Chip's Challenge/Levels 121-140

This is a continuation of the walkthrough for Chip's Challenge. Levels 121 (PERFECT MATCH) through 140 (ICEDEATH) will be discussed on this page.

Level 121: PERFECT MATCH
The name of the level means you have to match both tracks of fireballs in the middle so that the toggle buttons are pressed at the same time, keeping the toggle door at the lower right in one consistent position. Since the level is untimed, you have a choice of playing around by simply cloning fireballs until the tracks jam up, which stops all button changing, and then going to the labyrinth below to exit, or a fast, 31-second solution.

To do the latter, clone one fireball, then play 2L [1] 2R2L4R, and shove the block onto the ice space just after the fireball arrives above the water, which will divert it into drowning. Now, move [1] 2L2R2L2R, drown the next two fireballs, then play clockwise to the gravel space and take the path to the exit.

Level 122: TOTALLY FAIR
Totally Fair and Totally Unfair (level 131) are a concurrent set of two levels, one of which is fairly easy, the other downright impossible without some kind of guide or map. Totally Fair, of course, is the former. Start in odd-step for best results.

Take three chips, play all the way north to the wall panel, then 6R4D2R2U2R2U3R and up out of the room. At this point, the teeth monster is stuck in the thin wall maze, and will eventually step on the button with some up-and-down moving. After sliding on the force floor, play 3R10D3R9UL2DRD, which will soon cause the teeth to open the trap. You can now collect the chip on the right, jump in the trap, and be released in about three moves. Take the other chip, escape again, then go back to the exit with the last chip in front of it. Play fair and you score 272.

Level 123: THE PRISONER
Again, odd-step will yield the best results in The Prisoner.

To escape the small prison, you need to deflect the fireball into the second bomb on the top. Start by touching the button, removing the resulting dirt, and then when the fireball touches the red button to clone another block, wait an additional half-move, which will cause the fireball to explode the bomb. Immediately move U to avoid being smashed, and now escape the area with DURU [second block clone] 2DL3UR5D [diverting the teeth from the top] 3UL8U. Note above that there were more teeth that would escape if more than two green button presses were played!

You can now run all the way to the left, all the way down, and then to the right [using the ice to speed up the third] to take the chips, and then exit above that to score another time of 272.

Level 124: FIRETRAP
This level's puzzles are highly intriguing and multivaried all the way to the end, which makes it a level to study the route to.

Wait for the fireball to go past the trap, then move the block U2R and wait to be released. In the fire maze, ignore the chips and go for the green button, then slide on the single ice square and collect the chip in the walls to the left. Now, run north, switch the tanks all the way to the left side, take the two goodies, and then play directly towards the gravel and the ice path on the west. Take the detour to the south to collect one chip and a blue key, then slide on the ice and open the blue door underneath the circling fireballs.

Play the block U, pick up the one chip in this room, then continue to move the block 4LR2U7R, which will cause the fireballs to switch the toggle doors repeatedly. With the toggle doors under control, pass the doors to the lower left, open the red door, and move this block LU which causes the fireball to control the tanks. You can now move all the way to the switching tanks at the top, sneak east past the lead tank, and then the one remaining tank on the right to collect the fire boots!

Now, take the ice shortcut below back to the start, pick up the four chips past the fire, and then bust right back out again. You can now also collect the five chips in the fire maze, and also the one chip remaining in the solid walls near the ice path. Finally, remove the chip from the ice path itself, the chip in the area with the tank button, and then stick to the far south of the level, which leads to the final six chips in a Jenga stack of fire. The chip socket in the south-east leads to the exit; this is worth 667.

Level 125: MIXED NUTS
It is indeed such that Mixed Nuts should be named; the mixed puzzles might drive you nuts!

