Chip's Challenge/Levels 61-80

This is a continuation of the walkthrough for Chip's Challenge. Levels 61 (RINK) through 80 (VANISHING ACT) will be discussed on this page.

Level 61: RINK
While there is no time limit, this level can be beaten in 49 seconds, thus:

U R U 2D L D L 2R 2U R 2U 2R U 2R U D R 2D 2U R U R L 2D 2R L D L R U 2R 3D 2L 2D 2L 2D U L U 2L D L D R 2D L D R D 4R U D 2L D 2U D 3R 2U L U L U L U 2L 2R 2U 2L D L 2D L D U L 2U R U 2R U 2D R D R D R 2D 3L 2D L 2U 2L D U 4R 2U L U 2D R. End!

To solve this level with less of a priority on speed, note that if you watch Chip, and the blocks directly to the north, south, east or west, you will be able to eliminate which blocks you have not tested. You need only systematically eliminate which blocks are walkable and which are not to search for the chips. If you see a bunch of fake walls, find a way to get to them. Remember that the exit is in the center.

Level 62: SLO MO
This level consists of a checkerboard pattern of open and closed toggle walls, broken up by some corridors that allow rapid movement, because the level's name is apt: the walls toggle only once every 4 moves. There's also lots of blobs around the level, and a storm of teeth approaching, which isn't going to be a problem here. The blobs, though...

The route through the level is 3R8U6R9U16RU4RU; this isn't going to work every time, shall I say. But, it does score 282 seconds when it does.

Level 63: BLOCK FACTORY
This is a pretty easy level that requires a couple well-timed tricks to complete well. Step U2RUR4UL, move three blocks into the corridor under you, and take the first two chips. Now, get on the train and take the four remaining chips here, one at a time, by pressing L. Just below is the next section; clone the block, then step D and wait half a move before you dive in to take the chip; just step and the block will get stuck, and waiting one move is too long for 477. The exit is to the left; no tricks for that one.

Level 64: SPOOKS
I'm sure that once you master this route, your friends will go crazy! This route looks insanely hard, but in fact, it's just a simple bunch of noodling with a couple tricks to it. Even-step is required.

The route? R D R 2L (wait) 4L 4D 2L D U L U L U L R 6U R U 7R 5U D 8L 4U 5R 4U 6L D L D L D 5L 3U 8D 3R 4D 3L 3R D R 2D R D 5L 6D 5R 3D 3R D 5R U 2R U 2R L 4U 4R D 4R 3U 3L 10U R 3U R U L U L U L U (wait) 6R D 2R 4D L 3D 2L 8D 4R 13D 3L U L 2U 4L 3D 21L D exit. It's worth 547, but much more than that, as you know. :)

Level 65: AMSTERDAM
This level is just a maze of canals with chips, and isn't very difficult, but you do have to remember which approaches are safe. Slide as follows, collecting the nearby chips when requested:

2LD2R (two chips) LD (chip) U (chip) LU (chip) L2R (chip) LU (chip) LUD (two chips) UR2D (chip) UL, and take the three chips on the sides. Keep moving URD (chip on left) D (2 chips on the right) D (three chips) 2U (chip) UR (three chips) DL (chip) L (chip) 2RDL (chip) L (chip) 2RD (chip on top, then two of the chips at the bottom) L (two chips) L (two chips) U (two chips to the right, one on the left) U (chip) 2DL (chip) D (chip) DU (three chips) U (chip) 2DRU (chip) U (chip) U (chip) 3DR, and take the last chip before you escape the tunnel with 395 seconds.

Level 66: VICTIM
The level is fast, but certainly it can be done faster...only eight seconds are required for this level. Even-step is recommended.

Play 2DURU2LD3L, then DL to steal the chips, and take the chips from left to right until you need no more. Now return to the choice of chip sockets and take the east path to reach the exit with 292 seconds remaining.

Level 67: CHIPMINE
It's just a maze hunt, but it takes up the entire level, so it's going to be hard without a map. There will be five designated points, signified with ABCDE, and when you retreat, you move to the previous intersection you were at. The full route is:


 * 2R (A) 4U (B) 2R8U2R2D2R2U2R2D3R (retreat) 5R6D3L2UR (retreat twice) 2R4U4R4D5R (retreat) 2L4D7R. Go back to B.


 * 2U2L (C) 4D4L4D2R2U (retreat) 6L8D6R2U (retreat) 2L8D (retreat) 2L6U2R (retreat) 4U2R4U6L10D2R6D. Go back to C.


