Chip's Challenge/Level Pack 2/Levels 81-100

This is a continuation of the walkthrough for Chip's Challenge Level Pack 2. Levels 81 (Just Enough) through 100 (Torch) will be discussed on this page.

Level 81: Just Enough
Only six blocks can be cloned before the teeth monster will escape from the line of toggle walls, which is why there are "just enough" blocks to do the job.

Clone five blocks, one at a time, and push them each onto the ice under the cloner, then follow them to five water spaces. The very last usable block will drop into the teleport just past the fifth water; follow it through, then step UL and move this block onto the suction boots with the SE thin wall under them. Due to there being three tiles on the same square, the thin wall will disappear. This bug allowed the previous record of 318 to be stretched to 321, then immediately to 322, before I happened to jump in and perfect the route to 323, a record that stands today.

Anyways, follow the block and pick up the suction boot, then step RDL to slide all the way to the west. Clone a glider, step 2U, and slide onto the force floors, awaiting the explosion. When the glider destroys the bomb, step DL to slide to the exit. 323 seconds are just enough.

Level 82: The Block Stops Here
Run all the way to the bottom of the level, through the teleport, and then circle alternately counterclockwise and clockwise through the four rooms, entering each teleport from the south, to get the 11 chips in each of the four rooms. Once again, enter from the south to return to the south-west corner of the level, then run 8R to position the loose block.

Step on the entrance to all the chips once, revealing a bomb in each of them, in the order 1, 2, 3, 4, 5, 7, 6. Touch the button in the sixth alcove only, which will detonate all the bombs in turn, then run west and nudge the loose block L before collecting the remaining chips from left to right.

Get in the two-space gap between the gliders and run 5RUR2D3RL2UL, which allows one of the gliders to touch the toggle button for you as you run straight up to the north-east corner with the exit. The clock stops here at 253.

Level 83: Warehouse I
This Warehouse is both smaller and shorter than the behemoth successor located at slot 122. The very tight dimensions, however, make precise maneuvers mandatory to complete the level, and to get the 388 bold time, there must be no mistakes.

Enter the teleport, run down, and move the first block in the two-block barrier below 2D. Resume RULU3RD2R2ULUR3DLU3L2ULD, which allows you to move the block on top of the teleport 2D as well. Teleport back to room 1 and move the block just above you into the teleport, then continue RUR3DLDR to clear this block out of the way. Return to room 1 and now follow the block just to the south into the teleport, then nudge D and send this block into the bombs. With both of the blocks located next to the teleport gone, you can shove the block into the first bomb. With the path to the bombs open, the remainder of the level involves untangling the mess of blocks in the other rooms.

Start with the two blocks on the bottom of the left wall in room 2, then the block blocking the entrance to the next room in the warehouse, and then take the block on the right wall of room 2. Before actually pushing the block down a space and west to the bombs, steal the block on the top of the room and move it 3D, then use the other block. Follow the first block back into the teleport and step UR3UL3DRDL (teleport), and use this block. This leaves you with one block on the east wall of room 2; shove it into room 3, then take it back out to the bombs again. With room 2 cleared out entirely, begin attacking room 3.

Begin with the block in the south-west corner, then take the east block hanging to the top of the room's entrance, and follow with the west block. This leaves three blocks at the top and one at the bottom; shove the block on the far left 2U, circle behind it, and use it. Follow this up with the block in the middle, and with only blocks on the far east wall left in room 3, dive into room 4.

Knock the block lodged in the entrance 2R2D, then use the block to the south and follow this up by using the remaining block in room 4. At this point, you have only two blocks on the east walls of room 3 and room 1. Use the two blocks in room 1 (take time to shove the block on the bottom of room 3 4U when you circle behind one of them) and then shove this block, now in front of room 4's entrance, into room 4 and back out. When it reaches the west wall of room 3, step 3UR2D to prepare the last remaining block for use, and continue pushing the other block. Return and send the last block into oblivion, and finish the level to fork-lift 388 seconds into your stock.

Level 84: Crypts of Aganorak
No, I don't know what "AGANORAK" means; only the level owner does, and I haven't been successful in finding out even from him.