Move each block into its respective water, starting from the right side, and then collect the chips from the left to the right. After the glider moves back left, you can break past the ball and enter the next section. This room is host to a very famous block-moving technique that will be used again and again to maximize the speed of a string of blocks; you will see it in Checkerboard 1 and After the Rainstorm in particular, among CCLP2 levels.

Move the lowest block into the water, then shove the block on the very top out of the way, as you have one extra and the one that is furthest away is the optimum block to not use, and then play each block D and then each block L, which will allow the bottom block to be used in the next water space. Continue to do this in order to access each of the next four chips, only taking them when the water above them is filled and you're on your way back anyways, and then use the last block to open the water on the top (taking the fifth chip on the way up, of course!), which allows both chips to be taken.

You can now sneak past the bug on the left, take the first tower of seven chips, and then play U2R to take the second from the bottom up. Again, play R, then step R again at the last second in order to take the chips from the bottom up again. Now, play 2R from the top, which moves you into a new area. Underneath all these blocks are chips, so make sure no block is left untouched! The route through this area is as such: R2DR2DLD2UD2RDR2ULD2RDRURD3ULDL2U, and then out to the next room.

In this section, there are six different landings, which lead to different points on two separate force tracks that lead to chips. The bottom track is complicated by the addition of two bouncing balls!

Play off landing 5, take the chip, and then go to landing 4 and directly into the south-east corner, then 2U and slide 3L before you step off to the north and take the two chips. Now, slide a further 2L from the first floor (under the location of landing 5's chip) and take this chip, then collect the chips to the north-west of that, and finally both chips from the second ball, then the four chips above that, and the chip off landing 6.

Now, move to landing 3, collect all the chips that are available from right to left, and then take the two remaining from landing 1 and then from landing 2. Open the socket, then play U3RU to teleport to the corridor with the exit.

Mixed Nuts is not timed, but it probably should have been. This is a grand challenge! This route will yield 830 on a 999 time limit.

Level 126: BLOCK N ROLL
Block N Roll is a special case among the levels in this guide, as well as being extremely hard: Different routes are used depending on your luck! There is a lot of luck required in this level, of course, and there are 68 seconds of block pushing before Chip even gets to the walkers, which tax the player's patience even further. Be willing to spend a lot of time playing this level.

Move the first two blocks into the water, and to get the ones that aren't already free out to the water, move them 2L or 2R and step behind them, which also enables you to get the two chips. Since chips block blocks, remove the chip after you throw the sixth block into the water. Once this is done, enter the walker rooms, play R2D through them (Memory-style), and walk towards the six blocks at the bottom of this section.

To reach the chips at the top left, move the fifth block into the water to free the rest up, then move the fourth block at least 2U, but possibly as far as 6U, depending on the arrangement of the walkers in this room, and then push the blocks in second, fourth, and finally third. Also, when pushing the fourth block through, if you find you have to wait some time to reach it, push the third block L on the way down, which trades two moves now for two moves later.

With these chips collected, play all the way to the top of the level, and note how many moves have been lost; three is the limit. If you are still safe, sneak past the bug to collect the six chips. Now, exit this and move to the north-west, which contains a huge collection of blocks.

Move the first two blocks into the water, then take this route through this section: 2L4D2L2U2L2R2U, all the way right to collect two chips, and then U10L to open a new pathway to the rest of the blocks. Continue 2D2L6D2U2R2UR [chip] L3DU2R2D3R7LRD3LR. This allows you to play all the way north and all the way right to collect the remaining chips. Now, play through the rooms from the first one RDRU, then U for one chip and R for a second chip; take one first if you see the walker is blocking the other direction at the moment. Finally, play all the way down and onto the gravel, which contains 15 blocks and 2 bugs; every other block has fire underneath it, and you don't want to lose now!

Play from the gravel DRDRDRDRDLDLULULDLDLULULURUR (see a bit of a pattern?), and then play up a room and move to the right, which has the exit at the end of the path. This route, as shown in the public TWS, yielded 440, and is currently the fastest route on video. The quickest solution known to exist is that of 441, which may be different; in fact, 442 is possible, and can be done with pretty much perfect walker luck. Remove the walkers from the level and try to get it, with the route given.

