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
The first level of the set is busted, because the chips are not required; this was originally part of the level, and it was fixed later. However, for CCLP2, the bust was reintroduced.

A Fleeting Memory is in a square grid; to complete it, move DRD through the squares to a blue button, then 3R D to another one and touch it twice. Continue RD, hit this button, then the green, blue, green, blue, and finally green twice. This allows Chip to reach the exit for a time of 347 seconds.

Level 2: Naomi's Bug Collection
There really aren't many bugs in this collection; Naomi's Bug Collection has some gliders to worry about.

Start with U, take the goodies above, throw block 1 3L further, and now take the blue key and use it to reach the chip circle. Collect counterclockwise to the yellow lock, then open this door and collect these chips clockwise. Come back out to the fire room on the left and take these goodies, then remove the yellow lock and take these chips counterclockwise. Get the goodies from the water, then come back and through the green lock and 2D LD, and zigzag across to the rest of them. To finish, take the lower fork for six chips, then circle counterclockwise to collect all the rest, whereupon you can exit the level with 243 seconds left.

Level 3: Bea's Den
Fortunately, the den is pretty easy other than the rather bothersome blob. Step UR 3D to escape the den with the three chips and run to the left, pick up the tools below the blob, and go back to the start for the fire boots. Now, get the blue key and then the chip, and now go past the blob and move to the corner of the three blocks above.

Play RU and take the three chips on the right, then use the untouched block to access a red key, and now move through the red door, water, ice, onto the chip, and U 2R DR to get the green key from the fire. Go back the same way you came (D 2L DL), and unlock the green door and swim to the remaining chips and exit. You stole 109 seconds from the Bea's Den.

Level 4: Force World
A good source for rudimentary block skills, Force World is clearly quite simple.

Remove the chip in front of the block, then move behind it and slide with the block through the water. Nudge block 1 here L for fire boots, block 2 onto the train for suction boots, and move through the teleport to a choice of five blocks, four of which, as visible, have fire under them. Move block 2 and then follow the path to the exit for 237 seconds.

Level 5: Suction Ride
The difficulty in Suction Ride is the boosting across the lower area; the core of the level is very simple. Blow up the first bomb, then push the newly freed block onto the floors and follow it into the bombs. Repeat this, and on the third time around, before you follow the block, touch the blue button. Although this is reachable quicker from the fourth pass through, this tank will redirect a glider into a bomb over several seconds, such that doing it later will cause Chip to get there before the bomb is explodes.

Finish the repeating train, then walk below you and get the chip that was formerly blocked in by bombs. At this point, take the outside force floors around to the beginning and walk to the exit. You score 377 seconds.

Level 6: Fixing the Toggle Switch
Obviously, take the teleport. This will cause you to touch a blue button; step RL to touch it a second time, then move [3] RLRL [1] RL, which will remove some of the unnecessary fireballs to synchronize the toggle walls slightly better.

Wait for the fireballs to pass by, then run block 1 2R, block 3 2D, block 4 D, and step right and push block 3 to the edge of the water, allowing Chip a shortcut back to the start. Now, as the fireballs touch the green button, pass the changing toggle walls to the exit. Plumber Chip is paid 163 seconds.

Level 7: Slightly Mad
Contained in this swirling ice spiral are 15 islands of 4 chips, which require different approaches to maximize speed. Take the first four islands, then move ULU on the fifth to collect a sixth island quicker than you would if you collected all four chips. Go back to island 5, take the fourth chip, and slide to island 7 and play D 2L. Island 8 is the next major intersection: start URU to islands 9 and 10, then return to 8 and turn east to island 11. Play 2R over this island to remove areas 12 and 13, then move UR on island 10 and DRD on island 14 to finish with 14 and 15. Now, run back over islands 14, 10, 8, and 7 to collect the remaining four chips, slide U to the flippers, and then continue back to island 4, where you can now swim to the exit to score a slightly mad 254.

Level 8: Use the Fish
The first four blocks are forced; the fifth needs to be pushed to the right. Blocks six and seven are forced, and you are now at an ice spiral. Take the top path, pad block eight down, and jam block nine into this pathway from below. This allows you to teleport to the center of the level, where blocks 10 and 11 are forced. You are now near a block in an ice circle; push this one up one space and to the left, and repeat for block 13. Block 14 goes downwards, and 15 is forced. Step on the ice strip, where you touch block 16; move this to the right. Blocks 17, 18 and 19 are forced moves; the only trick is to drop the boost before moving block 19, as a nasty cross-check awaits.

You will encounter a block cloner; push the first block into the water below the cloner, and then build a bridge all the way to the right across seven water spaces to reach the exit. Your time will be 302 if you got every boost correct.

If you follow the hint and "Translate anything initially not ice or water from SGA.", you discover an easter egg message, stating "DOPE FISH LIVES". This means nothing, and is simply an extra.



Level 9: Maze of One Way
This small force floor maze would be annoying to complete, but it is busted. Step 5R D, and because of the ice square, you can step off the second force floor and get the suction boots from behind without picking up the chips. The exit is at the bottom, and this is a one-way ticket to a score of 197.

