Chip's Challenge/Levels 1-20

This page will give the walkthroughs for level 1 (LESSON 1) through level 20 (TOSSED SALAD).

Level 1: LESSON 1
Specifically, this lesson will teach Chip about keys and doors, and also the chips and socket. Move 2L2UL, take this key and chips, then swap this for a green key and go in a counterclockwise circle to get the rest of the chips. Your first 83 seconds!

Level 2: LESSON 2
This level will teach Chip about dirt, water, blocks, and monsters. Get the top chip, the bottom chip, and then move the second block over the top end of the water followed by the first. Take the top chip, then the bottom chip, and exit to the west. This scores 90.

Level 3: LESSON 3
Lesson 3 teaches the boots. Get the flippers, then the ice skates, the fire boots, and then the suction shoes and chip below you. To exit, follow to the east. The best time is 89.

Level 4: LESSON 4
This one teaches toggle doors and buttons, tanks and tank buttons, and hidden items under blocks. There are three paths to three different rooms:

West: Go along the path and switch the tanks to collect the chip.

South: Avoid the center block; move the north-east block L and move 2D2L2U2R to take the chips on the other four.

East: The path splits into two paths, which lead to four, and then to a chip apiece. Take the top chips, then the bottom, and then go back to the center and exit. The best time is 116.

Level 5: LESSON 5
This level teaches clone machines, traps and trap buttons, and bombs. There are also no chips required in Lesson 5.

Move to the top, release the pink ball to slow the cloning down, and take the red key. You can now enter the upper room; release the glider with the trap button, then release it from the next trap into the bomb to exit for a time of 85.

Level 6: LESSON 6
Lesson 6 teaches blue walls and invisible walls, and also that there may be extra chips. Move 3L3U3LD to collect the chips on the left and then return to the exit. As can be seen in the map, you cannot reach the other four chips, but you have enough already. The best time is 94.

Level 7: LESSON 7
This lesson teaches teleports, thieves, and recessed walls. Slide D through the teleport, take the chip, and U to the flippers. Continue DL, through the water to one of the chips, and then back to the start. Now, you will take the fire boots with RL, then slide U to take the last chip, and teleport into the exit room to win the level for 139.

Level 8: LESSON 8
The final lesson may be one of the easiest levels in the set; it teaches dirt as a means of interacting with monsters, gravel, and the teeth monster specifically. To win, play 4R, then U or D, and east to the chip, then further east to the exit. This solution will require "odd-step" mode at this speed. This mechanic determines whether teeth and blobs move on step 2 or step 3, as Chip starts with a free move. Even-step is step 3, and odd-step is step 2. In even-step, wait one additional move, and this will not cost Chip a score of 96.

There is a control in Tile World that allows you to set this feature simply by pressing O; in MS, you'll have to use trial and error. Chip will always begin a session in even-step; he can change to odd-step by moving two levels away, then setting the full first second and moving to the level he wishes to play.


 * Extra tip: For people learning how to deal with teeth, play around with this level for a while.

Level 9: NUTS AND BOLTS
Finally, we get to the tougher levels. You might find some beginners already starting to stumble..it's the way to the exit that hangs them up.

Start with the yellow key, bust through the door, and hold the east key until you stop in front of a block. Move this 2U, then step RDR, use the block, and take the remaining three blocks to the water by themselves. This allows you to open the red door onto an ice rink; step off the door RDLULDRULD2RDLULU. Touch the green button twice, using the force floor as an extra boost on both touches, and then continue to the blue key. Use this to initiate a chain of keys and doors that leads to the red door; wait briefly and slide to the next area.

This room contains bugs walking around through an S; the top chip is currently open, so move 4U and west. Sneak into the room to the left and collect the chip, then move into the block room to your right. Four blocks are diagonally located from each other; move the top block on the left R, then use the bottom two blocks, collect the chip, and use the third block. Now, nick the last block R and get behind it to finish the bombs. Push this block to reach the other three chips in this room. Now, head towards the chip socket, collecting the final chip from the bugs, and pass through it.

In this final area, the fireball is stuck on the trap, and releasing it will simply cause it to circle around again without you being able to reach the exit. An easy way to fix this is to drop the block onto the trap button, and then exit the level. Quite a nutty solution! You should have 306.

Level 10: BRUSHFIRE
It's a big, but not hard, maze of fire, and it's completed with a series of moves: 4D4R4U12R3D3LU7L7DL3D8RU 10R10D4R2UL3UR2UL6U3R18D5L2U10L7U5R. A bug can be found patrolling this maze (bugs will not touch fire), but you won't be seeing it with this 51 route. If you go slower, you might see him.

Level 11: TRINITY
The level contains three keys and three different monsters guarding them, three boots and their hazards, and three chips.

Begin with D3LD, then hold south, west, and north until you reach an east force floor moving up and step through this. Circle to the west, steal the red key from the fireball, then move back onto the extreme west, go to the south-west corner, and then east to the yellow key. When you pass the start, take the ice skates before you continue east and take the path to the north. This leads to the last key, then down to the south-east corner, and then take the up force floor to a west force floor, and to another west force floor, which brings you back to the start. Now, take the flippers, its chip, the fire boots, its chip, and skate up and west to the third chip. The exit is down the path to the right. The best time is 211 - which isn't divisible by 3. Sorry. :(

Level 12: HUNT
Fortunately, not all the chips are required (there's actually 788 chips in this level). What makes it difficult are the teeth at the bottom of the level!