Level 127: SKELZIE
Skelzie is even more of a special case than Block N Roll, because this solution is possible in only the MS version of Chip's Challenge. The bug that allows the extra second was discovered only recently, and it has not been programmed into Tile World.

Do a little bit of preparation by moving the mouse cursor to 4U2R from Chip's location, and then begin playing the level. Note that Skelzie is a network of rooms with some balls in them, and the one exit from the network allows a massive keyswap which leads to a toggle door opening, and thus opening the remaining chips for Chip to collect.

Step sideways to dodge the ball, slide UDUDUDU to take the red key a space above, then slide D [1/2] and click the mouse. The glitch, named the Teleport Skip Glitch, occurs when Chip goes through a teleport using the mouse, and the next teleport is occupied by a monster; Chip will simply move to the next teleport instead. Because of this half-move wait, the ball is on the teleport, and after "skipping", Chip can continue moving UDUDUD.

The red door is to the upper right, the blue door is to the lower left, the yellow door is to the lower right, and the green door is to the upper left; touch the green button in the last room, enter through the toggle door near the start area, slide DUD and step LU, and then slide RLRLRL. Now, wait half a move again, and then slide RL, which triggers the glitch again. Finish as such with RLRL (all chips gone) RLRLR [1/2] L. Going straight in would cause a last-second collision with the ball that has just gone in; as it is, you can now play DR2D to exit the level with 454 seconds.


 * NOTE: This is currently impossible in Tile World; to get 454, use the regular 453 route, but leave the toggle button untouched and hope for a stray blob to touch it. This probably works, but the odds against this are huge.

Level 128: ALL FULL
All Full, as you can see, is a very pretty design when viewed in full; it's also pretty easy. All you really need to know is which directions are the fastest.

Collect the flippers on the left, then touch the button an additional two times, which causes the balls to jam and stop cloning other balls to the right. You can now swim through the water on the right to collect a key, and use this key to collect some chips, slide onto a force train with another chip on it, and then to a key, fire boots, and suction boots on the left side. Now, play onto the gravel, take two chips, then DL and through to five more when the ball has moved, and now the eight chips to your right. Finish this area with the key on the very bottom center, then take the other chip and walk to three more chips and another key.

Go collect the flippers, then walk to the southwest corner and collect another key, then sit in the water until the fireballs drown, which allows you to collect one of the chips in the room to the north. All Full has four extra chips; one of them was above the first yellow key, and the other three will be in this room. Now, go back to the dirt space from the flippers and plow north into two yellow doors. The remaining 154 chips are contained in this maze; play through it as such:

Take the south fork, then hold to the north to collect a zigzag of chips, and then all the way down in another zigzag. Play UL2URL2U and east until you have 99 left, then down for another 11, and clear out the entire right edge to drop the count to 68 as you collect the extreme right chip. Now, work your way all the way west, then back to the start, and through the last couple doors, to finish the level with 315 seconds on the clock.

Level 129: LOBSTER TRAP
The time-honored solution to this level is to clear out a large track for the gliders to play around in, then dive into the "lobster trap" and either remove the bugs and invade, but the quickest way through is to invade directly. This latter method will not work when the gliders are far away, as the mass of bugs will fold in on itself and catch Chip. Therefore, Chip must time his entry at a safe time, but also a time when a glider is behind him.

The route is U8DL2U2LDUR3LU2RUR, then invade when the bug gap turns up. The glider trailing you will mess up the bugs so you can dive into the exit for a score of 286.

Level 130: ICE CUBE
The entire structure of Ice Cube is pretty much an ice cube, with a corner missing, and an outer track with a bug going around it. Except for one spot, don't leave the ice cube!

