Chip's Challenge/Level Pack 2/Levels 41-60

This is a continuation of the walkthrough for Chip's Challenge Level Pack 2. Levels 41 (Ladder Needs A Wash) through 60 (Internal Clock) will be discussed on this page.

Level 41: Ladder Needs A Wash
[Odd-step required.]

Go down a "rung" and collect to the left, then return to the center and do the same on the rung to the north. Return to the center line and step URUL to release a few teeth, then 5URLD to divert another bloc of teeth from their task. Collect the top rung on the left side, then resume LUL4U8R3DU6RDRDR4D. At this point, you have taken a short-cut back to the rungs on the right side, while the teeth are floundering at the top of the level.

Collect the tiny rung to the west, then the rung below that, and finally return to the very start of the level. Climb down the ladder to collect a rung to the right...but the teeth are now so close you can't return to the main path. Instead of that, however, step down at the last moment, rather than left.

Keep moving L3DLU6LDL5D and collect the remaining rungs, then "Exit corner" to the south-east. Your salary is $207.

Level 42: Hmmm!
Step to the left, slide over the ice, and wend through the walls until you see a small water space. The goal of this level is to divert the limited supply of fireballs away from the water and east (then down) to touch the toggle button at pre-determined intervals to collect the keys and unlock the next fireball. Two yellow keys are required to exit.

Begin by collecting the block in the tiny room to the south-west, nudging it west, and jamming it against the north wall. Steal the green key and move the block 4R to block off the water. With the mechanism ready, release the first fireball. Since it gets stuck at the trap, walk over the gravel to release it from the trap, then wait on the top row for the toggle wall to open, at which point you collect the blue key and do it all over again. However, while waiting for the fireball to open the doors, clone a tank to remove the bomb and allow yourself passage out.

Now, release fireball #3, but rather than do it one-by-one, duck eastward and then run back into the corridor to release the last one. (While you can do it as soon as you walk up, wait for fireball #4 to bounce back up before opening the green door.)

Go back to the trap button, touch it once, then rather than the usual two moves between pushes (due to having to step off and on), take five. This will allow the first and the second fireball to go past the trap at the same time, because they move before you do and the game still reads the trap as open when the fireball falls into it. Wait for the doors to open and collect both yellow keys as they open and close twice. Free yourself by cloning a bug, then return to the start and exit. Hmmm...about 246 seconds.

Level 43: Ray of Light
This is a very easy level, and in fact the very first world record that I scored, which still stands today.

Move east, south, and west, then take the north fork to open a toggle wall before proceeding south. Just slip past block number four, then continue west past machine five. Resume moving north and turn east to a teleport. (Keep holding east because there's one more step east before you're sliding.) Turn north for a chip, then south past machine six to take the second chip and reverse the tank at the beginning. On the way back, you have to move the cloned blocks out of the way; you won't be able to go back, but you don't need to. At the very beginning is the exit; with both chips and the tank reversed, you can jump in. 19 seconds are your ray of light this level.

Level 44: Fun House Rink
This level is, of course, mostly a rink, so I will just provide the steps.

L [first socket] LU (suction boots) 3R3UL (fire boots) 3DR2L3U (flippers) UD3RDR (ice skates). Now simply skate west to the exit for 205..rather fun seconds.

Level 45: Breaking the Rules
Move R5U, then wait for the ball moving east to return back to the left. Squeeze past it and run all the way around the baseball diamond (you shouldn't need to stop), then back home! Chip 138, Balls 0.

Level 46: Hurry Up, Chip!
Follow the path to the bomb and trap, then pass over the trap (it is open at that moment. Hear the clicking up there?) and continue. At the cross intersection, turn right and get the single chip above you.

I found the source of the clicking...it's a pink ball! But the paramecium that was released (belatedly) from the second trap is tangled up in it; step left and wait for it to pass before moving in further. Wait a little longer for the ball to pass south, then slip upwards where you are offered a choice of three dirt spaces. Touch the top one and follow to a fire boot. (The middle goes to fire; the center leads to an infinite loop.)

Step over the fire, run past both fireball cloners, and stop when the south wall runs out. You can now move west; do so (2L), then U2L3D4R3D6L5U2L4D2L and down to the gravel. Take the third pathway to the bottom, hold west, and follow this pathway to the exit. But hurry up, Chip! A glider is chasing you..There's also only 40 seconds left on the clock when you finally make it.

Level 47: Tele-Rooms
No, just standing there will not get you into the exit; you must step (down) off and then get back. Step left from out of the teleport and get the top two chips, then go to the right, past the hint, and get the chips in a clockwise circle. Return to the previous room and get the lower chips, then jump on the force floor and teleport east to collect the next four. (Go in a counter-clockwise circle, and wait one move before collecting the last one.) Teleport up again, but leave the chips; instead, walk right and get the fire boot from the blobs. Decamp back to the last room, take the chips, and teleport north into one final room, where you also go in a clockwise circle, using the force floor for a bit of boost.

With all 28 chips in your collection, exit to the left and you are confronted with sliding balls guarding a gaggle of yellow keys. Sometimes they will be a bit bothersome, other times they won't; you can either go straight or step up or down one space without loss of any time, so there should be no problem if you know how to deal with it.

