Chip's Challenge/Level Pack 2/Levels 21-40

This is a continuation of the walkthrough for Chip's Challenge Level Pack 2. Levels 21 (Block Away!) through 40 (Traps II) will be discussed on this page.

Level 21: Block Away!
Three very dangerous sections of Block Away! include two susceptible to the Transparency Glitch and one with a difficult Block Buster section. Collect the first column of chips from the top, then zigzag across until you reach the bottom of the fifth row, after which you open the toggle walls using block 1 before collecting the last row of chips.

This sets in motion a series of block clones that are done automatically by balls rather than touching each button manually, and costs absolutely no time in waiting for bouncing blocks. Collect the last six chips and then move to the northeast corner, where you will open the socket and enter the teleport from the left. To take the three red keys, move >LR RL >LRL D 3R UL >LR [1/2] R 2L; this spring step allows a paramecium off the third red key before Chip lands on it. Ignore the yellow key; you can get one later.

Out of the telenet, go to the southeast tank section; get the blue, yellow, green, blue and yellow keys, in that order, which drops the total waits required to only [1] on the final key. Run to the left and enter the bottom socket, then continue 6L U 2L D into the exit. All the other locks and sockets are booby-trapped and foil your 264 seconds.

Level 22: How Goes?
This level consists of only simple moves at the beginning, followed by one monster blue wall maze! Run upwards to the green key, and use this key to take the chips on the left and the right. Continue downwards, remove the first green lock, and follow the map through the blue walls and green locks to the exit. This is a 27.8 route, and is thus flexible enough to allow four mistakes.

Level 23: Traps I
Yes. There are two Traps levels, the other being at level 40. Basically, they are Sokoban levels, where Chip holds down some traps with blocks to reach the single chip.

Circle past the row of four blocks, then run upwards and move block 3 2R 8U and 4R D, and now collect block 4, next to that, and move that U 2R 9U. Return back behind blocks 1 and 2, and move block 2 2R and block 1 4U, which allows a pushing combo: move block 1 3R further and then block 4 4R into the corner, which allows you to push block 1 D on the way back. Jam block 2 out onto button 6, and now attack the blocks at the very start.

With block 6 directly in line to push upwards, start with that one and move it 6U 2R, then collect block 5 and move it R 6U into the old spot. Use block 6 on any button, replace it with block 5, and continue this pattern to hold down all eight buttons. With all the traps held open, run to the left of the chamber and glide over them to collect the level's sole chip. With that objective complete, you are free from this room. Pass the socket, touch the green button, and slip just past the fireballs; meanwhile, you released a caged teeth that releases a glider and clones a gaggle of blocks that bridge your way out of the area.

Run all the way to the northeast corner, snatch the fire boots from the paramecia, and use these boots to walk over the fire, which leads to the exit. You escaped the traps and score 254.

Level 24: Sudden Death
Begin this dangerous struggle with D, then U 4R DR 6D, and continue to mesh with the second row of tanks. Chip can just run past these, and then pass the left edge of the blob room (adapt this path to avoid the blob if you need to) and then move to the very south. Turn west first, override the two upper force floors and use the ice to boost your way back up on both sides, and now collect the green key and the remaining chips northwards.

Remove the remaining chip from within the second set of tanks, take another three as Chip walks north, and then run D 2L U 2L through changing tanks for one more. Teleport back to the start and walk over the hint to collect a chip behind the fire, and then jog all the way back to the key-lock section above the two tanks. After completing this, Chip is set to exit; go back to the blob section and turn east to first collect the remaining eight chips, then to open the blue lock, the socket, and land in the exit. Suddenly, you've earned 305 seconds...

As clone blocks are read as normal blocks in Lynx, Sudden Death is the first Lynx-compatible level which is impossible in this mode.

Level 25: Race for the Chips


The premise for Race for the Chips is one of the simplest in the whole of CCLP2; simply collect the chips from the alcoves, but a teeth makes this job harder! Ideally, play this route in odd step; it works in even step, but the time drops to 269.0.

Step 3U first, then run all the way to the left and raid the ladder northwards from here. To avoid the approaching teeth, move 3R outwards from the very top and run south to leave the teeth winded. Go back down the ladder and finish it, then begin collecting the chips on the bottom. After taking the second chip, wait [1] before emerging; when you have chips 24 and 25 (with 27 and 26 remaining), instead wait [2] on each.