The ice cube, thankfully, has many routes through it, and is mostly stepping, so the route is simple: 3URDUDRULRDR2DU2LU2D3U2LDLRU2R2LDRUR, off the ice cube, then drop 5L to the next exit, play LD2L, and exit. This level will give you the next message: ''"I've made it this far", Chip thinks. "Totally fair, with my mega-brain." Then he starts the next maze.''...

Level 131: TOTALLY UNFAIR
...''"Totally unfair!" he yelps.'' You will find that this level is almost identical to Totally Fair, except that the time limit is now only 60, and Chip is working completely blind! The only way to complete this teeth-grinder is to use a map, which fortunately can be helped if you read the hint, located at the former entrance to the teeth area: Remember sjum. This means that it is completed in the same manner as Totally Fair as well.

Collect the three chips as before, to send the teeth to the west and into the maze, then play 5U near the hint, and 18R17U to begin the moving. The "secret recipe" is as thus: RU3R2L8D5R4L8U5R4L6D4L4R5U3L4R, and now take the chips and go back to the exit for the last chip and a score of 26.

Level 132: MIX UP
Not only does Mix Up have many different sections in it, but they all take a good amount of time to play through, which makes this level take over five minutes just to play through once. Even if you find it hard, it should still be fun for many players. Odd-step is very highly recommended, though it isn't required; it will make the boosting requirements at the very end much easier.

Start by moving west, then knock out the third and first blocks in the column to free the second D, and then use the fourth block, then second, third, and finally first, to take the red key. Use this key near the start to enter a block room, which must be organized into the bomb line above. Begin with the above block 2U, the block past that and then that same block into the first two bombs, and then also follow with the other block on the top line into the far right bomb. Now, play L2DL2DLRD2L2ULU3R and circle back to the start, move the block on the right of the start R, the block right of that 2U, and then both blocks R. You can now push the lower block U, the block above 2U further, then on the way back move the other block L. Blow up bomb 4 with the upper right block, then the fifth block with the next block to the lower left.

Return to the start, then move the top block 2R, the lower block R, and then the top block 2R again, then play the upper block to the empty spot in the bomb line. Get underneath the four blocks and move the first block on the left U, then the second one U as well, the third one 2U, then the second one L, and then the first one all the way around the section to the sixth bomb, which also allows bomb 7 to be removed. Immediately use the block underneath to remove bomb 8, then play the block on the right 2LU, the other one 2U3R, and then the original block R2U. Now, use the two blocks to finish the defuse job and take the green key. You will not require the services of the blocks to the west of you; the ice strip around the level allows you to break through the force floor, which was not originally intended.

Play past the exit, then note the two water bridges to the left; the right one leads to the chips that will end the level, and the left one takes you to two more areas. Step to the north of this area, move two blocks out of the way, then move 2U2RDR2DLURU4RD2RDLD and circle around back to complete block one. Return to the far west side, then run around the first block and move the next one 2R, and knock the far eastern block D, which clears out a shortcut for later. Move the other block touched D on the way around, then leave the second block just above the left bridge and go back to the left side. Shove the block U3R, use the block below that as you did the second, and when it reaches the bridges, move block 2 into the first bridge and block 3 into the second. You will continue to do this with the next four blocks.

Now, collect the block located furthest south and place it above the bridge, then move the block on the far west D, the center block R2D, then the other 2R, and now play the original block out. Finish by playing the block on the top edge 5L, then the other block out, and then the last remaining block as well. However, this time, you will complete the left bridge, so simply leave the right bridge unfinished and jump onto the ice strip. At the end of this, you can jump over the force floor, which eliminates any need to use the third bridge to the west, and continue to play down 3DL3D3L. Continue to play right all the way to the far right to take seven chips, then U-turn around the water for another seven chips, and now collect the chips on the far left. Finally, dive into the dirt square and collect the blue key, and then leap all the way back around to the south-west corner.