Slide south through the teleport, then move up two rows and run west to pilfer the red key. Run to the very top of the level and wait, then straddle the top to escape the ball juggernaut. Continue UD through the teleport, then RUR (red door) 2RU4RDRD2R2UR. At this point, you have a choice of moving up into a chip maze, or R3D2R2UR to get a fire boot. Well? Take both. :)

When you emerge from this maze, slide LRL through the teleport and run south into the fire maze. Move through the rooms LUL3D (ignore the hint, you won't need it if you're listening to me!) RURDRUL, then return to the teleport and step up into it to enter the lower right area. If you were alert, you took that boost - if you were perfect, you can bust directly through the blue door and slip just past the bee. You're pretty much free to take the goodies in any fashion you choose - dive into the center after getting 1, 2, 3, or even all 4 of the corner chips. Go back through the teleport, then zip east...and here's where you might need a bit of assistance from Lady Luck.

There's 4 chips on the left, and 9 chips and flippers on the right. You can afford to lose as many as four moves without loss of a second, but try to get back as soon as possible. Return to the start room, then circle around the teleport and enter from the east to swim to the last chip. Slide RL, pass the chip socket, and turn east (as said by the hint in the fire maze), which leads to a block with a buried exit, while the other block has fire under it! Inside the crypt? A treasure worth 426 seconds.

Level 85: Follow the Glacier Brick Road
Well, I don't know how to express this: This is the first bold that you could seriously be spending an entire week, or maybe a month, or your whole life, trying to collect. It may be that a significant slice of the highest level of Chipsters will never collect this bold. At press time, there were only four or five that did, me included.

This is the route:


 * 3RDR2D2LUDRD2L3DR4DURU2R2D2L2D2U3RDL2R2DLD2LU, then backtrack all the way to the chip close to the north-west corner.


 * D4R2UR2U2LU2R2LD2R3DR5D2LU2L2RD2RDRDRD2LDRLU4R2D3RULRD3LDR2L4D2RD3R (this is the toughest section) 2ULUD5RUD2L2UR3LURURLDLD2R2D2L2D. Continue to backtrack all the way to where you run out of visible pop-up walls.


 * ULUL3U5R2DL2RD3R2U3RDL. Backtrack up to the visible pop-up walls, then continue U2R2D2R4U2DRD2RDU2LUL2D2L3U and follow the visible pop-up walls to the exit.

Now, the crunch? The top score of 306 requires 72 out of 72 boosts! That isn't hard except for the fact that several of the important sections require combination boosts with two spaces in between each ice square (such as the 5R move in the "toughest section" label), which are tough to do once, and with more than one in a row, it is a huge feat. And there's twelve of these double boosts in the level. Sometimes they even intersect to make a triple boost.

The more you play it, the easier it gets. All I can say is to move the interchangeable sections around a bit to your needs, and make sure you practice the south-east corner above all!

Level 86: Creative One-Ways
It's definitely creative, and you do have only one way of moving at all times. Your goal in this level is to reach the end of the one-way street and take the green key, then use that key to pass by the obstacles blocking the way back, and then finally to use it to get to the exit, which is inaccessible at this point. You'll want to use odd-step to save an extra move.

Run past the balls, nudge the lower block onto the ice, and sneak past the gliders and tanks to an ice rink. Follow the fireball clones north to the tank button, then step LDLU and slide right to sneak past the tank. Although you probably don't wish to, you have to start cloning the walkers; escape that room and walk past the thief to the bouncing ball below. Wait, then take the four-space slide to the south and run past the block cloners to another thief, and turn left. Wait on this ball to bounce all the way west, then dive into the niche on the right and sneak past the ball as it bounces back west. Wait for this bee to clear out of the way, then take the green key. Now it switches directions!

Wait for the bug to clear away from the green door (as you cannot get the green key, open the door, and retreat to the trap before the bug opens it, and the bug will take four moves longer to circle back to the button again), then open the green door and wait to be released from the trap, at which point you go back to the west and take the blue key. Use this blue key to avoid the ball at the top, and then move to the block room in the center.