Slide to the south, divert east a little, and move into the fire/water channel; swap boots at the end of the channel and swim back out through the chip socket. Move to the final unexplored section below you, where there are likely to be blobs sliding around (which is why the pink balls are erratic in their sliding behavior. However, when I made the video solution to this level to confirm the world record route that I found on my own and that I am describing here, I did it without any sliding blobs at all. :) )

Strip one row of keys off and bore your way through the stream of doors to the right to take the blue key. Take the other row of keys on the way back out and use them on another corridor of doors to reach a red key. You are all set to grab the suction boots that were booby-trapped next to the yellow key mine, so go take them and break out of the terraformed "prison".

If you haven't missed any moves yet, you can sneak just under the ball in the room just to the east; teleport UDU and walk up to the exit. 270 tele-seconds.

Level 48: And Then There Were…Four?
This is rather simple in construction, but a couple snags make it rather difficult until you know just where to go.

Jog east, stop on the hint, and wait for this fireball, then continue 3R4DL to reveal a surprise fire boot!

When it's safe, step off and on the fire boot to commandeer it and go to the top right. The remainder of the level is a fire maze: hang right to a winding path, then at the very bottom, pass up and left. After passing by a one-square offshoot and a one-path red herring, take the third path upwards, then turn left. On the extreme west of the level, move left again and keep to the right the rest of the way. You arrive at the exit with 125 seconds left.

Level 49: Just A Minute!!
If it looks impossible, think again. Just explore a bit longer until you discover the level's secret, at which point it is ridiculously easy.

Step down onto the floors, hold left, and step into the teleport. It looks like you just slid over it, but appearances can be deceiving. You heard a teleport sound, which means it actually worked. It looks the same, yes...

Run upwards and push the block on the east into the "pie", then use the block above you and the loose block on top to bridge the nearest water squares about a stone's throw north from here.

You can't get to the second chip with only one remaining block, so push it instead into the teleport, which causes Chip to slide over it. Step up, with a teleport sound accompanying, and explore what seems to be the exact same room...only all nine blocks are where they just were!

Magic? No. Actually, there were two identical rooms in this level, which you can't detect by any sort of normal means. While you can only get one chip in this new area, you only need one chip now. Repeat the same maneuver to collect another chip; with all necessary chips collected, go to the top of the area and exit. You score 30 seconds - ironic, right? You started with 60. :)

Level 50: Smorgasbord
First, stay in even step. Wait for the teeth to move 2U and follow the path to the right. Beat the ball and push the center block, followed by the left and right blocks, into the water. Get the chip and slide down to get the boots. Swim down to a chip. Pass the thief and make your way to the ice skates at the end of the thin wall maze. Get the green key, flippers, blue key, fire boots, red key, toggle button, suction boots, yellow key, and finally the chip, in order. Pass the thief above you and get the chip. Go through the thin walls and push the block left to get flippers. Pass the teleports and get a chip. Get the ice skates, wait a move, and go DR3DRDR2D to the chip. Move LULULUL3DLRL3UL3DL. From here, repeat this pattern: U wait U wait U wait2 D wait D wait D wait2. Continue until you reach the water, where you just wait for the teeth to fall in. Get the chip and wait for the tank. Continue and get five more chips and a flipper (in the middle). Backtrack to the water and get the last chip. Go back to the center and exit. An assortment of 428 different seconds is available.

Level 51: The Lake In Winter
You need to know where to go here, because it's another rink, and it's tougher than Fun House Rink.

But like there, since you spend most of your time on the ice, I'll provide the stepping route:

Run down to the ice entrance and move as follows: RDR [chip] LUR2U [chip] R2DL [chip] R2ULD2RULD [chip] 2U2RULURDL [chip] R2D [chip] UR [chip] L2ULDRDLDRURDRU2LU [chip] D2RDLULDLULDRD2L3DL [chip] URD [chip] U2R [exit]. You wintered 395 seconds.

Level 52: Oracle I
Go to the top and push the blocks right into 3 towers of 2 each. Push the block below you into the water. Take the first tower into the water, then take the next one from the bottom up. Take the lower block from the third tower and move the block below you to the left. Push the last tower block left and the other block into the water. Get the other block from the top. Now, repeat the same pattern of movement with the two blocks to your right. Go to the top right corner and use the center block. Move the lone block below here 3L and use the other block in the upper right corner. Move to the right and push the block U. Take the center block to just under it and move the other block into position. Bring the top block out of the column of three out to the top and use the (already positioned) block below you. Repeat the same pattern with the last two blocks on the right side. Go back to the top and turn left. Now, use the last three blocks one at a time to reach the exit. The oracle says 313.

Level 53: Security Breach
Very simple once you know the trick. Don't pick up either chip; instead, go to the right of the center and get the lower block. Push it onto the trap button and then pick up both chips. Go to the bottom and pass the socket and balls to the exit. Easy 58-second burglary.