Take the first two chips on the right side, and before emerging from the second niche, wait for the teeth to reach the end and emerge just as it has backed itself in. Resume climbing the ladder, and wait [2] before emerging after collecting every chip, up until where you have 18 left. By then, you have a big enough lead that you can outrun Mr. Teeth all the way to the top. Collect the first two chips on the top, wait [1] before coming out of this alcove, and Chip can now win the Race for the Chips without impediment. With this guide, it should take only 81 seconds, leaving a score of 269.

Level 26: Work Fast
There isn't a lot of time in Work Fast, but there are even fewer things to do. Get the flippers and fire boots, swim right, and take the chips from the first and clockwise backwards, including the ones at the top and bottom, then return to the pool and swim south. Push block 1 to avoid a fiery death under block 2, then move the block chain through the water to create a bridge to the ice strip and slide to the exit. That was fast, right? 128 seconds.

Level 27: Frozen Floors
Many unusual boosting angles complete this flash-frozen challenge! Begin with L and 4:LDRD to collect the first four chips, and then take the fifth on the right and sixth on the far southwest. The ice area is next.

Step down off the third east force floor and allow yourself to be carried to chip number seven, then keep moving and prepare for the most difficult maneuver in this level: U 2R U, which uses the rule of force floor sides (stepping off the side or against a force floor is faster than going with one) to minimize the time taken in heading up.

Take the chip you run into, then turn back to the regular path. This time, however, hold the south key to override the next two force floors. You soon find another chip, and along the path is one final chip. Continue following the path and hold down to be delivered to the socket, and then the exit in turn for 276 cold seconds.

Since Chip is not permitted to override force floors when sliding on ice, Frozen Floors is impossible in Lynx.

Level 28: Madness I
In the set that holds this level, this and Madness II were reversed in order. Madness II is deserving of Madness II, as Madness I is far easier.

Run over to the northwest and collect the chips in the northwest and northeast, then move to the paramecia. Release the one on the right, then collect the north chip, the west chip, east, and finally south, and jog straight down to another chip among the bugs. As the remaining chips in the beehive are far away, take the chips on the two south corners on the way over. Move directly under this chip, then take both chips northwards. It looks as if Chip must wait for these bugs, but U 3R U will avoid any entanglements.

What the red buttons do is to hold down brown buttons with cloned blocks, so these four blocks become movable. With all the chips, bust through the sockets and use blocks 3 and 1 to blow up the bombs. Move block 4 UR, then run block 2 upwards and through the teleport, which causes a partial post and allows Chip to simply slide over the teleport to exit the level. Madness! 266!

Level 29: Fire and Water
An official CCLP2 revision was made at one time, editing the names of this level and Fire Bugs to avoid confusion with Firetrap and Fireflies, as they were named identically. Key Color was also edited to avoid an almost impossibly unlikely bust which would be disastrous to the Chip's Challenge world if it were scored.

In the nine-chip square, take two chips including 7 and either 4 or 8, then get the fire boots and remove the remaining seven. Insert the block next to the start into the fireball stream and run it all the way upwards to the red button to completely stop the fireballs from cloning. With nothing blocking the path around the level, Chip is free to run clockwise and collect the remaining chips. Sneak past the water to enter the center of the level and exit for 169 seconds. Although Chip touches a red button, it isn't connected to the nearest clone machine, so he can get in before the fireballs begin cloning in that corner.

Level 30: Chase Race
Chase Race is a very popular format of level, where Chip has to keep on the move at all times because he is being chased by monsters at every turn. This version is very easy, although it looks quite difficult.

Slide U, then continue to the east, past the bug, and through the fire, pink balls, and water to two of the three chips on the left side. A long escape run is ahead; eventually, you come to a bug circle with four keys in it. Collect them counterclockwise and use them to slide over the ice, away from the tank, to another ring with a paramecium in it this time. The next area will clone teeth, but water stops them from being any kind of threat.

Continue through the maze to suction boots, then take the last chip and walk through the zigzag, away from the bug, down to the start. Although Chip loses his boots, ice skates are provided to escape the ice corner. Continue walking the path to the ice maze, where the tank blocks Chip; behind the ice corner is the exit, and Chip wins the race with 246 seconds left.

As ice corners cannot be passed in Lynx, Chase Race is there unsolvable.

Level 31: Well of Wishes
I really wish...but not all wishes come true. Fortunately, this one will with this guide.

Follow the blocks, detour L to prepare a small shortcut, and then take the flippers and swim upwards to the teleport. Take only the top chip in this area, then swim through the circling gliders and take the third chip, and now go back to the teleport as you pick up the second. Turn left this time to get the chips at the start, then wade 4D 4R U 2R to take a "shortcut" back to the thief, and now continue to the second half.

