Chip's Challenge/Level Pack 2/Levels 141-149

This is the end of the walkthrough for Chip's Challenge Level Pack 2. Levels 141 (Oracle II) through 149 (Key Color) will be discussed on this page.

Level 141: Oracle II
The final stretch of CCLP2 begins with another harsh challenge, much more difficult than Oracle I. Oracle II has two sections - the west and east. The toggle walls are open on the west and closed on the east at the beginning, and they can only be switched once. Therefore, complete the west section first.

Of the 14 in the west section, move blocks 6 and 11 2D, then use 14, 11, 6, and then 2 and 3. Run over to the west, moving blocks 4 and 5 L, and now unscramble the southwest room: 4D 2L (UR) 2D R 2U 2R DL 3U RD, and lead out blocks 10, 9, 12 and 13. Five blocks remain; to open the passageway between the rooms, move block 8 2D, then run block 4 out and into the bombs and return to the southwest. Before moving block 8 to oblivion, drop block 7 R, allowing it to be intercepted on the way around. Use both of these, then enter the extreme northwest, move block 1 DR, block 5 R, and 3D and around to the bombs, finishing with block 1. Now, touch the red button and move to the east section, where 15 blocks await in a much harder puzzle.

Start with block 15 R, block 13 D, and now block 1 4D, with block 13 out of the way. Retreat around block 2 and flick it R for continued access, then run blocks 5 and 10 U, still allowing the use of block 2. Finish the first stage by running block 9 2R out of the way, then block 8 R, and finally use block 11. Now, turn across the left side, push block 3 L out of the way and use block 6, and now run block 3 R 3D L, leaving this here for continuous double-block replacement runs. Return block 8 2L, then run 2R U into a jam, and then run around the east and move block 10 2D back. Continue block 4 3L, then use block 3 and replace it with 8, and now drop block 10 3L D in a similar way. This time, move block 5 D, then run block 9 L, and carry block 2 D 4L, again dropping block 9 D to use as part of this operation. Pull block 5 down and replace block 10 with it, then replace this with block 2 above. In further turns, Chip will be turning across the ice; different moves are required now.

Don't touch block 2 and instead nudge block 15 U out of the way, snake around block 13 and push it back 7L 4U, then run 3L DL, which will now allow this operation to continue. Doing this earlier would spend 4 moves, while doing it now with DL takes two, as Chip is moving towards the south anyways. Here, move block 15 L, block 13 also L while moving block 1, and then push block 1 2U D 4L, drop block 13 D, and now replace block 2 when using it. Again, use the block on the top, this time block 1, to replace the used block 9, and after that, don't move block 1. Here, run block 15 2U and run 3L DL again, and now approach blocks 12 and 14. First, move block 12 L, block 14 2L, and then carry block 12 north, also hitting block 15 on the way. Pull block 12 D 4L to the west, again drop block 15 D, and use and replace, followed with block 12, which is not moved.

Now, sneak around to block 7 and run it 6L, drop D and 3L DL again, and run block 14 north and D 5L D, rather than D 4L and dropping block 7 D, as the level is nearly finished. Use and replace, then pick up block 14 and use and replace again, and now pick block 7 up D 3L, use and replace with block 7, and then carry block 7 and the still untouched block 3 to get to the exit. 598 seconds are prophesied to come upon you.

Level 142: Chomper Romp
There are five sections to this level, four of which contain an army of teeth and four blocks with a chip, a boot you won't need, and two teeth under them, which kill Chip if he pushes the block. The final "windmill" section contains three separate teeth, which will be led to the center to hold out a series of traps blocking the exit.

The trick in the first four sections is to use the one chip on one side to cause dissent in the slowly approaching line of teeth, such that one moves away from its row or column and allows Chip to sneak through. Otherwise, the only way to pass the teeth would be to collect the boot, and then hide as the teeth all die; this can be used for slower routes. Start the route in odd step, as this will release them on the turn that the given moves will take effect.