 * 4L2U6R2U2L2U2R (retreat) 4U12L14D (D) 2R6D2R2D2L2D4R2D4L3D2RU2RD (retreat) 2U2R2D (retreat) 2U2R2U4R2D2R2U6D4U4L4D (retreat) 6D4L6R2L2D2LD2LU (retreat) D2RU2RD2RU. Go back to D, and move 15D, and return to C, B and A. There should be 7 chips left.


 * 2D2R4U2R2D2R (retreat) 2R (E) 2D4L4R2D9R2DL2DR2DL (retreat) 2D6R4D2L2U6L4D2L4U (retreat twice) 2D3R3D2L U2LD2LU2LDL (retreat) 2U2L2U2R. Go back to E, then move 4R2U5R2DL2DR (retreat) 2R2D4L, and you win! If done correctly, this route should score 518.

Level 68: EENY MINY MOE
Now, this level means business. There's only three sections to it, but all three of them have involving solutions to them.

Pass the gravel below, shove the block all the way to the west (you don't need it) and circle to the very center of the section to collect the green key, plus the chips on the way out. The paramecium, and its further clones, won't pose a significant enough problem to warrant blocking the cloner. Now, move to the east of the level to begin the second section; move the first block U, then continue LRD2RU5L4R2ULDRD3LU2LU3DURUR2D. This begins the blocks on the far left; collect one more block with U3RD3RU6L, then 2ULU, all the way left, and 2D2UR4DULUL2D. Now, get above the second block, shove it D, then the first block L, and then the second block down to the water, and repeat this movement all the way to the right, when this will result in collecting a chip. Now, take the block sitting to the right and use it on the east end, then collect the loose block in the second room and shove it all the way west. Push this into the first water space to take this chip, and move all the remaining blocks down to collect the rest of the chips in the room. With this complete, enter the final section to the south-west.

Dive immediately into the glider circle moving south, ignore the first two chips on the left, and then take all the chips around until only three remain, but make sure to wait for gliders when needed. Now, take the single chip on the top, and finish with 2D2LU (wait), and finally join the train moving out to reach the exit. If you kept your nerve, you get 489.

Level 69: BOUNCE CITY
Now, it's full of balls, if you know what I mean. Start with 8RU4RUR4U (obvious, right?), and keep moving U2LU, then wait for two balls to pass below and move DRU to squeeze through. Now, three more balls are going up and down; past these and above is a paramecium train. This leads west, north, and east to a bunch of balls (familiar by now?) Wait for this bunch of four to turn south, and follow it south, then fit into the second alcove. To the right is another group; fit into the first alcove, then run up to a new area.

Hold to the right, waiting as needed, then turn to the left and pick up the red key. Now hold to the left, and move to the right to get the blue key. Return back the same way, wait four moves for the group of four balls, and fit into the second alcove that you reach. Return to the first column, fit into the first alcove, wait, and pick up the keys above you, which include a yellow key. With this key, break through the eastern  yellow keyhole and get the second yellow key behind the balls. Below you is the exit, behind the three colored doors. Dodge well in Bounce City, get the 229 seconds.

Level 70: NIGHTMARE
This level is a series of tests in speed, endurance, thinking ahead, etc.

Teeth, Bee, Fireball, Glider: Run down the path over the brown button and keep going until you get to the next brown button. Press it and quickly run over the toggle wall and onto the green button (before the fireball gets through. Run down and push the block in to create some dirt. Walk over the dirt toward the next brown button.

Paramecia, Paramecia, Teeth: First, run over the button and push the block. The brown button does nothing, due to the lack of a controller. Go around, avoiding the teeth monster with speed, and get the yellow key.

Pink Ball, Teeth, Walker, Blob: Follow the ball and get off near the blue button (pressing it doesn't do anything significant). Release the walker and run to the left. Go over the keyhole and north toward the tank. You will hopefully not get hit by the blob.

Tank, Blocks, Fireball, Blocks: Press the blue button twice. Go on to the east over the second blue button. Push the first block north and jump aside. Do the same for the second and third blocks. After you get out of the way of the fourth block, push it west into the water. Do the same for the fifth block. Go north and press the brown button. A fireball will come out; get to the safe spot in the south of that. Wait for the fireball to go north, then go across the button (it shouldn't do anything) and on the path through the water.

Bee, Bees, Keyhole: Wait for the bug to turn backwards, then jump in to get the key. When you push the block onto the button, quickly run to the gravel. Go across the dirt through the keyhole and exit. You are not exactly halfway through the puzzle, but another 136 seconds still count toward your total.