Open the blue door with the teeth behind it, then play UR2U and retreat to the other blue door, which frees the five blocks. Play LU2D3RULULU4LULD, retrieve the block on the top edge, then push the first block into the water and replace its position with the second. Continue to repeat this with the other blocks; to use the remaining three blocks, move the one in the middle R and use the one on the left, move the bottom one L and use the other one, and then just push the fifth one up and use it directly after the fourth block. To steal the sixth block from the teeth, play 4D3R6U2RUDL2RD [1] 2LUL, finish the bridge, and then wait one move before emerging from the corridor. This changes the algorithm when Chip steps off (1, 26) to (1, 27) from odd step to even step, such that Chip can escape the area along the bottom.

Finally, finish the right bridge above this, open the green door, and then get under the four different wall paths. To complete this level now, go through the first wall and get the second chip, the fourth wall and the third chip, the third wall and fourth chip, and finally the second wall and first chip. All you have to do is watch out when you slide north on the last one - a bug collision is possible! A few steps away is the exit, worth 683 on Mix Up.

Level 133: BLOBDANCE
Blobdance is different from Blobnet in its structure of 16 successive rooms, with a more open space and more room to strategize, and also no time limit. Consequently, you can take as much time as you require to play Blobdance, using the tricks you learned from the former level to speed through potentially hazardous situations with little or no risk. Be patient - the last few sections are very hard! There's a reason why I (the author) completed this last of all.

Level 134: PAIN
The fastest solution to Pain is 13 minutes long (781 seconds), with Chip being busy with blocks most of that time, so this route will consist of the route through the top area and then where to make the bridges.

Play into the beehive, touch the first dirt, then move 2DR onto the next one, and wait four moves for the bug to circle before diving to collect the chips. Wait in the corner for the two bugs to turn north, then jump in and collect the chip, and wait as such again. Take the next chip, move the block in the corridor U, and retreat to the right. U-turn to the left, move the block L out of the way, flick the other block D, take the chips, and then shove the block above 3U and all the way right. Finally, U-turn two rows south and move the block 2U, all the way left, and down to the water space. You will now need sixty-eight blocks to reach the exit; fortunately, you have 86 usable blocks (the 35 in the seven Xs minus one needed to free all the blocks on the north bar, 28 of the 30-block bar on the bottom, 21 of the 22-block bar on the top, and 3 of the 4-block bar at the beginning.)

The first block is used to collect the fire boots, which is the 19th block on the bar of 30 blocks below the seven Xs, and then build six blocks down near the right side, on the left of the last chip. Now, build 25 spaces west, drop a block onto the 24th space, and then remove the three water spaces above that to use the block to remove the water below. Build under the 25th space, then two more spaces under that, and fit a third block into the floor left behind. Now, remove the four water spaces to the left of that, and start building the 25-block pathway to the exit on the far right. How you use the blocks is up to you; you have eighteen extra blocks, so mess around with the level as much as you want.

Level 135: TRUST ME
The level's structure is that of many different obstacles around yellow keys, one of which is all that is required to reach the exit from the start. However, the bug clone machine on the east end of the start suffers from the "Controller and Boss Glitch", as its "boss" is a paramecium, which will not turn west and allow it to work for seven seconds after it is cloned.

Therefore, all you have to do is play RU and right to the gravel, take the key, and jump back out to exit the level in 7 seconds! The time, therefore, is 293.

Level 136: DOUBLEMAZE
Doublemaze is one of the most notorious levels in the entire set, because it is an ice maze (which, of course, is an annoying type of level), and only compounded by the fact that it is extremely hard to write a map because it is, literally, a double maze. Fortunately, there's no time limit.

The exit is at the end of the maze to the right, so play U first to collect the chips on that end, and then finish the chips when near to the exit. Lettered "bases" are also noted in parentheses and italics to greatly simplify the route.