Level 10: Who Needs a Flipper?
To complete Who Needs a Flipper?, Chip has to move some of the blocks through the upper section, removing the water.

Hit the blue button to start, in order to free a glider, and pick up the single block in the middle of the level and move it 5L, then up to get a chip. Follow by collecting the chip to the left of that, and run back to the right, where there is now an open space in the bomb line due to the glider released by the tank. Pick up these chips and nudge the block one space to collect its hidden chip. Run all the way back to the right side of the level and enter the top area from the right. Raid the exit by opening the socket, then cut to the left. Above you are three blocks; move the third one all the way down next to the bomb, and then the second block into the bomb below it. Meanwhile, you can move the third block under the exit corridor, and then collect the first block. Move this one through the bombs and blow up the bomb under the block at the right. This allows you to use the last block to bridge to the exit. You need 368 to be on the clock!

Level 11: Deconstruction

 * Begin by moving U2RL2U2DL, then slide DR through the teleport.
 * R2DU2R2L2U4R3LDR and LD through the teleport, and now similar moves on the south side: D2LR4D4U2R4D3ULD. Slide UL through.
 * Repeat this on the west side: L2UD4L4R2D4L3RUL, and now slide RU through the port to begin mopping up. Run all the way 8R8L for one chip, and now start collecting as follows:
 * UL4U3DRUR2UD8L3R3DR5U3D2RD6L3R3D3R8U6D3L2RD6L3R6U to the upper left. Move all the way south.
 * 2U3R2U5L3R2UR6D3U3R3U8L6R3D2UR6D3U6L to the southwest. Similarly, move all the way east.
 * 3L3UL5D3U2LU6R3L3U3L8D6U3RU2RL6D5U3LU6R. This completes three corners, and the level is almost done. 5 chips should be left.
 * Continue all the way north, then finish with 3D3LD5R3L2DL6U6DL3U2DL, and take the chips, slide L and exit. You constructed 411 seconds.

Level 12: Mazed In


How to escape? Start by moving to the yellow key in the map, then walk all the way to the start again, and duck under the start to open the yellow door and reach the blue key. Now, go back towards the yellow key again, but detour through the blue door instead, and now continue north and across the right side to reach the green key, which allows you to unlock all of the chips when you encounter them.

Start backtracking away from the chip socket, with three chips and a red key immediately on the left side, and then enter the northeast corner and run across the top to one more chip.

Return towards the northwest corner, where the blue door was, and then turn left to get two more chips open, then follow this with the chip near the old yellow key. Reverse further all the way to the bottom edge, then turn east to one chip and west to the southwest corner and another three chips.

Retreat back towards the center and open the red door, then collect the three chips seen in order, and then turn back out and move to the north, where there is one more chips near a thin wall. Circle around to the other side of this thin wall, where there is another one waiting, and then go right to the edge of the beginning and take the final two chips.

All the chips are yours, so return all the way to the chip socket, a couple of turns from where the green key was at, and then open it and walk 6L2D to the exit. You mazed through to score 354.

Level 13: The Serial Port
If you didn't have that map to Mazed In, you'd find it terribly hard. Therefore, this easy level comes next. Simply run the path, past the balls, to collect the chips, then step on the ice and continue U2RD to get to the toggle button, and then go back west to the exit. This route is worth 342 seconds.

Level 14: The Parallel Port
Unlike all previous levels in CC1 or CCLP2, you will begin to see things hidden in unusual combinations. Here, you will see boots, keys, a spy, and a chip hidden under blue walls. Step RD, wait for the tank, then DR2DRDU2DR3DUD. At this point, you have three boots, except suction shoes, which you don't need, and the one chip required. Wait for the tanks to reverse to the left and squeeze past the one below you. Continue from there 2R4UR2UD [blue key] UDU (wait) U2R2D. Zigzag R2D repeatedly, collecting the keys, until you reach the very bottom row, placed two spaces from a tank. Open the wall, then wait four moves, and Now wait for the tank, and go R2UD to collect the flippers. Wait for this tank, then continue this zigzag pattern to the fire boots. Wait for this tank to reverse, then step UR2U2R2D [chip socket] and exit the level. 258 seconds.

While it looks like the suction boots are needed, you don't because the force floor is pointed at an ice corner, allowing you to step down off it.

Level 15: Debug File
It's pretty obvious that you're going to have to get out of this area quick! Run out to the east area and enter the block room. The most important part of this level, which is required to reach the bold time of 237, is a glitch in the programming known as the Mouse Panel Glitch. When there is a block on top of any space which acts as a wall to Chip, clicking the mouse in any direction which would cause Chip to initially attempt a move onto the block's square, both the "push" and the move will be made on the same turn, rather than have to play L first to push the block and then U to move.

Start with the first block on the top, and repeat this maneuver with at least two more blocks, which preferably means all the blocks facing westwards. Any less means you get 236, but all six will not get a 238. When you are done collecting the chips, go to the chip socket above you, which debugs the exit beneath you.

