Chip's Challenge/Level Pack 2/Levels 1-20

This page will discuss levels 1 (A Fleeting Memory) through 20 (Ranger Denmark).

Level 1:A Fleeting Memory
This level looks like MEMORY, but in a square. Run down and press the tank button. Run right one square, then down one more square. Press the blue button again and run right until you are above another tank button. Go down to it and press it twice. Go right and down. Press the tank button and the toggle button. Repeat. Press the tank button one more time and the exit is open to you. You do not need the chips; your memories of them fleet past as you score the first 347 seconds.

Level 4:Force World
Go up and get the chips. Get the chip above the block. Push the block onto the force floors. Push the top block to get the fire boots. Push the lower block to get the suction boots. Push the lower block onto the force floors. Follow the floors and go through the teleport. Go through the spy and get the remaining chips. Push the second block from the left down to get the flippers, and follow the path through the chip socket to the exit for 237 seconds.

Level 6:Fixing the Toggle Switch
Go right through the teleport. Wait for the fireballs to pass by, then push the left block 2R, the block below it 2D, and the block beside that D. Push the topmost block to the edge of the water and use the other block to pass the water. Go back to the start and pass the changing toggle walls to the exit. Plumber Chip is paid 163 seconds.

Level 9:Maze of One Way
Very simple. Just go right until you are stopped, then step down. If you step right at the right moment, you will step onto another chip. Step up to get the suction boots. Go to the exit at the bottom. There is more than one way to do this level, but this is the only way to bypass the chips and get 197.

Level 10:Who Needs a Flipper?
Hit the button once and push the block 2 away from the left wall. Push it up to get a chip. Push the block to the left into the bomb and get the chip. Go to the right. A bomb has blown up by now; get the chip and push the block. You will get the last chip. Go all the way to the right and blow up the eastern bomb. Open the chip socket and cut to the left. Push the right block next to the bomb, then the middle block into the bomb to the left of it. Push the block to the right and under the corridor. Get the last block, push it through the bombs, and blow up the bomb under the block at the right. Push this block into the water and the exit is above you. You need 368 to be on the clock!

Level 13:The Serial Port
Follow the path through the chips and balls until you have all the chips. Go LU2R and down to get to the toggle button. Press it and backtrack. This time, turn left to the exit and collect 342 seconds.

Level 15:Debug File
Get the flippers and RUN to the right. Go to the right of the uppermost block past the gravel and listen closely: There is a thin wall under the blocks, and chips under the water. Here's the difficult part: CLICK one square up and two squares left of your location. You will push the block into the water *and* go up at the same time! Step on the dirt and repeat with the next block (optional, though you do not need to do so to score 237). Get the chip under the last water and step on the next dirt. Repeat until you have all the chips. It is important that you click on several of them. When you are done, go to the chip socket above you, which debugs the exit beneath you.

Level 16:Paw-Print Isle
Push the top block up and get the chip. (Whenever you push into the water, get the chip.) Push the block to the right and return. Push the second block below you, and then the blocks SW of it. When you come up from here, step right and up to go back to the right. Push the block one space to the left up two, and then push the other block right. Finish the other block by pushing up. Travel along the top ice to the block at the left. Push it left, and push the next block left. Get the block on the bottom and push it next to the socket. Push the lower block of the two on the left over to the left side. Push the lone block up two spaces, and then the top block of the "snake" three spaces right. Repeat with the next upper block, but push all the way right. Push the upper right block in the corner down two, and then the upper block left. Push the last unmoved block down. Return up and push the block right. Push all the way up and all the way left. Take the last block and push upwards to the last chip. The chip socket is next to you, and the exit at the end of the ice. The paw-prints say "313". :-)

Level 17:Double Trouble
Step down IMMEDIATELY. Go right into the teleport. Pick up the chip and go back left through again. Repeat. This time get the chips. All the walls are fake. Go through again and repeat. Go through again and run down. Wait one move and get the lower row, then the upper row. Teleport again and get the chip. Teleport twice more and get the chips by the gliders. QUICKLY teleport 4 times. You will go back to the first corridor. Hurry right. You can just beat the paramecia. Run up and all the way left to the exit. You score double 128 seconds=256 seconds.

Level 20:Ranger Denmark
Circle all the way around the area to the fire boots. Go to one below the ice and push left. You are now in the middle area. Get the chip and ignore the ice skates. If you die, try again. Slide back out to the right and exit. 293 seconds on the range.

Level 21 and beyond
For the next 20 levels, go to CCLP2 Levels 21-40

For the 20 levels after that, go to CCLP2 Levels 41-60

For the 20 levels after that, go to CCLP2 Levels 61-80

For the 20 levels after that, go to CCLP2 Levels 81-100