In section 1, move 6L across the green button, then 5U 2R DULU 4R, take the chip and walk the path all the way to the far east; here, move similarly 5L 3U 5D RL 3D and west to safety. Walk the path to the far north, then 5D 2L U [1] 2D 6R and south to safety. Expend [1] after you take the chip to change the teeth timing in the west section to the proper time, then walk over and flip the southeast section's route into 3D 5U LR 3U and east to safety. From the chip, step 7D to enter the final section. From the force floor, run R 3U (2R) 2U and [2] to trap the teeth temporarily, while Chip picks up the two chips on the far west. After collecting both chips, wait [1] and then onto the force floor and 6D 6R as you run into the teeth on the east spoke of the windmill. Feint out of his way with 2U [1] 2D, then take the remaining chips and 3L D to escape. Enter the traps and hold down, while the teeth eventually reach the brown buttons, releasing Chip into the exit at 518.

Level 143: Trapped
The Controller and Boss Glitch was supposed to be eliminated from levelsets, but Trapped was missed. This is an analog of Trust Me: the blue keys are blocked by various items, many of which are surprise barriers, that would eventually lead Chip through the blue lock into the exit. However, Chip can steal the key from the paramecium clone machine and return right to the exit, leaving a time of 495. Unlike Trust Me, though, this is not guaranteed; the boss of this clone machine is a blob, and it's in a very tight room, so when it moves east or north after you touch the button, the paramecium is coming out. If it can't, you'll escape.

Level 144: Wormwood
The famous level 144, and possibly one of the most difficult solutions to figure out yourself. It's easier than you think it might be, but far from obvious. Odd step is recommended, as Chip runs directly into a teeth.

Collect a specific run of chips in this manner: 4R 3D 2R U 5R [D 3L D 3R x2] 2D LULDLU, which allows the teeth out, then 2L 2U 3L UL 2U L 3D R 2D RURDRU 2R U 3D. The idea of this spaghetti setup, with the teeth inside it, is to block the (continuous) stream of fireballs with the teeth, then collect the remaining chips and exit before they can take over the entire room.

Follow to the block, then slide on all the force floors to collect the three chips, and move block 25 D for a pair of fire boots, and 7R 7D further onto the force floor, which allows Chip to step R off the floor and take the suction boots. Normally, at this point, you would swing the block all the way downwards and stop the glider cloning the fireballs; you won't need that. Return to the fire room, follow the force floors to another chip, and then emerge back out as the teeth has lost its hold on the fireballs. Quickly, run across the west side and finish 3R 3D 4R 2U 2L 2U RDR [1] UR D 3R U 2L, and exit. In the MS version, you get the Fireflies "ending" animation here, so just type in the Cypher II password (MAER, for Gauntlet) to move on. Oh, and did I mention this route is worth 539 seconds?

To use the alternate 490 solution, Chip would have to collect only 19 chips from the beginning room, then stop the fireballs and release them into 19 bombs. A 20th fireball will enter the teleport and block out the exit.

Level 145: Gauntlet
The level is easy to complete in general once you've figured out how to pacify the teeth, but actually using the route is extremely hard due to random elements at the end, and quite frustrating because it takes 40 seconds even to get to those random elements. Odd step is required for the bold route.

Move the block, then wait [2] for the paramecia on the other end, and blast south through the teleport, which takes Chip to the gravel after several runs of monsters. Dart into the next corridor to lure the teeth out, and run behind him with R 2U [5] 2D, which lets you sneak through to take the chips and fire boots. Now, you have a teeth next to you and a teeth waiting in the main shaft. You have to keep him to the far right while you also deal with the one next to you; this combines the skills of The One Sensible Chip and Hard as Rock. Step 3R (2D) 5L 4D, and now bolt all the way west! Now do it again on the next pair of teeth, and in the final room, you only need the chips, so you can take those and just walk to the gravel.

Touch the blue button, step onto the other blue button and slide onto the green button, and then walk all the way east when the ball clears out. The blobs could be a problem, but that's why it's a tough level. After sliding off the force floor, detour UDU [1] DU, which will clone three walkers. What needs to happen for this 458 route to work is:


 * All three must turn south.
 * Walker 1 must turn north.
 * This collision between 1 and 2 must cause walker 2 to turn east. Boom!
 * Walker 3 must knock walker 1 east as well.
 * And finally, the blobs have to be holding down the trap when you step into it! Otherwise, you'll be held to 457.

It's a long parlay, but eventually it should happen. From the red button, step 2R L 3R D 5R and hope.

Level 146: Run-a-Muck
This level, objectively, is a lot of different things strung together in a back-and-forth battle, but the way through each one is different every time. Therefore, this level is insanely difficult compared to many of the other similarly styled levels. Odd-step is required.

