Chip's Challenge/Level Pack 2/Levels 121-140

This is a continuation of the walkthrough for Chip's Challenge Level Pack 2. Levels 121 (Flame Boy) through 140 (Keep Trying) will be discussed on this page.

Level 121: Flame Boy
Spiral outwards, following the fireball, then dodge DLU, step on the thief, and shove the block R8L2ULD2LU4L. Wait half a move, then follow the block, and because you can "accelerate" a pair of moves after waiting half a move (see Madness 2's solution), you can step directly up into the exit! FLAME OFF - 283 seconds.

Level 122: Warehouse II
This is going to be a very long one, so stay around...

This level contains four major rooms: the north room with eight blocks and eight buttons in it, the west room with a bunch of blocks, the central room with a series of circular pathways, and the south room with a lot of buttons. Your goal is to complete the puzzle in the north room with the eight blocks, then move the seven blocks in the west room through the central room and into the south room to stay. However, the tricky part is that you can't complete the north room without blocking off a vital pathway through the central room.

Start by entering the north room and throwing that first block (on button 4) 4U, then continue as such: 4D2LD4L2UR2U6L2DRULU5R2U4R4DL2DRULU2R, which covers the north-east button again. The block that was moved earlier goes 2U, then step 3D3L2D2L, up, right, and rest this block on button 3. Continue 2D5LR2UR3UD5L2D2RU and bring this block to the right, then keep moving the top block until you are standing on button 8. Move 2U, then exit this area and go to the middle, where a block stops up the pathway between the north and center. This belongs U, and then move to the west room.

At the first choice of paths, continue 3L4U2L3UL2U and all the way southeast, then all the way back northwest, followed with 2DR3D3RU2LR5D3L2U2R and exit the west room with the block on the bottom. Turn north ASAP, then knock the block L3D6UL (which you will see again many times) and then take the top fork through the west room. (This was take 1; whenever you see take 2, etc...move that block 3D6UL again, except when noted.)

This allows you to move one of the blocks D, and then use the block on the far south. When you can turn north, move the block back L, then go back to the north room, pass the buttons, and shove this block 3L, followed with 2UR3UD5L4DRDR. Move this block northeast, drop the top block onto button 6, and move the block in the center room 4R. Take 2! After this, go back to the block room, use the lowest block, and drop this block L when you can. Get the block on the right to move 4RD5R5D, then return to the north and move the loose block from button 6 to button 1. Resume with D3L2UL2R3U; this block belongs on button 6, and then return to the center, shove the block 4R, and shoot take 3 before returning to the west room.

Take the top fork, use the block on the far northwest, but don't return the block to the 4-way intersection until you jam the top block to the east. (This is scene 2...) Jog 4R2D6R2D2R2U into a new area, jam the block to the west, and move the block above you into its former place. Walk straight through the north room, moving the block from button 6 to 5, and shoot take 4 in the same way with 4R and L3D6UL. Take the straight path to the top of the block room, continue 3L2DL2RULU2L4D, and use this block before you shoot scene 2, take 2. After that, enter a new area by moving the south-east block down to the south room, then move it 6R and replace the position of that block with the one above. In turn, replace that one with the one above that, then walk through the north room and shoot scene 1, take 5.

Take the top fork to the block room, where you shove the top block LR2D2L and use the block below you. Shoot take 3 of scene 2, then once again move the block to the south against the wall, and now move to the east of the south room. Catch the loose block and shove it 2D9L, then replace it with the other block, replace the upper blocks, and run back through the north room and shoot take 6. Return to the west room for the final time, take the side path, and move the final block down, where you again shoot scene 2, take 4. Again, move the south block to the wall, then move the block on the right D and the new block 7R, followed by moving DRURUL, replacing the blocks, and shooting take 7 of scene 1, but without the final L. Instead, move the top block 4R and go straight to the south block. When you enter from the east, move the block on the top 2L, the new block 6R, and then replace the upper two blocks and enter the north room one final time.

This time, resume moving the blocks on the left. Start with the lower block 2L, then 3UD2L2U4R4L4DRDR4UD3R3U and, with no further need for the passage, move this block to button 6, and the other block to button 2. Exit the room, move the block in the way 3RU4R, then move the other block south and enter to the east. Nick the loose block U, the other block 6R, then move URD2RUL, replace the center block, enter the east of the north room and finish the puzzle, and then replace the top block. Return to the center, jam the one remaining block south, and then cover button 2 in the south room with the block on button 3. Move the new block 7R, take the last block from above and jam it south, and then pass directly to the left of the room to head towards the end.