Level 16: Paw-Print Isle
In this small island, Chip has seventeen blocks which reach two chips apiece: the ones under them, and a bridge to a second chip. All the blocks are numbered in forwards reading order.

Move block 5 into the water and collect, then move block 2 east and collect. Jump 2D off the ice on the return, and continue L and collect below you. Repeat this with the other two blocks (16 and 17), and on the return from the third chip, step RU rather than running up to save a move. Continue running 2UL2U and right to collect. Finish pushing block 11 upwards, then step 2DLDRD and collect to the left. Take block 3 west and collect a second chip, then move block 8 4U to get it ready for a long chain.

Continue 2R3DL and continue pushing west to collect another chip, and move the loose block 4 2U. Keep moving D5R4LDR and push to the east to collect again. Push block 13 2D, then move up one space and run to the left to collect again. Finish by collecting with the last unmoved block, this being 15, then the remaining block right. With three chips left, you have furtively set up a fast sequence to collect them when moving earlier. Step L4U [chip] D, then run left to collect one more chip, and then use the last block to push up one space and collect that chip. Step 2DLU to pass the chip socket and ride the ice to exit with 313.

Level 17: Double Trouble
Step down immediately to avoid being squashed, then 2R [1] R, and slide left again. Collect another chip, then move back into the teleport force field and collect these chips. Repeat this at the next turn, then slide through again to the fireball room. Pick up the chips counterclockwise, then teleport to another chip, and twice further, where you also collect the chips in the glider room counterclockwise.

With all the chips, you need to find the exit. There are two ways out, each through one of the central corridors. The faster route is through the paramecia corridor; however, this will require perfect timing. Move L [1] L [1] L [1] L [1] L through the teleports, and then run just past the paramecia to exit the level in the far northwest. You score double 128 seconds=256 seconds.

Level 18: Elemental
This simple fire and water maze, with ice in some corridors for a small boosting challenge, requires little more than a map. Take the first chip, turn right and take two chips, then walk along the gravel for another three, and continue to the top area. Follow the path across the top of the level, then go to the right side and negotiate the two ice mazes for two chips apiece. This northeast section is now done, so go back to the center top area and now turn right.

Three chips are found before an intersection appears. Turn west first for two chips, then 2D to reach a second major intersection. Again, in the very southwest are two chips, and now move over the ice into the next area.

Commandeer this first chip, one to the left, and one to the right, and then move further to the right with a wall of fire moving north, and here collect one more chip to the south before climbing the wall. Take the chip on the very bottom, then slide over the exit area, and slide north to the remaining chips. You score 237 seconds when it's all done.

Level 19: A Sample of Things to Come
In this level's original set, it was the leadoff level, which showed a "sample of things to come" in the set. Here, it's not as descriptive. Play the route in even-step.

Start the level with D2U, which will see the teeth explode, then 8R [1] 2D. Collect the keys to the left, then all the rest of the keys and four of the chips, and wait 3 moves for the final teeth to commit harakiri before you exit this area through the red doors. If it stays alive, your entry back through will be blocked.

Dig through the dirt, past the stationary gliders, and then to the very bottom, which has a random force floor in the front. Chip can use up to three moves entering it, and up to one move exiting it after the keys are taken. There are two different routes that you can take, one dependent on being perfect on the exit and one that allows for one mistake; I will continue with the route for one mistake because it is more likely and it will not affect the eventual route.

Assuming you got out with at most one move lost, return to the center and open the blue door to the right side, collecting the flippers while missing the gliders easily. (If you go here when you were perfect, you'll lose it here anyways.) Next, open the green door and collect the chips from the paramecia in a counterclockwise circle, then open the red door and expropriate the winding turn of chips inside. Finally, open the last door, the second blue door, and take the circle of chips without running into the walker. Take note of simple walker strategy when unable to wait: if it is headed towards one end of the circle and you will die if you collect it, go the other way; a 1/3 chance of death is better than a certainty.

Now, you have all 65 chips and can look for the exit. The one place left unexplored that you can reach at the moment is the southeast corner. You'll need some fancy footwork...

Slip 3R across the top, then continue 2DR3DR [1] 2RD2R into the socket. Press the buttons with RDULR (toggle once, clone thrice), then walk 4L across the top before being stopped. Now, make a bolt for the beginning of the level. With the toggle wall open and the traps being periodically released, you can enter the final room. Step 2L [2], then repeat 3L [1] until you can walk up to the exit. Free 301 seconds.

Level 20: Ranger Denmark
This level contains several monsters imprisoned inside a blue-wall square. If you look closely, it's basically Lesson 8, with a bunch of other stuff added to it.

Play 2R, then collect the fire boots, and 3U2L to bypass the force floor and break through the fake wall. Ideally, the best route is LD4L2D, but you may have to change it around slightly to get there, or wait one move or even two if using odd-step, as the blobs will cause havoc often. However, don't touch the ice skates - it will make it slower! Slide back out to the right and exit...293 seconds on the range.