Level 71: CORRIDOR
Push the block into the water and get the key. Go through the left keyhole (it doesn't matter, but this explanation will apply if you go in on the left side).

Collect the chip above, then move the top block out of the way. Push the other block down to the bottom, then get the left, then right chips. Remove this block into the corner, circle around, and push the block on the bottom into the middle of the room. Push the east block out and into the water. Do the same for the middle block. (All four of the chips should be collected thus.) Get the red key and repeat the steps mirror image on the right side.

Get the green key, then move to the left. Pick up the NW, SW, and NE chips, then the blue key and the last chip on the way out. Go to the left side and through the blue keyhole. Push the lower block to the center, and push the north block out and into the water. Move the center block up and into the water as well. Get the four chips and the red key in the same manner. Do the same on the right side. Finish off the left side by going through the red keyhole, getting the key and pushing the block from the west, to the north and into the water. Repeat this on the right side. You should have enough blocks to get to the green keyhole, getting the chips on the way. Go through one of the red keyholes and be quick in getting the blue key, while trying to avoid the walker. Go straight south and exit. You have built a corridor to 355 seconds.

Level 72: REVERSE ALLEY
This level seems like it takes a while, but it has been completed in 38 seconds.

The thing to remember is that the tanks are controlled by a paramecium around the level. The button is hit in a repeating pattern of 3, 2, 2, and 1 times.

Wait two moves, then run directly down through, stopping to pick up all the chips. You can run directly past the first two pairs on the right turn, but for the third, dodge D, then run across. Wait one move, then continue through the remaining tanks. Run past the first tanks, then this time, run up from the chip instead of returning to the single path. In front of the last pair, wait one move. Continue left from the chip, but wait two moves. Spring back to the path on the second chip, but move left from it on the third time. The remaining tanks pose no problem here.

Wait one move before proceeding downwards. Dodge all the way to the left, then move straight down from the rest of the chips in the column. Move right from the first chip, but spring back to the path on the second. Get the first chip on the upturn, step left, and wait; then run all the way up. Wait two moves for the tanks on the left, then run left. Step right from the chip on the downturn. Stay on the top so as to avoid the very last tank. Pick up the last chip and the exit is above.

Level 73: MORTON
Basic directions: You must work through the maze, gathering chips and avoiding the lone teeth ("Morton") which starts in the centre of the maze. To gather the chips near the centre of the maze, you need to lure the teeth out of the centre while you double back and gather the chips.

Detailed instructions: Move Chip this way; You score 485 seconds for avoiding being morton-ised.
 * 4L2U3R2U5R2D5R2U2RU [Pick up chip];
 * R2U3L [pick up chip];
 * reverse course back to starting point;
 * 12LU [pick up chip];
 * L5U2R3DR [pick up chip];
 * L10U [this is point #1];
 * 2L8U2R5UR2U2LD [pick up chip];
 * U2R3D [pick up chip];
 * U4R2U3R2DR2D6LD [pick up chip];
 * reverse course to point #1;
 * U2R2U2R6UR [pick up chip];
 * U3R2DLD [pick up chip];
 * U11RD [pick up chip];
 * R5D2L5D3LU [the teeth should be coming toward you];
 * hurry D3R and wait for the teeth;
 * when he starts coming, go U;
 * as the teeth comes right to the wall, pick up the chip;
 * wait one move;
 * step down. You should be ahead of the teeth. Run 2L3UR, drawing the teeth with you;
 * as the teeth moves SW of you, step 4U5L4DR to get a corner chip;
 * step L3URU3RDR4D (you should have beaten the teeth out, he will not bother you now);
 * finish the level thus: L2D3R8UL [pick up chip];
 * R3D2R4D [this is point #3]
 * 2D2L2DL [pick up chip];
 * D3L2D5L2U3LU [pick up chip];
 * L5U2R4UR [pick up chip];
 * L7DR [pick up chip];
 * L3U2L3D2L4DR [pick up chip];
 * L2U2L4DR [pick up chip];
 * reverse course to point #3;
 * 2R2U2R [this is point #4];
 * 7U2L2UL [pick up chip];
 * R2D2RD2R4U2LUL [pick up chip];
 * 3U2RD [pick up chip];
 * U2L2D5L2U3L2DL2D2R2D3RD [pick up chip];
 * reverse course to point #4;
 * 2R4D2L6D2R3DL [pick up chip];
 * R3U2L2DL [pick up chip];
 * D2L2D9L [exit].

Level 74: PLAYTIME
Walk over the red button and on the ice to the left. Walk on the trap and when the ball gets there, go north. Get the chip at the bottom. Press the button, go on the forcefield and you come to some paramecia obsessively going around in circles. Jump on the upper right corner and go left after three squares. You should be safely led to the chip (after the second up floor).

