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
We all have to start somewhere... 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 followed by the first. Now, remove the top chip from the bugs and then the bottom, 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: The middle block has fire under it, so 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. 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, takable or not. Move 3L3U3LD to collect the chips on the left and then return to the exit. You won't need the second room of four chips to the east, because they're inaccessible. 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.


 * NOTE: This solution will require "odd-step" mode. Nothing moves on Chip's first step; after that, if teeth or blobs first move in step 2, they are in odd-step, and on step 3, even-step. 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
I have to tell you that if you're stumped on this level, so has almost every known Chipster in their beginning stages. 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. Step again U onto the button, D to touch the button again, 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 from the south end, 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 the block for one hidden chip, and the other two can be collected easily. 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
Although the level name might suggest taking the three keys and then collecting the boots, there's a quicker way.

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 only 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, down, left, and take all the chips to the west of the column just carved out except the one in the 3-wall corner, ending at the one that was U10L of the start. Continue to walk U4L5UR3DR3UR2DR2U, take the top five rows until you reach the wall row, and take the first six chips below this before you continue DLU and take the top three columns and top six rows (again, not the one in the wall corner). At this point, 357 chips remain; continue with D4LDLD2RURDRUR and clear out the entire six rows on the far east, except the one stuffed in the wall corner. Repeat this same pattern on the bottom, but with 147 chips left, instead of taking the entire 6x4 rectangle, take the top row only (leaving a column of five under you and four more to the east of that one), then the 16 chips above you, and take the outer layer to the east, south, and west, until you run into the teeth. Stop before the outer layer on the west and north, then the chips to the east, but otherwise remove the rest of the chips in a circle down to nine of the chips. Then, finish with R5D3R2U. The hunt for 270 seconds has ended!

Level 13: SOUTHPOLE
RDL2U3D. It is that easy!

You can also get to the exit by holding south (suggested by the title), however this is a few tenths of a second longer.

Level 14: TELEBLOCK
Begin the level with 2LDRULU to open the door on the top, shove the block in, and move LDRD2L, which belongs in this water space. Slide once again RU, knock this block in, and then open to the west, approach the port from the south, and move this block south and the other block L. Now, slide UL to use this block, open south, approach from the east, and use the block on the right and the block to the south. Continue the cycle with the last of these blocks, remove the final door, and approach from the north. Use all three blocks to collect the chips on the west and east, leaving one water on the top untouched. To remove this, slide LR, shove the block in, and slide D, which takes the last chip soon. Continue to hold the south key to tele-block to 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...

Take the red key, use it on the red lock to the south, to reach a blue key and flippers, then use the blue key to reach the other red key and suction shoes tot he north of the first red key. Now, start swimming and hold to the east as long as you can, then swim out of the long passageway at the bottom to a third chip, and swim north to return to the mainland. Step on the suction now, and hold east again to reach a red key and two chips. When you see the thief in the north-west corner, run all the way south to a third chip, and then clamp back out. You can sacrifice the suction boots, but this will lose time as compared to a later occurrence.

Now, continue to the right of the level, take the blue key, then red key and fire boots, then the blue key and ice skates in the same way. Move the block L to facilitate later movement, and walk through the fire to the west for two chips, and east for a chip and a red key. Escape from the fire and walk straight onto the ice, which has one chip to the east, a blue key at the next path downwards (before the thief) and two chips past the thief. Now, with all the chips, return to the exit. But it's too slow to skate....let the thief have the ice skates and you'll slide back!

As you approach the chip socket to the north, move the block L again, and when the socket is gone, move the block straight up to allow you to exit the level. The best time is 89, and it might be elementary to some people...

Level 16: CELLBLOCKED
Hey, just poke around. Sorry.

All right... 4R12D4R4U4R8D4R8U4L4U20L4D4L16D4R8D20R4U4R4D. Bing!

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.

Therefore, play the level like this: 5L, take the chips, and then run directly east to six more. Continue 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
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 "secret" flippers, which allows Chip to simply swim over the moat and score a time of 553.

Level 19: DIGGER
[Odd-step recommended.] 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!

Follow the chips down, right to the exit, and 8U, then 6L2D3U11R and open the path to the south. With this teeth monster free, give it room with R5U before you continue to take the chips until you run into another teeth. Then, detour 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, then leave these teeth behind with 6R2U5R. Now, resume following the path to exit the level and dig up 171 seconds.

Level 20: TOSSED SALAD
The surprise? No chips are needed! The "CHIPS LEFT" counter says 15 chips, but without a chip socket, it can't check. No security = sneak in! :)

Therefore, run to the teleport at the right, enter the tank room, and take stock: The tanks swap every 8 moves, and so do the toggle doors, but on a different cycle. So continue all the way to the bottom, pass the toggle door, and wait a move before you can pass the tank. Past the two toggle doors is the red key, so take it, wait for the tank, and emerge past the two doors. Now, it's about to switch, so wait, then continue out and to the red door at the top. Slide the force floors to the fire boots, walk to the bouncing ball, and continue to the left when it squeezes to the east. After the fire space is one final section...

Take the force path to the west, continue R4D2R3D to take the yellow key, and wait for the tank on the left to move out of the way before you run all the way past the tanks, wait two moves, and also pass the balls. Open up that door to enter the unguarded exit! The result is 340 seconds...Now Nostradamus couldn't have predicted that one.