Open the green door at the top to clone a block, then shove the block DL (wait) U2LU into the water, and approach the ice room. Take the yellow key, open the door, shove the block into the far corner, and then step DR2U2RU to escape the room. Get the red key and use it to enter the passageway to the far right; touch all but one of the dirt spaces, then emerge back out, having trapped the teeth, and return to the walker room.

Unlock the green button and wait for the walkers to stop, then pass through the tank again and get the suction boots. (If the clock shows anything less than 270 when you pick them up, you're too late for the bold score.) Use the suction boots to hold onto the force floors as the fireballs pass by, then unlock the skates and touch the tank button twice. (You can theoretically slide on the ice, step immediately down off the tank button, and escape the tanks; however, this has been counted out, move-by-move, and it saves no time.)

Wait for the bigger gap in the gliders, then jump down to get the flippers. Swim back to the start, get the fire boots, and push the block right one space. Go to the bottom and go RLRLRL through the ports, then hold down and use the block to stop the first two balls, so that you can (finally!) get to that nagging exit. You score 249 if your luck is good enough; keep trying. Remember that odd-step will be a help.

Level 87: The Walker Machine
This is, to set things straight, the sequel to JUMPING SWARM from the original set. While the original has received a reputation for being extremely hard, that is because the majority of those players don't have a map, which causes them to spend more time looking for the chips and more walkers come into the level. However, The Walker Machine is a lot smaller, and it is a speed level, but one that is highly adaptable to avoid walkers. This is just one of many routes through the level that will achieve 20.8:


 * RDU2DLRLD2R2L3UL3DR3UL3DL3U2LD2RU (danger!) 2LDRDRDLULDRLU2LDRUDL3UD (This clears out the bottom section.)


 * 4URL2D2RULDRULRURLDRDRULDRUUDUDRDRULDRURDRULDR2U (cleared out center) 2LU2RD2LU2RURULRD2LULRD2LRLUDU. Now you have all the chips, so get to that exit up there!

Level 88: Don't Get Lost
Run upwards, wait two moves, and take the chip, then wait two moves to join the ball stream. Teleport down to the lower left and wait two to join this stream, then drop to the bottom and take the chip in the corner. To get to the south of the teleport, move the block aside, then jump into it and move east to another ball stream. Wait two again, then take the flippers and chip to the west. With flippers, you can swim through the center shortcut, then go west into the teleport. Continue moving L4U2L (wait) 3D2L3U2L (wait) 3D4L3UL, and wait for the next clone before cutting across the stream to the south and taking the chip. Wait two moves, then cut across the stream again and take a "shortcut" by teleporting RL instead of going all the way west with the ball stream.

Continue to hold the west key, then join this next stream in time, take the flippers and chip, and swim west to another chip. Take another teleport west, join this stream, and temporarily divert north to slide on the force floor and take the chip. Wait two to return to the stream, then break north at the second path and get the fire boots. Walk through the fire and hold west to reach another section. First, take the chip at the top, then return to the center of the room and zigzag across to the teleport, waiting two moves for the stream at each turn. (No, you don't need that chip.)

Stop for one move before you run smack into the existing stream, then slide around the force floors (always keeping a one-space gap when tailgating a ball on a motorway!) to another chip on the east. Circle again, then break off at the teleport and step 2D2LD5LU (wait) 2URL2D2LD3L3RU (wait), and walk up to the exit. Your 317 seconds have been found again!

Level 89: The Ghetto Defender
Don't just stand there, move! Step 2UR2U4R to sneak past the teeth (evenstep required!), then run all the way down to a fire boot, east to a green key, and 2U6L4U to safety.

Pass through the glider and walls, take the level's ten chips, and shove the lower two blocks into the water, followed by the second block on the group of three. (The left block is mined.) Ignore the flipper, and just walk through the maze. Step on the gravel, then take the upper ice slide and beat the balls to an ice slide. From the gravel, run 5L4U or any other route necessary to avoid the monsters, noting that you should start running up from at least two spaces away due to invisible walls. Sneak back out of the room, past the bouncing balls, and through the yellow door, which leads to an exit with a trap in front of it. However, you can just barely make it off into the exit to score a time of 381.