Go north and you come to an area with tanks and pink balls. From the gravel, push one of the blocks to the east and into the water just west of the chip. Prepare the second (put it by the opening) and go to get the chip at the left past the balls. When you get the chip, push the second block into the water, get the chip, run back and go up to the exit. You score up 359 seconds.

Level 75: STEAM
Move like this: U D 5L U 2L D 3L 2U L 2U R U 2R D 2R 2U R U 2R 3U R 3U 3L 3U 4L 2U 6L D 4L D 3L 11D L R 5D L to get the fire boot and the flipper. Go straight to the exit in the NW corner. You score 479 seconds.

Level 76: FOUR PLEX
Go east through two teleports. You should end up in the NE corner. Go east through the fake wall, south to the bottom, west through the first fake wall, and north on the ice to get the red key. Go back the way you came and into the teleport. Go south through the fake and recessed walls and red keyhole. Go through the teleport three times and get the yellow key. Go back through the teleport three times and over the recessed walls and forcefield. Continue east and south.

You will come to a ball machine and a red button that you must cross over. Do so and "steal" the chips from the other two balls, while going all the way back north and one space west after taking the first. Go on the southern forcefields and when you push the block, jump south. Push this block south and east (you will have to go into the bug's area) in preparation for pushing into a bomb. Go back to the ball machine via the area with the bug and some ice.

You will see a pink ball coming out at an interval. They should not bother you, but you must run fast! Go again on the southern forcefield and this time, jump to the north. Push that block down, and push the first block into a bomb. Prepare the second block by putting it in the same position. Go back to the ball machine and follow the second ball. Go on the northern forcefield and jump south and repeat the whole thing a third time, the next time going on the northern forcefield and jumping north. The fourth time, do not prepare the last block.

You should have cleared out all but one of the bombs now. Use the last block to blow up the last bomb. Traverse the forcefield and head toward the glider machine. Make sure the toggle door is closed first! Clone and release two gliders. Get out of the way of the second, open the toggle wall for the trapped glider (because it needs to be closed and a glider will hit the button once), and release it with the above button ("first" button). Switch the toggle wall with the above switch and go down to get the chip at the bottom. Repeat the double cloning and path; but this time, hit both toggle buttons above the first button and continue the path all the way to the top, where you pick up another chip. Return to the first trap button, making sure the door is open; a glider will blow up another bomb. All three chips on the left are now available.

The next part is a recessed wall path, just like the level CELLBLOCKED, only smaller. Go north and get that chip and go back south along the water. When you get to the next section, go directly for the NE chip, then get the other chip and continue. Get the next three chips in east-to-west order. Follow the south wall all the way to the chip in the corner, then go back east, getting the two other chips on the way.

Getting the blue and yellow keys is a classic problem for this game. Push the first and the third blocks in and the second blocks south. Get only ONE chip (on the left) and the keys (if you get both, you will be stopped by the paramecia and bug later), and go to the western area, through the yellow keyhole. Steal the fire boot from the paramecia (he's traveling along the wall) and go over the fire in the east to get the red key. Go back to the western area and get the yellow key. Return to the east, steal the flipper, go over the water, get the last chip, go through the chip socket, over the ice, east, south and west into the finish. You score 104 "plex points" x 4 plex = 416 seconds.

Note: This level is one of the most involved, diverse, and complicated in the whole game. If you liked this level, others similar are TOSSED SALAD, NUTS AND BOLTS, NIGHTMARE, and ELEMENTARY.

Level 77: INVINCIBLE CHAMPION
This level is incredibly simple. Go northwest around the red button. Get into the bee line when there is a gap and go around getting all of the chips. The exit is to the northwest of the bees. Score: 481.

Level 78: FORCE SQUARE
Go VERY FAST D R 2U R 2U L D R U R 6D 5L 2U R D 2L 2U R U L D 2R 3U 2L U. On the outside, push through the wall in the west. Go into the teleport in the SW corner, get the yellow key, and go back from the south. You have gotten all of the chips; get the red key. Go south into the teleport. Go straight south through the yellow and red keyholes and exit. If you have the utmost boosting skill, you can score 480 on this level.

Level 79: DRAWN AND QUARTERED
Go straight south and get the chips on the south and east sides. Go into the teleport from the east. Open the dirt on the left side of the top of the fireball area. Keep going and get the chips on the west side and the south side. Reenter the teleport from the south. Keep going north and get the chips on the north side. Get the chips on the east side; this time, you don't need to avoid the dirt. Go back through the east side.