The first two blocks are forced; this takes Chip to a chip by blobs. If even step is used, Chip will always survive this encounter. Take it and continue moving to the blue button, which removes the tanks, and then retreat back to the initial fork and walk east. Begin with the chip on the top, then move to the area on the right and keep pushing blocks R until Chip lands on one hidden in the northeast. Come back out and build all the way south to begin a path to the exit area, and now return towards the blue button and move east from there.

First is a chip, then next is a west-east fork. Move east to prepare this block for the trip to the very southeast, then keep building to the west and use these three blocks to begin a chain which allows Chip to reach the green button. Now, the toggle wall in the far southeast is open; walk over and build into the final area.

From the toggle wall, walk 2R 4U RLD 2R, then (2D 2R D) URUDR 2U 2L to the remaining chips and then exit. You got your wish of 365 seconds.

Level 32: Tele-Portion
To complete Tele-Portion, Chip has to move to several different areas and pick up chips from some directions, using a few blocks to remove a few bombs. The one problem, however, is that the chips at coordinates [8, 15] and [9, 15] cannot be reached by normal "tele-portion"; Chip will have to use a partial post.

Clear out the first room except for the chip U off the teleport and the lowest three, then clone two blocks and push them over the teleport. As the second one has nowhere to go, it moves >R. Push it back L and slide LRLRL to collect 10 chips.

Collect a third block, collect the remaining chip in this room, and slide LRLRL to prepare the partial post. Finally, take a fourth block, remove this bomb and take the two chips, and slide LRL and LRL to drop down to two chips. With these finished, go back to the start with R, then U to the final two chips, and backtrack. As you now have all the chips, the intended destination of the socket/exit is passable. Tele-Portion adds 377 seconds.

Level 33: The Big Button Quest
As can be heard from the start, there is a pink ball controlling some tanks on the left side, which has to be blocked in order to pass them. The green button does this job, but it must trap the ball on the right side, or the tanks will be trapped, but in the wrong direction!

Slide towards the green button and wait [10] before touching it, which allows Chip to pass the tanks. Continue sliding, collect the yellow key, then use it and take the left fork first to pick up the red key. The second ball heard at the beginning will release the trap; there are quicker ways to partition the tanks off, but they only lead to Chip giving the time back on the trap. Use this red key on the other side of the teleport to find 76 seconds!

Level 34: Cypher II
Uniquely enough, the original Cypher II in Dale Bryan's level set was much different. When CCLP2 was released, a new Cypher II specifically designed as level 34 (the Cypher spot) was designed. After completing Cypher II, the remaining blocks and walls spell MAER, which can be used to skip to Gauntlet, all the way in slot 145! This, however, is very hard to find, and that's assuming you can complete Cypher II. This is very hard, in comparison to the original Cypher.

The map displays that many of the blocks are immovable; the reading order guide will count only movable blocks. All brown buttons will be counted.

Push blocks 1 and 2 to buttons 3 and 1, then collect all six of the west chips, move D 2R L, and continue by moving block 5 to button 15 and block 6 to button 5. Walk RUR and take these chips, 2R D and collect the other six east chips and the remaining south chips. Move blocks 7 and 8 to buttons 7 and 8, block 10 to button 16, and block 9 to button 6. The remaining east chips are up for grabs; then, move U 2L R 3L RURURDLDRUR to finish the chips and buttons. Continue to the A area, collect the top chip and key by the red and yellow locks while revealing the lower chip, and enter the green lock to collect the remaining keys. Pick up the hidden chips between the red and blue locks, then take the chips at the bottom of the A, and then teleport to the E.

In this area, some blocks are imprisoned and must be reached in a specific order. Use blocks 1 and 2, then move RD to remove a dirt and proceed to do the same with blocks 11 and 12, and then also use block 10 below. Follow with blocks 5 and 3 on the top, then blocks 8 and 9 on the lower end. This frees block 7; move it 2R and use block 4, then block 7 to free block 6, which finishes both chips. Time for the R!

Circle to the top right chip under the blue wall, then move 2:[D 3L] to collect two more chips from two bridges. Remove the other two blocks, then circle around through the three buttons, touching the green, red, and then blue button twice, in that order. Remember to collect the final two chips on the way to the blue button. This sequence allows the tank to escape, removes a bomb which it would have otherwise hit, and turns it towards the exit; now, release it and move U to avoid it, then, with the tank's help, exit the level for a time of 404.

Level 35: Mirror
As the map shows, Mirror is an outstanding portrait of the Chip's Challenge logo.

