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
Use odd-step for this route; if you are using even-step, expend a move while taking the boots and just before taking the chip behind the yellow door.

Wait three moves and follow the path all the way to the right of the level, where there are three blocks. Use the center block, followed by the left and right blocks, to bridge the water and take the flippers. Swim to the chip and then to the ice slide; hold the west key to move 3L on the force slide and drop onto suction shoes, then hit the down key to slide to ice skates. You can now recover the flippers lost earlier and swim to a chip below.

Swap all the boots out, then run all the way west and make your way to the ice skates at the end of the thin wall maze. Find: the green key, flippers, blue key, fire boots, red key (before the maze), toggle button, suction boots (in the upper path by the south-east corner), yellow key, and finally the chip, in order.

With this complete, go back to the ice-skate alcove and take the other path past the thief to collect a chip. Hold to the thin walls here; there's an invisible wall near the block. When you are on the right side of the block, move it west to uncover some flippers. Move next to the glider circle and wait six moves, jump in, and then move to the teleport. Step into it and move east instantly, then hold right into the next teleport. Take this chip, then walk to the ice skates. At this point, you are going to have to maneuver expertly to minimize the dawdling time of the teeth monster; step exactly as shown.

Continue D2R4DR2D [chip] LULULUL3DLRL3UL3DL. Step up, wait, then step up again and wait one move again. Resume UL and wait two moves. Now, step down and wait, then step down and wait again. Continue down one more step, and in a second you'll see the teeth monster a couple rows away from you. Walk up and down the last two columns and lead the teeth into the water, then swim through it and steal the chip from the corner.

The very last section involves simple Chipping: continue down the path, wait for the tank, and go to the center (taking the chips on the way), where there's a flipper. Retreat back to the water that was guarding one chip, swim to it, and then go back to the center and exit the level. 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
All blue walls are real in this level, so don't touch them.

This Oracle is not difficult except for the very beginning part.

Walk out, take the right fork, and form a tower with the two blocks on the far right of the jumble in this room. This frees up space to make a second tower, and then a third, which then allows you to push the seventh block into the room straight down into oblivion.

Take the first tower into the water from the top, the second one from the bottom up, and finally the lower block of the third tower. Circle back behind the three blocks in the lower room and jam the upper block to the wall, then carry the loose block from tower #3 to the left (ready to be pushed down) and throw the block in the corridor into the water, followed by the last block from the towers.

Sneak back into the lower room and first nudge the block on the left up before carrying the other one out two spaces. In a similar pattern to the previous trick, take a detour left to jam that block into the corridor before you carry the other block out to the top room for a "stay of execution". With both of these rooms cleared of blocks, move to the extreme north-east corner and use the block furthest north, then return to this room. With one block near the top, three blocks jammed together on the right, and one block bottling up another corridor, nudge the south-west block 4L, out of the corridor, before you backtrack back to the top and use the loose block on the left wall.

Sneak back to the south room and elbow the block up one space as you collect the middle block in the row of three and move it underneath the loose block. Elbow the top block into the main corridor, then bring the top block in the row of three up and left for a delayed execution. Once that block is in its place, take the loose block in the south room and jam it into the main corridor before you take the last block in the east room and use it for a delayed execution. After that, there will be three remaining water spaces, and their corresponding blocks will be found in the west room. Take the first one directly out, move the second one out of the way and reverse its direction, and then the very last one is right near the corner. The oracle says 313.

Level 53: Security Breach
It's a little tough to figure out exactly how to do this level, but it really isn't tough to execute.

Don't touch the chips right away; dig through the third dirt space from the top, run all the way east, and shove the block on the bottom due west to keep the tank moving up and down three spaces, but never quite touching either toggle button.

Now, collect the chip below, snatch the chip from the ball above, and then take the path at the very bottom of the level to the exit. Easy 58-second burglary.

Level 54: Killer Rooms
[Use even-step for this purpose.]

Clone one block, pad down the water, then take all the chips at the top before cloning and padding down another block. Create one more block, wait half a move before stepping off, clone a second, and wait half a move before stepping back onto the third. Wait half a move again before springing on and back off the dirt, then open the first dirt to allow the second to be made. Repeat this with two move blocks, and you can 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 three rows of two chips in the middle of the square, but not the top row. Pick up the chips past the bees, then the ten remaining chips in the fire, then the five remaining chips at the start. Step onto the gravel, then 2R2D to outwit the teeth, and run east past the walker, then to the two blocks. Move the first one into the water, collect the chips, and then shove the second into the water to get the fire boots.

Go back to the thieves, then go left to a bunch of fireballs guarding goodies. Wait one move, collect the upper right chip, and move: 3L3DR2UR (wait) RLRD (wait) R, in order to take all the chips and the four keys. Continue running 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
There are several separate sections to this level, and the goal is to enter the exit area at a time when you can block off the guards.

Begin with the section nearest to you - the one in the south-east. Take the chips on the right, but leave the buttons alone except for the one on the very bottom. (This clones a block which hits a toggle button, while the the others hit a clone button that clone teeth.)

Hug the left and remove the chips near the clone machines, then return to the start and take the chips from behind the toggle walls. Divert all the way to the far west and the sliding gliders, and get the chips and fire boots. Below you are three sections; go to the one on the far right, past the trap. Slide onto the ice, then step LD2LRU (sliding) ULU, and take this block all the way over to 2 spaces above the blue door. Throw aside the blue door and take the chips next to the trap button, then move the block onto the button and remove all the chips in the area.