Move the new block R, the loose block L, and continue with 2D5L2U4R4L2D5R2URUL, then circle to the top. This block will move all the way east and up onto button 4, while the blocks on the bottom hold down buttons 7 and 6. This ends it - go to the center and exit to collect the 451 hours...oops, seconds. It took that long! :)

Level 123: BlockSlide
It's possible that this is not just in the tough area of CCLP2, but actually the toughest bold in the entire set. You will not need superhuman boosting skills like level 85, but instead you need superhuman timing skills, as well as a computer, a CC copy, a week alone, and no wife or girlfriend to worry about. :)

Pick up the ice skates, wait half a move, then hit the clone button once, spring off, and hit it again so as to leave a 2-space gap. Step to the side, watch the second block, and clone a third block to make a 3-space gap. Step out again, then step on the button a fourth time directly after the block arrives at the sixth ice space; the block should clone and the other two should cling together. Step to the right, wait for the fourth block to be left alone two spaces below and two away from the string, then clone a fifth block and skate across the level to the right.

When the clock is about to turn to 796, wait half a move, then step down and up. One block should be going down now and three evenly spaced blocks going across. Step R, then wait for the blocks to squish into three; step down and you will catch a rebounding block. Return UR, then catch the first block as it hits the wall. Continue DLUR2ULU; wait for the block on the left to move, then step L. Now, wait for the approaching block to be one row below you and push it right. Step LD, wait for this block to be two rows above, and push it to the right. Add the third block to this stream, then step R2U and skate right.

One space away from the wall, step 2D to move another block further, then R2UD; wait half a move, then resume with D2L4DR2D and wait for the first block to hit itself on the wall. Now, you can spring RLR and continue running right. Dodge the blocks D at the first chance, wait half a move, then spring UR and prepare to intercept the block on the top. This block is rather jerky across the ice; it moves one step at a time. Catch it (you should now be at 783.8) and step R4U2L (wait) RU to free the chips.

Stay to the south wall, then when you can turn south, move 4DL2D to catch a block, then L7DLD5L and wait. Divert this block into the center bomb and collect 6 more chips. One section remains... Run to the left and stop when you reach 769.0; intercept the block coming from above L, then continue as follows: U4RDL5D (wait) RU3L (wait) DL5D (wait) and east to collect the remaining chips. Wend your way back through the level all the way to the strip on the extreme right of the level, and when the clock comes to the end of 752, a block will be sliding down to where you just were. Step L to intercept it, then resume with RD (wait) U6DR (wait 1/2 a move) LUL2D. Wait half a move again, then exit with UL4D4R. 800 - 54 = 746, but be prepared to give up another 346 for the divorce settlement. :)

A much easier solution--this level is essentially soccer. Timing is critical, but you only need one block bouncing through the level at a time. Simply hit the block in the direction you want it to go, sending it to all four bomb-blocked sections. It's not easy, per se, but if you have decent timing, and do what you can to minimize your risk, it's not one of the more difficult levels in the game.

Level 124: Paramecia
I find this level to be a tad annoying, but it is a complete challenge. Your goal is a suction boot somewhere in the level...

Follow the path to the ice skates, then jump behind the paramecium with the red keys and move 3ULD2R4D and up through the teleport, which is a convenient shortcut. Open the rest of the doors to the east, dodge to the west at the end of the path, and then switch to the right side when the paramecium moves up. When it moves away, take the fire boots and follow the ice path to the suction boots. You can also collect the ice skates at the very start, but without a fire boot, you can't get back through.

Skate back to the center, then wait for a paramecium circling around, and then skate to the very top to take the fire boots. Hide with 3LDR4DLD, then sneak past the paramecium from the west and return to the teleporting paramecium near the start. Climb to the center directly behind the paramecium, then L2UL behind him again, and Chip can now exit with a time of 228.

Level 125: Blocks 'n Bombs
It turns out that an entire section of this level is not required, so you can finish it in only 68 seconds. As such, move to the top section and take the blue key and tank button, which allows Chip to take the other goodies to the right. Now, go to the very bottom end, move DR to override the force floors, and touch the toggle button to release the pink ball that clones the blocks. As the clock goes to 282, the first block will clone; move it 2R and north, then use another two blocks, wait 1 move before stepping on the button for block four, and then finish the bridge north. With both keys, open the two doors in the center of the level.