The last quadrant is the most difficult. The fireballs are following you, but they will just go in the circle. First, cross the fireballs' path and get the chips on the north side. Return to the NW corner. Run down across the dirt and get the west chips. Run straight right towards the exit. Do not let the fireballs burn away your 220 score.

If you go DUDU the fourth up will get you back to this starting screen. If you follow this path and get the chips on the 1st and 2nd screen before the 3rd screen, you can avoid having the fireballs getting near you till the very last moment and beat it with the maximum score.

Level 80: VANISHING ACT
All of the tiles are invisible walls. Be warned: The dirt disappears, leaving you without a backtracking guide. Here is a map of the level: [X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X] [X| | | | |I| | | | | |I| |I| | | | | | | | | |I| | | |I| | | |X] [X| |I|I| |I| |I|I|I| | | |I| |I|I|I|I| |I|I| |I|#|I| |I| |I| |X] [X| |#|I| |I| | | |I| |I|I|I| |I| | | | |I| | |I|I|I| |I| |I| |X] [X| |I|I| |I|I|I| |I| | | | | |#| |I|I|I|I| | | | | | |I| |I| |X] [X| | |I| | | | | |I| |I|I|I|I|I| |I| | | | |I|I|I|I| |I| |I| |X] [X|I| |I|I|I| |I|I|I| | | | | | | |I|I|I|I|I|I| | | | |I| |I| |X] [X| | | |I| | | | |I|I|I|I|I| |I| | | | | | |I| |I|I|I|I| |I| |X] [X| |I| | | |I| |I|#|I| | | | |I|I|I|I|I|I| | | | | | | | |I| |X] [X| |I|I|I|I|I| |I| |I| |I|I|I| | | | | | | |I| |I| |I| | |I| |X] [X| | | | | | | | | |I| | |#|I| |I| |I| |I|I|I| |I| |I|I|I|I| |X] [X|I|I|I|#|I| |I| | |I|I|I|I| | |I| |I| | | | | |I| | | |I|#| |X] [X| | |I|I|I| | |I| | | | | |I|I|I| |I|I|I| |I| |I|I|I| |I|I| |X] [X| | | | | |I|#| |I|I| |I| | | | | | | |I| |I| | | | | | | | |X] [X| |I|I|I| | |I| | | |I| | |I| |X|X|X| |I| | | |I|#|I|I|I|I|I|X] [X| | | | |I| | |I| |I| | |I|I| |X|B| | | | |I| |I|I|I| | | | |X] [X|I|I|I| | |I| |I| | | |I| |I| |X|X|X| |I| |I| | | | |I|I|I| |X] [X|#| |I|I| |I| |I|I|I|I| | | | | | | | |I| |I|I|I|I| |I| |I| |X] [X|I| | | | |I| | | | | |I| |I|I|I| |I|I|I| | | | |I| | | |I| |X] [X|I| |I|I|I|I| |I|I|I| | | |I| | | | | | |I|I|I| |I|I|I|I|I| |X] [X| | | |I|#|I| | | |I|I|I|I|I| |I|I|I|I| | | | | | |I| | | | |X] [X| |I| | | |I|I|I| | | | | |I| | | | |I|I|I|I|I|I|I|I| |I|I|I|X] [X| |I| |I| | | | | |I|I|I| |I| |I|I| | | | |I| | | |I| |I| |#|X] [X| |I| |I|I|I|I|I|I|I| | | |I| | | |I|I|I| |I| |I| |I| |I| |I|X] [X| |I| | | | |I| | | | |I|I|I| |I| |I|#|I| |I| |I| |I| |I| |I|X] [X| |I|I|I|I| | | |I|I|I|I| | | |I| | | |I| |I| |I| | | | | | |X] [X| | | | |I|I|I| | |I|#|I| |I|I|I|I|I| |I| |I| |I|I|I|I|X|X|X|X] [X| |I| |I|I| |I|I| | | |I| |I| | | |I| | | |I| | | | | |X|E|S|X] [X| |I|#| | | | | | |I| | | |I| |I| |I|I|I|I|I|I|I|I|I| |X|X| |X] [X| |I|I|I|I|I| |I| |I|I|I|I|I| |I| | | | |#|I| |I| | | |I|I| |X] [X| | | | | | | |I| | | | | | | |I| | |#| | | | | | |I| | | | |X] [X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X] X = wall, I = invisible wall, # = chip, E = exit, S = chip socket, B = starting position

Get a sense of the paths and you can score up to 733 seconds. It's magic!