This was the first world record time I explicitly developed a route for; the previous record was 379 and took the unnecessary flipper, wasting enough time to not make it off the trap.

Level 90: Marjolaine's Maze
Run all the way to the south wall in the maze below, then turn right and run downwards when possible into a teleport. Slide DUD through it to take the blue key and to take a shortcut through the maze, then walk to the very bottom. Take the upper fork (the bottom pathway is empty) and circle counterclockwise to collect four chips and an ice skate. The red key will not be required.

Slide UDU through the teleport, step over the ice corner to the right, and swap the blue key for a fire boot before turning back to the west. You soon see packs of four blocks; shove the one on the far east up and move the second block on the east 3D12L5D before taking a break to collect the chip on the east. Continue to push the block down to the thief, make a bridge to another chip, and walk out onto the ice thus: 4RU3RD7U8R3D2R, to arrive in a new area. Continue moving R4D3RU, then wait three moves and then step URU, which leads to another chip. Return to the far west fire space and step DL, then run south and east to a green key.

Slide LR through the port, take the three chips above you, and then slide LRL to take the one last chip on the left. The exit is directly to the north...204 seconds await.

Level 91: Tutti-Frutti
Hug the wall to the right to get the fire boots. Return to the start, but go up. At the lower right corner is a red key. Hug the left wall (but don't go to the blue door). Open the red door and get the skates. Take the path left of the start and get the blue key in the ice pool at the bottom. Do not get the suction boots yet; instead go to the left of the red door area and take the left fork. Pass the blue door and get the flippers. Retire back to the red door area. Turn right and swim downwards. Pass the tank and pick up 65 of the chips. Go through the tank and open the toggle button. Enter the circle of gliders and get the red and blue keys to the left. Teleport back to right of the red door area. Go back to the start and get the suction boots. A bit south of the (former) red door is a yellow key; pass left of the red door and go right to nab it. Unlock the red door (on the other fork of the pathway to the flippers) and pick up a yellow key and fire boot. Go back to the red key pathway. Take the other fork and get the flippers. Take the upper path from the start (by the ice pool) and pass the fire, water, and yellow door to get the last chip. Go back to the original fire boot area. Pass the other way. Pass the chip socket and get the green key. Go back to the teleport. Wait until the clock ticks 471.4, then pass through the teleport and follow the gliders around. Pass the green door to exit. 468 different flavors!

Level 92: Abandoned Mines
This is a very hard and challenging level. It requires good luck and high focus until the very end. Push the block up and get the suction boots. Open the first blue wall to the right. (Note: Odd step required.) Run 6L2U3L2DL2DRD5U3LUL3R4U2L4R2D5R2UR4L and go back to the blob area. With luck, the blobs have cleared out. Get the flippers and step LULU2RU. You are likely to die, but it is the fastest route. Now follow the force floors, stepping off where necessary. You arrive in a teeth room. Get the left chip and wait one move. Run right, down, and left. Wait one move, then hug the down wall and go right. You arrive in a turbulent force floor room. Run onto the ice and go extremely fast L3R2D. Wait and resume R2DLDUL2D. Wait and continue again R3L2U. Wait one more time and step L2URU. Get the last chip to the left and go DR2U and force yourself onto the ice. Slide the ice to the exit. With perfect execution in turbulence, you score 459. Even 458 is semi-Herculean.

Level 93: Exit Chip
Where are the chips?? Go L2D and one appears! Run right and another appears. Reveal the last chip in the upper left corner. Run right to reveal flippers. Unearth a bomb and four doors in the center. Push the block out of the chip socket and run it right. Leave it there — there is a hidden wall to the right! Circle around this wall and beat the ball. Avoid the bomb and beat the balls below you as well. Spiral through all the thin walls — the short way is mined. Slide to the top and get the suction boots in the upper right corner. Backtrack to the lower ball section. Uncover a block hidden under the top part of the alcove to the left and push it through to the bomb. Go through the hidden wall and get the four keys past the force floors to the left. Push it all the way left and open the four doors. Go back to the water in the upper ball section. Retrieve the block from the edge of the water and push it into the bomb below. Return to the start and pass the force floor to exit Chip with 388 seconds.