The toughest parts are going to be the tank sequence, which will be listed from just east of the trap (the start) when going east and from the 1-space entrance when going west, and the balls in the ice area.

Start the tanks with 3RUR (wait) RD3RDR, east to the ball complex, and wait for the ball on the bottom to bounce onto the wall again, at which point you step DLRU2LD2RU and then collect the ice skates. You could easily move faster, but this route through has been proven to minimize the overall wait time throughout the level. Go back to the tank passage and continue 2LU2LDL (wait) LU and run to the left, then drop to the bottom. Wait for the first ball to move UD, then continue with 2RD2RU2RD and right. Stop for one move, then 5RLR (wait) RD7R to take the flippers, and step back with 5LR5L (wait) 2LU4L (wait) 2L (wait) 2L (wait) 2LU. Repeat 3RUR (wait) RD3RDR, pass all the balls, and pick up the suction boots, and then repeat the 2LU2LDL (wait) LU and west to reach the center section again.

Again, wait two moves, then 2RD2R2U8D2R2D2U2DRD2LUL6U2L to collect a fire boot and a chip. Wait one move, then proceed with and push the block up until you can turn left. Skate back to the trap, and this time move 6RDR (wait) RU2RD, and you can now nudge the block onto the trap button safely. Notice that both teeth are stuck in the upper left corner; this is vital! 4LU3LUL (wait) 2L will allow you through again, and return to the ice room in order to shove the block 4R. This traps the final ball and distorts the harmony of the other balls; resume with U4R2D4RU5R, down through the fire, and past the fireball circle. To the west is a block that has been freed with the last trap button; hold this trap button down (you'll have to wait anyways, and it's not worth your time later to send the fireballs onto the trap button) and now return to the gravel. From the final gravel space, step into the balls with 2LD, all the way west, and straight across the ice strip, and finally over the trap and other stuff behind it.

Move 3DRD off the gravel to pass the circle, then 3DRDR2D, and zigzag UL to get all six chips. To pass the tanks one final time, step off the trap thus: 3RD2RU2R2D, and continue all the way to the chip socket at the far east. Resume stepping 8DL2D, wait a move, then R and hold south to read the hint...."You are almost done!" Finish the level with 2D11R, and then:


 * 1) DL2D3L3UR2D2L, push this block onto the ice, but do not follow.
 * 2) 2R2D2RU2R2U2L4R2D4LDLURU; move this block left and follow it.
 * 3) 7R2URDRD and move this block into the bombs.
 * 4) 10RD2R2U2LULDRD and move this block into the bombs.
 * 5) 10RU3R2U2LUL3DRD and move this to the last bomb.
 * 6) Touch the lower button three times (the upper one does nothing), then walk the southern path to reach the exit.
 * 7) Report a score of 317 seconds to your local newsgroup. :)

Level 147: Cloner's Maze
The hint: "No fast maneuvers or split-second timing required here! Just use your brain."

...which sadly misrepresents the majesty of this level. Yes, there is split-second timing required for fast scores, and the level is ridiculously complicated. This route isn't even the fastest route - a 789 route is in existence, but since I'm not the one who developed it and the owner hasn't released it, I can only provide you with this 781 route.

Clone eleven gliders, walk all the way east and north, and shove the block 2R2U3LU to hold the trap. This allows you to pass the trap, visible from this area, up to the top, where this block moves east to access a green key and chip. With this done, move left to where the glider (facing up) is trapped, then continue west to another glider and release it onto the next trap into the bomb, and then release the original glider. Make two more gliders, release the glider moving left into the next trap, and make one more glider which settles into this trap. Release him and follow him to the green door, open it, and then make another glider to send towards the red button. Once again, make a glider, and then detour to the east and release the fireball, then release a second glider into the clone button, which will clone a second fireball for you to release. With the block having done its job for now, clone another glider and nudge the block north to take a chip before you release it from the first trap.

Follow this glider to the button island, duck west, and release the glider below into the second trap before you run east to a trap button surrounded by water. Pivot north, through the toggle door, and clone five gliders before you take the red key that has just been freed by the meandering glider. Continue east to release fireball three, then step U17LUL to release another glider. This time, however, release the second glider to access the blue key, and then release the upper glider from below the button island. Follow it to the next trap, then step D9R3U to collect another blue key, and 5D5R for a chip.