Play as follows: U9L, south and west to the south-west corner, and then remove all the chips west of the blank column other than the one in the 3-wall corner, and then one more row north and 5UR3DR3UR2DR2U, leaving the teeth stuck. Remove the top five rows north and south all the way over to the wall row, then the six directly under the walls, DLU, all chips above the walls and the column to the right of the walls, the next six columns of 6 to the right, and then the 5x3 in the top corner (again, not the one in the wall corner). At this point, 368 chips remain; continue with the next three rows down, a row of 5, a row of 6, the next few rows of 6, and the entire six columns on the far east, ending 2LU from the chip in the 3-wall corner.

Again, take a column of 5, a column of 6, more rows of 6, and all the columns west up to two columns west of the walls. This time, being 2 columns under the teeth, move 4L16U, all the chips right, all the chips down, and all the way west except for one. Collect north except one, collect east except one, and then continue to move in a clockwise circle down to eight chips. Now, move 5D3R for those last eight and exit on top. The hunt for 270 seconds has ended!

Level 13: SOUTHPOLE
Southpole is the first untimed level, and in addition the first level where Chip can never die. The hint next to Chip says "What was the name of this level? This suggests a solution where Chip holds south the entire duration. However, a slightly faster solution, though not enough for an extra second if the level were timed, is RDL2U3D.

Level 14: TELEBLOCK
When you teleport to the main area, you'll find four block sections, three with another key behind them; take the first key and port R, then open the top door, move the block in, slide R, and push the block to the water on the west. Slide RU back to the area, throw the second block in, and now open the door to the west, use block 1, slide U and step R, and now use this block and slide RL back. Again, throw the block in and open the south door, then slide L and step U, and use the two blocks to the right and then to the south. Slide UD, throw the block in and open the east door, slide D and now use all three blocks, and then slide back LR to throw the last block in. Jump D into the teleport, use the last block, and slide south to exit the level for 203.

Level 15: ELEMENTARY
This is another one of the ones you're going to have to learn, and learn well, because if you're not the best at moving around, you can actually run out of time. Fortunately, there's some useful time-savers you may not know about in this guide...

Use the red key on the left to collect flippers and a blue key, then the blue key to collect suction boots and a red key, and swim through the water, holding to the right, to two chips and a blue key. In the south-west is one more chip; now, come out to the force floors, take the two chips and red key in the east section, then turn south and continue south to one more chip. In this room, Chip can sacrifice the suction boots; however, this loses more time than it saves.

With those two removed, go to the right side and unlock the blue door to take fire boots and a red key, then through the red door to collect an ice skate and blue door. Move the block L out of the way, then go into the fire and turn first west to two chips, then east to a red key and chip. In the ice section, make the first turn east to one chip, follow the path further and turn south next to a blue key, then move under the thief and collect two chips. In this case, the time spent going to the thief is less than the time saved by sliding, so throw the boots away and slide back!

To finish, push the block L again, open the blue door and socket to allow Chip to hold down the trap button before opening the red door to exit. This scores 89 seconds, and it might be elementary to some.

Level 16: CELLBLOCKED


This is a maze level, where any wrong turn requires you to restart.

The solution is shown in the map to the right, in purple.

Level 17: NICE DAY
You won't get this every time, because this level contains a new monster: walkers. Besides blobs, the walker is usually the most hated monster of any player! It moves like a fireball or glider, but makes a random turn when it hits something.

Play 5L, collect the first "eye" 2UR2D, run east to the other eye and pick it up the same way, and now walk 5R7D, or any route as such depending on the walkers, and continue to take the "smiling" chips all the way west, then exit to the lower left. 83 will result if the toggle doors didn't hold you up.

Level 18: CASTLE MOAT
Looking at the map, you can spot in the upper right corner a pair of flippers, which dramatically decrease the difficulty of Castle Moat.

Go along the only available path until you reach the area with the blocks, and walk alternately east and north to where a block is in the middle of a vertical wall. Knock this 2R2U, then move the other block to take the flippers. Swim through the moat and there comes 553.

Level 19: DIGGER


Level 19 is a series of variations on a theme of teeth, and it can get rather annoying. However, this guide is foolproof, and will work every time if you follow the instructions! This guide will assume odd-step; it will work in even-step with one move dropped at the start.

Follow the chips out to the exit and 8U, then 6L2D and continue to follow 3U11R, down, R5U to give him room, then follow to the next teeth and 5L5D8R (teeth) L7D (teeth) 8L2U (to shorten the path later) 4D5LUD8LD. At this point, a relatively simple path remains, but the teeth are now on your tail!

Escape this teeth monster with U3R5U5L3U, follow northeast to the exit, then turn back and collect the remaining chips clockwise, and now exit the level and dig up 171 seconds.

Level 20: TOSSED SALAD


Tossed Salad is the first of the "busted" levels, as in this level, the programmers forgot to include the chip socket, which means Chip does not have to take any chips!

Run east into the teleport, then D, and Chip is now in a tank/toggle room. In here, the tanks and doors swap every 8 moves, but in a 4/4 polyrhythm. Walk to the bottom and across the bottom, turn to the north and wait one move, then proceed to the red key. From this, wait for the tank to switch back, go to the next tank and wait for it to turn back right (as it will switch shortly), and now open the red door at the top, slide east to a pair of fire boots, and squeeze past the bouncing ball below when it moves into the 2-space corridor on the right. Follow the path onto a force floor, west to more force floors, and now R4D2R3D through these tanks to take the yellow key. Wait one move, run all the way north through the tanks, wait two moves and run through the balls, then open the yellow door to the exit. The result is 340 seconds, and a bunch of mad programmers.