Swim down to the bottom of the pool and enter the dirt, then dig 5R U and through the tanks to several chips. When the tanks switch to right on top and left on bottom, sneak out and take the red key, then dig and swim all the way around to the recessed wall entrance above Chip's arms. Take the first three chips, walk west and then east in the ball areas to collect another six, and then go back to the circling bug.

To the left are the remaining chips and a blob nearby; if even step is used, the blob will be no bother. Open the sockets and take the keys, then circle over the top edge and use the blue key to open the toggle walls. This allows Chip to enter through his arms, and then through the yellow lock into the now available exit. You see an image of 446 seconds in the mirror.

Level 36: Spy
As in Mirror, Spy is an image of a spy. The boosting is the main difficulty of Spy.

Start with U 2R DR 3U 2R DL 2U 2L U 2L to enter the northeast room, then take the south fork when these chips are taken. Continue 3L ULU to a fork; move U 2R URURL 2U 2L DL 2U to the north and LDL 3U L 4D to the west. Teleport again to the exit room, then take as follows: RUR 4U 2R L 2U (2R L, 2L, R) 3D L 2D R, and teleport to the far southeast and collect LU 2D 3L (L, D, 2U R) 2R D 2R U. Teleport east back to the start, then enter the center of the level. Move in a clockwise circle around the room to get the remaining chips, and then take the flippers from the socket. Slide >LR from the start to reach the exit room and then swim to the exit. 447 is pretty good with spies watching you!

Level 37: The Mystery of the Seven Chips
It looks easy, and it is as long as one small precaution is taken. Wait to run out of the tanks, then turn north and move the block 2L, which is the key piece of the puzzle. ''Run! Run! Run!'' Soon, Chip reaches a telenet. Pick up the first chip, then slide >[4U LRL] through the teleports to collect the other six chips and escape. As the glider released will clone many more, escape fast!

Pass the second tank "iron maiden", then slide onto the ice and then R, D, L and U. In the far northwest is the controller for the tanks. Open the toggle wall to release the paramecium, then shut him away from the blue button permanently by pressing the button again. Now, take the turn to the right across the top edge, past the opened passageway, and then walk around and into the exit. Mystery solved! 322 seconds is the result.

Level 38: Mads' Rush I
This first Mads' Rush is a lot simpler than the second one, and probably one of the easiest levels in the set...but it's only worth 19,030 points, so you get what you pay for.

Step U and slide to the green button, then take both boots and the yellow key, and use this to pass around the gravel to the sliding pink ball. Slide over ice 5, collect the green key, and then wait for the squabbling paramecia to clear up. You have only 15 seconds now, and you can hear the ticking! Fortunately, the exit is out there past the green lock, and 11 seconds remain.

Level 39: Yike-o-Matic
This route contains several distinct sections, with teeth, balls and a fireball which needs to be redirected to allow Chip to exit. To get past the teeth quicker, start in even step.

Walk L 3U 2L 2U R, which will take two chips and strip the left side. Wait [1], take the chip above and the next one to the right, then take the remaining chips from bottom up, and now pass the thief and the booby-trapped exit. Continue to the random force floors, take the chip, and wait for the balls to reach the far east side and sneak past them. The structure of this section means that nothing else gets Chip through. Note that using odd step, although it is one move behind, will almost always make no difference. The chance that Chip fails to get to the balls in time, though very small, will be increased.

In the ice rink, slide U to a landing, then step URLRUDL. Chip has to hit the green button an odd number of times, and he needs the flippers. From here, turn U and take this block out the same way. When you land, move the block 3D further, and L to catch the fireball before it drowns. Walk across the north edge of the wall and water and shove the block 2R D 7L U, and now run all the way east to the wall, collect the chip, and enter the toggle walls as they change slowly to eventually reach the exit with 231 remaining.

Level 40: Traps II
Unlike Traps I, Traps II contains only the trap section. Levels such as this are what are known as Sokoban levels, after a game with a similar object. There are two major formations in Traps II: the pyramid on the left, and the 9 area in the north.

Start with block 9, next to Chip on the right, then move to the pyramid and throw the top into the bottom of the 9. Move pyramid block 3 3R, then continue 2D L 2U L U 5R, and move the block on the right R and then this block to the bottom of the 9. When you return, move the east block down.

To gear up for another identically patterned run, move the loose block in the center U 3R, then return to the pyramid. Nudge the top block 2R, then the other two blocks all the way north to their respective buttons, and then move the last pyramid block east and repeat the maneuver used earlier. With the 9 and the southeast corner filled, push the block from the start onto its button, and with all the traps opened, run over them to collect the chip. Release the fireball with the socket and then exit for 249 seconds.