Go directly over to the clone button in the bug circle, then move the block DRL to trap the bug in a 2x1, and now clone another block to stuff him in a 1x1, allowing Chip to collect the goodies under the block including the last chip. Move the block against the chip sockets, then remove the sockets on the right, move the block to the teleport and follow it, and move it U to stop the fireballs cloning. After the last two sputter out, you can reach the exit.

Level 126: Dodge!
This level is a very easy little jumble when you figure out the patterns, and with only a few seconds spent in the namesake maneuver, it won't be long.

Zigzag DRUR to the ice skates, then move 2D2L and zigzag ULDLULDLD. Halfway done...wait three moves, step D3R, wait another move, and step D. Wait again, then move U3R (wait) D (wait) UR3D. For the last area, step 3LDLU3L2DLR2D, which will send you on a long ice slide to the exit located just under you, and no more dodging! It's 156.

Level 127: Escape from Chipkatraz
Escape from the prison, pass the paramecia, and step on the gravel. Continue with L (wait) 2R2D7R2D2R, take the green key, and move south to the yellow key. Emerge from the gliders, move the lower left block 3L and up through the paramecia, and then take a detour 2R into the upper yellow door. Resume with 2RDRLR2LU3L2U, open both doors, and cover the first water space. Continue with the north-west block, and then return to just behind the south-east block of the X. Move as thus:

3LRURUD2R2U, use this block, and then move the top block 3L followed by using the lower block. Move the last block L and finish the bridge to exit the level...INMATE 112 MISSING. 112 SECONDS.

Level 128: Fantasy Island
You won't really need the block if you just watch how you collect the chips.

Move U3LU4LU5RD, zigzag RURD until you reach the east, then zigzag ULDL to the west. Continue to run all the way east and all the way west, follow with U2LULURUR2D2RD, and move right, left, right, and left. Now, move right again, duck under the block, and stop before you take the last chip. Return left and take the remaining chips about any way you like, then take the flippers and swim around to the exit. 336 seconds have become a reality.

Level 129: Miscellaneous
This level looks like it's going to be a multisectioned, extensive affair, but in fact, this level is busted!

2R3DR6D2RD5RDUR2DRDL (wait three) 2LR (wait) 2LU exits the level in only seven seconds! 593 seconds are left.

Level 130: Frozen Birdbath
This is a tightly packed boosting level, so this is the pure route:

R2DL3RU2RUR3LDUL2U3RLU2L3ULUDR4D2LDL2DL2U2LU3R3URU4DRDLRDR3DLDULUL2U2LULURL2UL exit (best time is 385.)

(Note: The "special messages" from levels 60, 70, 80, etc. and 149 are carried over to CCLP2 with no changes, so while the message for this level fits where it was originally intended (before Totally Unfair), it has undergone no change.)

Level 131: Time Bomb
Specifically, Time Bomb looks like it will require eight blocks to complete due to the nature of the glider's left turns, and Chip only has four. The trick is to reuse some of the blocks.

Get underneath the block on the far west and shove it out to take the chips, then go to the sockets below and open the second one specifically (the first has to redirect the cloning glider), play 2R2L, and open the remaining sockets and move ULD2R3LD4R3U, which will set up some of the apparatus. Pick up the other tools, jog up to free another block from the five doors, and move this block on top of the lower block near the gliders and then 2U. The third block belongs D, which will redirect the glider west, then north with the single socket, into the chip room and back out, and then being able to intercept him towards the exit.

Now, clone a glider on the far right, push both of the top blocks 3D, the upper block 5L, the other top block 7L, the first one U to directly intercept the glider, and the other 21U. Now, this block is ready to turn the glider west towards the exit, but Chip must first move the block by the chips 3U to turn the glider to the start and then east into the "time bomb". Run back out, as the glider will be directly behind you, and move the last block into place, which allows the bomb to detonate. Chip can now exit with 241 remaining.

Level 132: Captured
If you want the bold, the mouse is required. Remember Debug File, your first lesson in mouse use? It's going to be everywhere. This level is based on moving three blocks around and using two of them to allow the third one to be "oof"ed westward one column at a time, while also dealing with gliders from both directions!

Mouse route for 249: 6UL2URL2DR3U2DR, and follow the path to the third block. Shove this 3D, use block 2 to bridge to the main section, and circle around to move block 3 3RD2R2D5L2D2L. Circle back through the water maze, approach the block from the bottom, and step URU and click on the space 2LD from you. The block and you move at the same time, while simply pushing left and stepping down takes up two moves.

When you make this maneuver, make sure to hit the keys hard in order to override the mouse, otherwise Chip will continue going in the direction he was directed to.

