide east, and swap for a red key, then swap red keys within the east island. (You won't need the key, but you do need the chip!)
 * Wait for this last ball, then slide south and exit the level.

Winning time: 316.