With the trap open, you can save time by walking over it on the way back to the ice/block section; step onto the third force floor again, and this time remove the last two chips and the block from the area. Take the block to the second section and push the block over the trap and into the water.

Let the first force floor carry you west, then override the east force floor and take the remaining chips at the bottom. Rejoin the Orient Express northwards and hold the up key to escape; with all the chips, go through the chip socket and stomp on the clone button. If you timed it right, both blocks should stop the gliders and quell the dangers, and allowing you to collect the 77 seconds in the exit to the left.

Level 56: Planet of the Teeth
This isn't hard either, and of course it's busted. Move east to take the chip on the right, then go to the bottom and get only the chips. Go right through the teleport and immediately step down (which will override the force floor), collecting a chip, then step back up and hold the west key. Pass by the exit, steal the last chip from the fireball, and then jump into the exit. The teeth are defeated and you collect 236 seconds.

Level 57: Quad-Boot
It's rather difficult to string together each and every one of the boosts, and the route is also difficult to execute. However, most intermediate Chipsters should be capable of doing it eventually.

The exits around you are all fake ones, so just ignore them.

Step down to gain enough momentum to override the north force floor, then follow that with a press to the left. Enter the teleport from the west, then step on the dirt you just made to create an ice square. Return through the teleport, and let the west force floor return you to the start of the level. Now, take a detour to the right, using the east force floor as a boost, and clone a block. Touch the toggle button twice (not just once) and push the block up, north of the teleport, and then down and east into the teleport. Step into the teleport along with it, then continue RLR (slide) R (override W force floor, fire boot) 2L (teleport) D (override E force floor) R (teleport) 2D2U, then wait for the force floor to return you to the start.

Steal another block, then push it south through the teleport to reach the flippers. You no longer need blocks to bridge to the ice skates; step up into the teleport and continue RD, then swim left to the ice skates. Fight against the W force floor and walk over one of the three ice corners to pass the thieves and ride the motorway to the top of the level. On the left is a circle of fireballs guarding the (now open) entrance to the exit. Wait for all of them to move eastward, then slip in. Whew! 266 seconds.

Level 58: Reversi
Run in the directions advertised when you have a choice: R [button] RL (you are at a button. Continue east from the button) 2R. At this point, you are in a zigzag; move to the button and then left, but turn up after four moves. Keep moving up, then traverse another short zigzag to another button.

Move east at the next intersection to another button, then RLD at the next three. At the very bottom of the level is another toggle button. Follow the paths all the way up to a button and down to a button, then continue up, turn south at the turn near the top of the level, and follow the winding path below you to the exit. Your time was reversed to 301.

Level 59: Lot of Danger
Lot of Danger is one of the most difficult levels in the set to play well.

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. Because gliders are coming, get onto that force slide! (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; take the keys, then open the blue door to find ice skates. Ride the floors to a circling walker and fire boots, which you can ignore. Just move to the other side and grab all the chips, plus the suction shoes.

At the very end of the chip path is a flipper, and at this point, you are now in a wide walker sweeper. Start with the two chips directly above you, then stroll directly left and take first the chip closer to the center, then the one in the corner, and then finally the one at the top. The blue key is within reach, so take that, then hold to the north wall to collect two more chips.

Right underneath are two more, and to the east of that are two more. Finally, take the one in the extreme corner, then 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 west over the gravel, then take all the chips you need from the slab on the left, except for the upper-left chip - the ball will hit you if you remove it. Skate up to the doors and exit. You fought off a lot of danger, so you get a lot of seconds: 352 of them.


 * NOTE: Should you manage to make it to the first trap 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, as I have confirmed that this is possible by successfully playing the level through there, and it does save one move over this 352.8 route. However, the walkers flubbed this attempt up - if they had behaved, there would have been a new record on this level.)

Level 60: Internal Clock
With a fireball about to be cloned onto the exact same space you're standing on, it's obvious that you need to run east. Get the yellow key to the right, then follow the fireball to the op of the level. Open the yellow door and push the block right one space, then go underneath it and jump in front of the fireball as it's heading east. Make the turn downwards when you hit the very edge of the level, pick up the suction boots, and sneak past the fireball as it bounces to the bottom of the 2x2 "room".

A second fireball has been cloned, and it is heading towards the northern entrance to this corridor, so sneak out via the force floor and jump behind the fireball as it reverses direction. Keep backing up, all the way to the west, and into the corridor, until you're finally trapped in the corner. Take the fire boots and just as the first fireball touches the force floor, jump onto it just behind him. Follow the two fireballs all the way out to the block, then jam it against the south wall and then shove it 2L12D before you turn right and take the blue key. Jump down and back to the start, where you can use this to take a green key. Run all the way up past the red key, then turn right and down through the green door, and collect all the chips within this maze.

Right above this maze is a zigzag path with a chip socket jammed into it; thrust that aside and take the ice skates. Backtrack past the chip maze, then down, and skate to the red key. Retrieve the block and push it all the way east, three spaces above the second red door. Open that red door, pick the block back up, and stuff it in the second row. Do one clockwise circle around the block to remove the sockets, then bridge to the exit. Your internal clock registers your time of 566.