Continue to walk north, open the red door, and release fireball number four before you return to clone another glider and release it from trap one. Now, return the block to its original position, clone and release another glider, and shift up to the upper left corner, where four bombs can be dispatched with four clones. Touch the tank button twice to cause the tank to switch the toggle doors, then move 4D6RDR4U to take a "shortcut" back to land. Release fireball five, clone a glider, and then push the block up into the corner before you release the glider to the left. At this point, you'll have to follow my instructions to the move in order to succeed at this split-second maneuver: 6R2D (thus pushing against the wall once) 4R3DR (releasing the fireball) R2U5R (releasing the other fireball) 10LU (releasing the glider) 2U2D (releasing the fireball and causing the two monsters to collide.) At this point, you can collect the chip near the start and prepare to finish the level.

Release the first, then the second, gliders from the south-west corner, take the chip, and then take the chip from above the trap button island. Resume with D4R7U2R2D to another chip, then clone and release another glider to the left. Walk all the way to the top of the level, take this chip, and then move east to take the yellow key and the remaining chips to the east. Exit with 2L9D4R2U2L.

Level 148: Neptune
This level has a series of tanks on the sides that cannot be modulated by yourself; something else has to do it. The fireball stream at the top is required, but this can be quite a handful!

Enter the "planet" with 5D9R, then take the chips as such: D2R2D2L3U2L2RDR3DL2D4R2L2UR2U2R3UDLU. One chip is not required, as you see, and you have to do a bit of preparatory work. Finish this area with L7U to block the stream, then 2LU2R to multiply and redirect it. Slide all the way to the bottom of the planet, shove the block you encounter 8D, and continue moving it 8L after the first two fireballs turn left. Above you is a glider-cloning apparatus that requires collisions to work; do so by touching the button, then move RD (oof) L twice, which destroys the two bombs. Dash all the way to the red key, wait for the tank to move, and emerge all the way back out.

On the right side of the level, step on the button and perform the same trick (LD (oof) R) five times, then walk through the corridor. After the first tank, wait 1 move, then run to the top, get in the toggle wall, and wait two moves for the tank to switch, at which point you follow the path through the red and yellow doors to exit the level. 548 Neptunian seconds.

Level 149: Key Color
The grand conclusion to this magnificent level set couldn't have been effective anywhere else. All your skills come together...

Take the blue key on top, open the blue door, and step R2ULD to allow all three blocks to be used one by one to reach the red key. Begin with the block above the red door, then the one L from the door, and then UL, to break through the water on the west, stunt the stream, and then stop it completely. Now, Chip can reach the yellow key with the other block. Open the yellow door and move 2L, drop this block onto the first trap, and hold down the trap with block 2 to allow yourself to move block 1 4R. Replace block 1 with block 2, then put block 3 on the button to allow yourself to take the green key (watch out for blobs.) Now, move both blocks to the traps, open the green door and use the top block to create a block chain that allows Chip to reach the turn to the west. You have no further need for the remaining blocks, as you are now in another room of locked blocks.

Open the green door and go ULU, then take the block through the maze to remove the first water space, take the chip to the west, and then swap the walls and return to the green door blocks. Push the left block 2D and the other 2R, then move D6L to open a pathway for later. Now, move the other block into the toggle door maze, swap the walls, then move the block 5L before switching again. Collect the chip at the top, the chip in the north-west corner, and push the block DL before you switch the walls again and pick up the goodies with the block. Open the yellow door now, then move 2L2UR2DRD7LULD to prepare a block for use below. Collect the other block and move it all the way across into the beehive, pick up the red key and chips, then move the block back out and use the block under you. Throw the other block into the teleport and follow it, step L out of the way, then R and back out. Finally, move into the red door.

With the top block, run into the teleport and move R [wait] 2LU, and now collect the chips on the right side, slide through the corner and across the area to the left side, where you pick up two chips, slide R as a small shortcut, then run back, using the same shortcut, and use the higher of the two remaining red blocks to finish the job started in the bombs. You can now collect all the chips; with no need for the blue key or its blocks, or the loose yellow block, use the final red block to bridge to the exit section above. Since this level has been played for a while, if you see that Chip needs to drop as many as two moves, go ahead. To finish CCLP2, collect the two chips on the left side, then circle counterclockwise through and jump into the exit. Your score is going to be 408.