Level 94: Checkerboard II
Lower section: Move six steps to the right, break the wall below you, and hit one of the buttons. Go to directly above the second-lowest block on the right side and move DL2DUL; now push this block down as far as the floor spaces go (the bottom row), then six spaces to the right. Take the nearest block from here and put it three squares to the right on the center row. Now, pick out the lower block of the two touching and move it one space to the left on the center row. Move the far southwest block left one space, then move 3RURU3R2L. Take this block down to the center row, then drop the one on the left one space and the other block one space to the right. Get the last loose block and place it on the bottom row in line with the opening. Move directly up as far as you can without touching the blocks, then move the block to the right until you form a 3-block diagonal line. Step one space up and open the wall to the right.

Right section: Get the nearest block and put it 10 spaces up on the right column. One block is also directly opposing the opening; pick this up and put it 7 spaces up on the right column. Take the two blocks in the diagonal line and put them at 4 up and 1 up. Move the extreme NE block down 2 and the block now to your left down two as well. Take the block to the right and put it 1 up on the middle column. Now, take the rightmost block remaining on the top row of the checkerboard, move it 2U, then move left and up into another fake wall.

Upper section: Take the block just moved and stuff it up into the toggle doors. Move the second block on the upper row R, then go D3R2L and place the block above 9 spaces to the left on the upper row. Run down and stop in front of the block, then move LDRL3ULULURDRDR. Place the block above you 6 spaces left on the upper row. Take the loose block within the checkerboard and put that 1 to the left on the middle row. Move towards the L formation at the left of the checkerboard, push the block touching its corner one to the left, then move down and left into yet another open wall.

Left section: Move 2R2DRURU and move the accessible block into the middle column, then all the way down to 2 spaces away from being on the clone button. Push this block to the right so as to cause a bouncing ball, and clone a ball. Return to the checkerboard, move the nearest loose block up until you can push another loose block right. Do so, and then move this into the upper section, then thus 3 to the left on the upper row.

Now collect the block you just abandoned and move that under the block stuffed in. Push the block left, stopping on the way to move the other blocks up onto the traps and pick up the chips, until it is under the trap button on the far left. (On the second block only, push the other block one step left before going up so as to expend those 2 moves while you are waiting anyway.) Collect this last chip, then hug the left wall. Clone a second ball. Resume collecting the (2) chips to the right, then exit this section permanently.

Take the loose block on the right of the checkerboard and move it into the right section, leaving it in front of the flashing toggle doors. Push the block above you up, but stop on the first and third blocks to stuff them into the toggle doors. Stop the block one space away from the clone button and push it into the water to the right, stopping to clone a third ball. Climb down this section and push the succeeding blocks into the water, picking up the rest of the chips in this room. IMPORTANT: When leaving, step on a toggle button.

Approach the bottom section and take the aligned block with you. Your blocks should now be in a double-row stack directly underneath you. Step left, then push the block on the left through the walls and down as far as it will go. Run out of the toggle walls once again, then move 3RUR and push this block in front of the fireball cloner (leave the chip). Push the top block to the right, but stop to push the other block in front of another cloner. Move this block all the way to the right (2 steps short of the button), block off this cloner, and pick up the chip. Ignore the chip with the exposed cloner here, but on the way over while picking up the remaining chips, step on the clone button to start cloning a stream of fireballs. Run upwards and around, wait two moves, and then push the LEFT block down a space. Continue to move it down, block off the stream, and pick up the chip below. Move the other block within 5 spaces of the clone button (that is, under the third wall of the string of wall blocking the access to the right section) and block off this cloner and pick up the chip. Run all the way to the left and block out the last cloner to get the last chip in this room. By now, you should be hearing bombs exploding in the left section. Run upwards and out, hitting the toggle button on the way.

Push the block on the far left up and into the left section. Place it on the left column, drop it three spaces, and then hit the nearest toggle button. Move it seven spaces further down, wait two moves, and then continue down and left into the lowest bomb. Be careful of the toggle patterns as you run upwards and pick up the remaining chips. The exit is at the top of this room. This route yields a total of 772 seconds, although the highest score known is 776. A solution for that time will be uploaded when one is revealed.