Follow this route through the rest of the level from where the mouse click moves Chip down: LDLUL2URDRD (click down) LDL2URU (click up, that is, 2LU from you) LULD (wait) DRD (click up) LUL2DRD (click up) LUL2DRD (click down) LDL2URU (click down) [repeat five more times], and 2DL3UL. Now, move the block into the water below the exit and exit the level.

Key-only route for 246: Move the same in the beginning until you get ready to start moving block 3 west. Approach the block from the top instead, and then follow the route as posted (the directions include westward "oof"s): DRDLU (wait 2) LULDL2DRURULDLDL2URULUL3D (wait) L2URULDLDL2URULULUL2DRDLDLDL2URULDLDL2URULULUL2DRDLDLDL2URULDLDL2U (wait 5) RU (wait) LDLDL2URULDLDL2URULULDLDL3U.

Level 133: Block Maze
It's just that - a block maze. Free yourself with 7D5U2RUR3D and move the block into the second water, then continue with D2R2U5RD2R5D2RU (wait) and collect the 12 keys. Below you is a row of blocks and balls; take the first chip and resume with 2D (wait) 2D2RD2U (wait) 2U2LUL2U7L2D, which leads to a new room. Start with 2L4DRDRDRD and use the two blocks on the gravel, the next block right above the gravel, and move 3R4URDR2DRD to allow yourself to use this block. Follow with the extreme north-west block, then move the upper block of the western two D and follow with R4DRD, using this block, and take the final three blocks individually.

With the blue key in your possession, turn west 4L, then 4U6L4R6DL2DL and emerge back out to the upper row of gravel. Resume with 5RD2R2D2LDL3URU4LDL, move the block 5U7D via use of the start, and go collect the next block, which goes on the top strip. Lodge the lower block into the dirt, step DL, and before you push it up, detour 4D2L3UR and down to the toggle button. When this is complete, resume with the other block, and take the upper block down and replace it with the remaining block in the center room. After the last two blocks are in the water, take all the chips from the room, and take the path to the west and up to another chip.

Keep to the east, open the blue door, and step 2U2RUD9L to collect the chips. Continue east to three more yellow doors, which lead to a block cloner. Build a bridge to the final chip, then take the shortcut on the top to return to the bug room, where the final yellow door is waiting. Exit as such: U2R2U2L2U2R2U2L2U2R2U2D3LULULDLU2L. You get 832 seconds.

Level 134: Microcosm
The middle square can be thought of as a map, if you want. That means that what is in the center square you can expect to find in the corresponding 5x5 square of the level; chips in the 1/1 square, bugs in the 2/3 square, etc. Start with U2LU4D2RL and hold south to the chip, then turn east and take 9 chips. Resume moving east, then north to a blue wall maze where all blue walls are real. Take the chip, move LU through the rooms, and continue U2RDR from the chip. This time, stay on the blue walls to take the chip, the one above, and west into another room. From this trap, move 2U2L3U5L, step to the center, and hold down to another chip. Bust through the green doors to the west and move 2LU (wait) U through the toggle maze before you pick up the chips, superpower down to another chip, take nine more in the next room, and steal the last chip from the bees. The exit is to the west; you score a microscopic 361 (!) seconds.

Level 135: Zartacla
It's Alcatraz spelled backwards, so don't expect to escape. Just give up. (Nah....)

Escape! Start with R3UL5R3DLUR2U, swap blue keys to the west, touch the button twice, and take the two keys at the top. Push through the top block, from where you can see the goal of the center block, and move 3UR2U through the dirt before passing all the way down and 5RDUR2D to open both red and blue keys to your availability. Return to the three-block path and move the bottom block out, then pass through the four blue doors and touch the clone button before standing on the trap. It will take 11 "oof" moves before the teeth release you; run out of this, turn north, and push the first block open to water through.

Take the left fork and open the red door, then step 2URU3LDRDLD and shove the block onto the train to explode the bomb to the east. Free this tank, swap it, and follow the dirt to the ice skates, then return with 4U2L4D2L2U2L2D2L2R2U2R2U4L2D and west. Step off the train, then turn east with 7R5D7R6U, which will cause the bomb to explode. Open the four doors, then continue with D3LD2LDL4D6R and turn north, and move back to the "lockers" to take the final chip (the toggle door opens, thanks to the bug!) Keep going west, then down t the socket, and 4DL2D2RU to get the fire boots. Continue 2UL and wait, then run out of the area and push the middle block on the left side to access the exit, worth 402 seconds.