Level 54: Killer Rooms
Run up and hit the first dirt made. Get the chips and make two more ice squares. Clone two blocks at once, step on the first dirt, and then hit the second. Repeat. You now exit the south end. Get the left row of chips and boots, and get the chip and four keys to the left. Run up and get the six chips in the middle but not on the top row. Pick up the chips past the bees, then the ten chips in the fire, then the five chips at the start. Beat the teeth and run right. Pass the walker and push the two blocks into the water to get the fire boots. Go back to the thieves, then go left. Get all four keys and the remaining 12 chips. Run right, catching the ice and force floor on the way, and open all the doors to reach the exit. Not a "killer" level; you get a modest 302 seconds.

Level 55: Dangers of Fire and Beasts
Go to the teeth area below you. Get all the chips on the right, but only touch the lowest button. This clones a block which hits a toggle button. The other hit a clone button that clones teeth. Run back up and get the chips. Go to where the fireballs were and get the chips in a circle. Now run left to the sliding gliders and get the chips and fire boots. Go past the trap and go to the ice section. Get the key and two western chips. Push this block up and take it to the blue door. Open the door and go to the bottom. Get the three chips by the trap button and retreat. Push the block onto the button and get the rest of the chips on the way back. Pass the trap and go back to the ice area. Get the last two chips and block. Push the block over the trap and into the water at the left. You are taken to the lower left part of the room. Get the last five chips and run over the force floors to the top. Pass the chip socket and hit the clone button. If you timed it right, both blocks should stop the gliders, quelling the dangers, and allowing you to collect the 77 seconds in the exit to the left.

Level 56: Planet of the Teeth
Another simple level, that is busted up. Run right and get the chip. Go to the bottom and get only the chips. Go right through the teleport and *immediately* step down. You override the force floor and get the chip. Go through the teleport again. Get the chip to the left of the exit, and then go in. The teeth are defeated and you collect 236 seconds.

Level 57: Quad-Boot
Difficult to go for because of the boosting. The start exits are fake, so ignore them. Step down and then up. Go right through the port and make ice. Do the same going down. Now, go right of the start to get a block. Push it right to get the fire boot. Get the second block. Important: Hit the toggle button twice. Now take the block and push it down. Get the flippers. Go left through the port and swim to the ice skates. Teleport and step up to override the force floor. (You don't need the suction boots.) Pass the ice corner and thief. At the next thief, run left until you see a toggle door and fireballs. Pass the fireballs and toggle wall to settle in the exit. Whew! 266 seconds.

Level 58: Reversi
Run in the directions advertised: DRU button DRUL button RDLD. Circle around and turn right into the zigzag. Press the button and jog left. Sharply turn up and zigzag again to a button. Move through and turn right. Follow the path to another button. Zigzag again and turn left. Step down to a button. Follow all the way up to a button and down to a button. Continue up and follow the winding path below you to the exit. Your time was reversed to 301.

Level 59: Lot of Danger
This is one of the more difficult levels, but each attempt at the floors takes less than a second.

Move as follows: D (wait, you should go down and left) R (hope for right) DU2LUR (wait, hope for right) L. You should be zipping to the final chip now. RUN up to the force floor path. At the minimum, you should have 398.6 on the clock when you push the button. Follow the floors and ice down to a paramecium and four keys. Get the keys and ice skates and open the blue door. Ride the floors to a circling walker and fire boots. Ignore the fire boot; circle to the other side. Get the suction boots and chips below you. Follow the remaining chips to a flipper. Move up and get the two chips to the left. Continue to the left and get the two chips below you. Run up and get the other chip and the blue key. Stroll to the right where you see two chips. Get the one on top and run down to get two more. Move right and get two more chips. Finally, pick up the one in the corner. Dash up to the gravel strip. If you step on the gravel before the clock hits 360 or an even number of moves away, you should be in even step. Otherwise, you should be in odd step. If you are not, wait one move before continuing. Run up and beat the teeth over the gravel. Get all the chips you need from the slab on the left, but don't touch the upper-left chip: the ball will hit you. Skate up to the doors and exit. You fought off a lot of danger, so you get a lot of seconds: 352 of them.

Should you manage to make it to the button at 399.2, which is possible, you will have to wait about the same for the paramecium as if you got there at 399.0. This route, executed in ODD STEP, will achieve 353. However, this has not yet been achieved.

Level 60: Internal Clock
Run right. Get the yellow key to the right. Follow the fireball to the op of the level. Open the door and push the block right one space. Go around it and move to the right. Travel down to get the suction boots. Wait for the fireball, then exit the corridor. Jump just in front of the second fireball and run to the left. U-turn and pass over the force floor to the fire boots. Wait for the fireballs and backtrack. Push the block down and 2L12D. Turn right and pass the fire to get the blue key. Go back to the start and get the green key. Travel up, past the chips, and turn right. Go through the green door and get the eight chips in the maze. Travel above you and pass the chip socket to the ice skates. Go all the way left and down. Skate to the red key. Retrieve the block and push it right to the red doors. Open the right red door and retrieve the block. Step on the gravel, circle around the block (opening the three top sockets) and push the block into the water. You are free to exit. Your internal clock registers your time of 566.