Level 95: Learn
Beat the balls and run right. Do not let the teeth blow up yet. Instead, teleport. The teeth hold the trap open for you, so get the four chips. Retreat and blow the teeth up to get the four chips. Retrace your steps and follow the bugs to eight chips. Run right and clear out the yorkhouse above you for the remaining chips. Turn right and fit through the balls to learn a new lesson and score 314 seconds.

Level 96: Glider and Fire
Push the block onto the lower left fire and wait for three gliders to pass; then run up to get the fire boot. Run right and push the top block 2L and the lower block left and down equal to the water. Push the lower block of the next two L and the other left to position for a bombing run. Push the top block UL and then U again. Push it out of the way to the right and get the three chips. Push the block 2RD and get the three chips to the right. Bring it back down and place it to block the gliders and send them down. The upper block goes R and the lower block 3D2L. Travel around it and push it R9D. Get three more chips to the left. Push the block right until the gliders travel outwards from the bombs (1 square right of them). Go back up, get the three chips up there, and push the block down and route the glider into the bomb. Push the block one more to the right and get the two chips below. Repeat. Repeat again, but push the block 2 squares right of the router. Then push the lower block R and the upper block 2R. Push the first block into the bombs to the right, get the two chips in the gliders, and push the block right one more to prepare the gliders. Run up and get the chips on the left; then get the ones on the right. Take the last block down to the bombs below and get the remaining chips. Go to the right of the level and pass the chip socket. Slide with the gliders around to the exit. You score 397 seconds.

Level 97: Roller Coaster
Ride the roller coaster down until you reach the bottom. Circle around and get the flippers. Take the rung below the chip socket and get the green key. Pass the green door and slide to the right. Beat all the blobs and stomp the green button. Take the lowest rung and hug the walls to the bottom. Get the red key high above you. Return to the coaster and open the red door. Take the red key to the right and go 4L2D to the next red door. Get the next key and go 3LU4L2DRD4R2D to the next door. Get the last key and use it to get to the clone button. Go back to the lower right and use the block cloned to blow the bomb guarding the blue key. Open the blue door on the coaster. Beat the walkers to the tank button and retreat. Go to the lower right and get the yellow key, now open. Unlock the yellow door on the coaster and teleport. Turn right and go down. Approach the teleport by going up and right. You are sent to a fireball area. Push the block down one and retreat to the teleport. Teleport to the coaster and go to the lower right. The fireball has blown a bomb; you can now access the chip. Get it and pass the chip socket on the coaster to swim to the exit. The ride lasted 205 seconds, and you keep the other 265 (provided you had good luck with the walkers and blobs).

Level 98: Loop
Run right and hit the toggle button. Lead the teeth to the fire, where you get the red key. As they burn, run out and get the ice skates. Swap the keys to reach a yellow key. Go into the pool and get all the chips. Open the yellow door, hit the button twice, and beat the balls. Force over the random force floors and pass the open wall. Get the red and green keys and pass the gliders to get to the green door. Swap keys to get a blue key. Hit the buttons so the wall is closed, and open the blue door. Run down and left. Get the fire boots and pass the socket. The exit is hidden in the fire. You score a loop of 37 seconds (36 for the unfortunates with the force floors).

Level 99: One-Block Sokoban
Teleport and push the block right. Go down and get the red key. Push the block against the door. Get only the middle chips below you. Now, open the door and get the upper chips. Push the block onto the key and the water disappears! Bring it back to the start and push it right against the blue door to the right. Push it onto the yellow key and set it aside. Go down to the bottom and open the yellow door. Retrieve the block and push it onto the key. Get the key and get the remaining needed chips behind the green door. Push the block into the water at left and exit. 269 seconds for 1 block: good deal!

Level 100: Torch
Follow the path of the chips, waiting as needed. But when you get to the middle the first time, wait 4 moves before continuing. Continue the path to the end. When finished, return to the start, pausing as needed again. Get the fire boots and enter the exit to the left of you. 345 seconds.