This is the only CCLP2 level busted in Lynx; because Chip can push blocks without moving them, he can solve Zartacla in five seconds.

Level 136: Switch Hit
It's a little practice for the section you'll find in the very last level, so learn some lessons from Switch Hit. Clone block 1 and push it onto the toggle button, a second block and move it 5U4L to water 1, and a third 5U7L3U to water 2. Touch the button twice, then take block 4 to water 2, swap walls, and drop the block onto the water and leave the dirt. Now, switch the walls back and take block 5 to water 2, switch the walls twice and put block 6 on water 1, and now move block 5 through the maze and pass the dirt to the toggle button. Move block 5 3DLD, switch again, and now move the block southeast. In this type of situation, Chip wishes to switch the walls in order to "flick" the block off; do this twice, but Chip can use the mouse on the second one which will save one second in the end.

When this is done, walk to the south and switch the walls, and remove the water under the block and switch the walls. Use the passageway above this to collect block 6, move it through in the same way (the mouse is not required for the bold now), and this time, after it goes on the most recent water space, swap the walls again and you can use the block to reach the green key. Go back to the old location of the dirt from block 4, take the chip above, and now go back to the cloner to exit.

Build east, then move the ninth block east and the tenth a total of U7RD. Now, switch the walls and drop the block through the second shaft on the right. You can "flick" the block to the bottom row; now, switch the walls back to normal and build to the south of the shaft with block 11 and 12, which will link up with block 10 so as to reach the exit. You give the old bait-and-switch, to score 423.

Level 137: Iron Mysticus
Zartacla on steroids with tanks. :)

Wait a move, then continue 2U3LUR3D6L4U2RU and west to the green key. Shove east, get the red key, swap it for a blue key, and get the fire boots. Continue through the level as follows, with sliding in brackets, regular moves in plain text, and actions to perform in parentheses:

[LD] (swap tanks) [UR] 10R (yellow key, red key) [LD] (swap tanks) [UR] R (blue key) [LD] (swap tanks) [UR] 4R (yellow key, red key) [UU] 4U (blue key) [D] (swap tanks) [UL] (yellow key) [RLD] (swap tanks) [UL] 3L (red key, blue key) [RLD] (swap tanks) [UU] 4U (yellow key, red key) [D] (swap tanks) [UU] U (blue key) [D] (swap tanks). At this point, there are 8 chips remaining and about 440 on the clock. Continue by collecting the yellow and red keys below, touch the toggle button, and with no further need for the fire boots, swap tanks again and collect the blue key. At this point, the two fireballs blocking some of the chips are released, and accurate movement is required.

Swap the tanks again, and finish the level as such: [UU] 4UL (wait) R3U (yellow key, red key, wait) R3DL (wait) R4D [D] DL, swapping tanks, and RU [UL] 4LD (wait) U2L (blue key, wait) D3LU (wait) D3R [RLD] (swap tanks) [UL] 4LD (wait) U3L (yellow key) U3RD (wait) U3R (red key) [RL] 2D. Now, jump after the fireball and sneak past it using the ice to reach the exit. I'm mystified...you got 400?

Level 138: Patrolled
Start the level with L2U, wait, and squeeze west and onto the ice to continue west, and finally take the chip. You require six yellow keys to exit the level, and you can only get four without the chip socket, two of which you passed by earlier. You'll use one key somewhere, so the three keys behind the socket will be enough. Now, go take the two keys, then turn 3R4UD3UR5U and hold west to the yellow door, which holds a blue key. Slide on the ice again to a red key, circle above the tank, and take the blue key to the east, while you can sneak past the moving tank to take the red. Return to the north-west corner, take the blue key, and hold to the south to collect a red key. At this point, make the transition to the south: 3U3R7DR and squeeze west when you can.

Start with the first door to the east, then move L2D (wait) D3L6D2L for the next key, further east for the next one, and more east to another key, plus a green door hiding a chip. Touch this tank button, then continue L5U5LU, take the key and chip, and just slide across the ice to safety and another key below. Now, slide across the tank button twice, move through the green door to the east, and then the red door. You now have three yellow keys and five chips left. Directly above is the next key, and as you come out, the tanks will swap and you can slide up. Continue all the way to the north-east corner (so not the first red door you see!), take the chip and blue key, and wait for the tank to pass, at which point you dart through the western shaft to a blue door, and then slide to the final red door. You can visibly see the chip, so go towards the chip, dodge onto the north gravel, and then dive in to take the chip (not the key now! You don't need it!) before you enter the chip socket to collect the keys.

Finish the level from the socket with U3R5DL2DU5D5LD5L2U3L4D2L, and open all the doors to finish the level. The tanks are fired and you score 481.

Level 139: Frostbite
This level is extremely difficult to figure out, and that's only half the puzzle: You also have to bring your boosting mindset into this level. This level was the last level that I (the person writing this guide) finished in this set.

Fortunately, it's only the FROST; the BITE won't bother you for this level if you follow this route.

Most of the level is composed of steps rather than routes. Thus, move as directed:

NW section: 2ULDLDL (into section) URLDLRURDULRULRD2URU2D2U2DLDLD. Now you are exiting this section and the clock should be at 394.8. Ride the ice to the next chip.

SW section: DLDRDRD (now you move in) LUDRDULURLDULDUR2LUL2R2L2RDRDR. Notice the pattern is identical in this and the next section! You are now leaving this area and the clock should be at 387.8. Ride the ice again.

SE section: RDRURUR (you move in) DLRURLDLUDRLDRLU2DLD2U2D2URURU. Here, you are leaving at 380.8.

NE section and exit: URULULDU (in) RDULUDR. Here, the pattern changes: UDLRUDLRUDL2RDR2L2RDR2LUD and hold the right arrow to jump into the exit.

If you don't have "bite", don't expect to get 373; this is the bold score on this level and it is nearly impossible unless you remember the patterns.

Level 140: Keep Trying
And that you shall have to do. This could just be the hardest bold in existence just because of the sheer amounts of randomness required. In MS CC, it's going to be all but impossible. When I angled towards beating the previous record of 476, I made sure to use Tile World v. 1.2 to make the job a million times easier. However, even with my new route, it took about 2 hours straight to pull it off. Over time, my routes of 477, 479, and 480 received noticable attention and work, which eventually got broken at 481. This is why Keep Trying is hard!

Hold all the way west, teleport west, then step DRU and hold left to four red keys, and finally teleport RL to reach the red doors they belong with. Pick up the three yellow keys, then open one door here, the other door above, and move the block RD4RU into the teleport, then follow it after two moves.

Splash through the dirt and continue L2U and through a zigzag six horizontal and two vertical, waiting for the tanks when necessary, and then finally up to the chip, green key, and then wait four moves and follow the tank as it bounces east for two more yellow keys. Retrace back out to the entrance, and turn to the left and under the first yellow key. Keep moving [3] 4U 2D 4L 2D 2L 5D 5R (which collects a blue key) and then hug the far west wall all the way past the two doors on the left. From the green door, step 3U10R and 2U 2R 3D R 2D 2R U past the tank. Above are several teeth guarding several chips at once; they must be separated to take the chips. Move 4R U R U R 3L D U 2L [1] 3L D to pick these up, then move out to 3D from the chip socket, and open the five yellow locks from the bottom. With this timing, the tanks should avoid you; take the chips on the far right, zigzag south to take the rest of the chips, and then D2LDLU takes you to the socket. ''Wow! You made it this far?!'' But you're just starting..This is where it's going to get tough.

Slide through west, then down, up, and into a central room. Step into the toggle door at the south, which should leave 518 on the clock, and power west to the fire boots at about 515. Return back out, being at the very top turn at a 511 minimum, and power through the up and down turns. This ends most of the random areas; touching the gravel at 508 will lead to 481, and at 507 will lead to 480.

At this time, move the block D into the water, and listen to the bouncing tank on the left. It will take six moves to reach the brown button and come back out. The tank is going 4R4L repeatedly without pause, so watch its movement. If you see that taking the six moves will cause you to wait less, hit the button, and if not, go through now and do this later. At the 481 time diary, you should be able to touch the button; at 480, leave it.

Open the wall under the left fire and pass the fire to a force intersection; under the block at the end of the southern path are suction boots. The other one has nothing, so watch out!! Step back out, wait for the tank, continue out with D2RUR, and very important: move D onto another toggle button! Now, push the block onto the brown button if you haven't yet, then go back to the random section and walk through the toggle doors. The wait time will be noticably decreased at any time. Step into the consecutive toggle walls, then hold left to get to the exit. Your time depends on your luck, but you can take a check on your status by following the "goal" times for completing each section.

The theoretical maximum was calculated to be 488 seconds, but this was before I fixed the teeth room and other spots, and in any case, it's only in theory - in practice, it would likely never happen unless God was playing it.