In the first maze, play 4U3D2RDL2RURDR2URD3RUR2D4L4R2ULD3L3U2R (A) D4RDLD2RD2L2RU2LU3R2D2U2LU3R2D2U2LU2RUDLU2L2ULR2D2L5U (B) R2D3RDLD2R2U2D2LUR2UR2U2D2LURU2L, and then go back to B and play 3UL2ULDLRUR2DRD4L4U. Go all the way back to A, and finally play U3L3R5ULR2D2L2ULR2D2R2D4LULDLD2R2DLR2ULDLDLURURLURURD2RULUL6ULR4DL2DLDLRUR4ULR2D3L2DRUDL4URURU2L. You are now finished with the first maze; 15 chips should remain.

Return to the start, play 2RUR (C) and then venture into the main part of the second maze: DRU4RU3RD2RD3LULD4L4RURD3R2ULU2R3D3U2LULU2RDR2ULUR2U. Go back to C, then play U4R2URD2RULU2LUR (D) R2U2RDLD2R2URU3LUL, and go back to D.

The final section of the route is so long as to be divided into two sections:


 * ULURU2L3D2LUL2ULR2DLDR3D4L4R6U2RUl2ULR2D4LD2L2R2D2L2DL3DRDLR3U4RU3LUD3RD4L2DL9URDRU


 * RU3LUD3RD2RULU4R2D3RD3R3U3D3LU2R2ULU2RUL3DLULURU2L2RDLDRD2LUL2ULR2DRD3R3URD2LDRD4LUD2R2U8LDLU3L. This exits the level, with what is believed to be a time of 927 with all the boosts in existence; I held the tentative record for a time with a score of 911, until both that record and the previous Melinda time of 925 were broken with 925 and 926 scores. A 927 score has not been achieved, nor has it been confirmed if that is the actual Melinda time.

Level 137: GOLDKEY
This is the third and last level reachable from Cypher, and is possibly one of the easier ones if you can take the boosting.

Exit the paramecia room with 2U15R6U2R, then start collecting the keys as you go through the maze. When you take the third key, wait for the bugs, and then take the last two. In Goldkey, you have a set of keys (all yellow) and doors, which you have to collect in the right order and use them to play through the level in various sections. Open the four doors, then play onto the force floors, and turn 2U, 2D, 2U, and 2D when you can fit through the fire spaces. Pick up the "gold key" on the lower track, because you will need this to succeed, and then play 2U on the tracks once more to break through the two doors. You no longer have any keys, but you can play U4RURU2R and down to collect one key. Now, return all the way left to the block and play 3UR to one key, then DRU3R3U to break through another row of doors. Note that the set of keys below you cannot be safely collected!

Play now 2L2U2L into the pop-up wall, and if you have not lost more than a couple boosts, you should be able to continue playing as the balls head south. From here, 4L2U3L collects the flippers from the next row of balls, and then play DL3UR to collect a key. Play DL from the flipper landing again, and then move 3D to a second key. Now, play D4R3UR again, and now R3U instead of down. With the one key still remaining, play 3L3ULU into a secret panel, then wait for the fireball if you can see it coming, and play U and all the way right, through the last door, into the exit. You acquire 392 seconds from the gold vault.

Level 138: PARTIAL POST
This level will puzzle and hopelessly stump its players, unless you can figure out what the hint means. The idea behind this level is to stuff all 16 blocks into the eight rooms other than the one Chip starts in, and leave them R and 2R from the teleport, which causes the R move in the original room to have no destination, and thus simply dropping Chip into the exit!

Slide DUDUD, stuff the first two blocks on row 6 into the teleport, then the first on row 5, and the first on row 4, then follow it in and stuff it R into this teleport as well. (This will be required again.) Now, slide UDUD into the block room again, then move the last block on row 6 L, then the block now above that, and the block now above that through both teleports. Slide DUD, move the block on row 5 through both teleports, slide UD and do the same with row 4's block, and then slide DU and use the last block on the bottom in the same way. Now, move to the blocks on the top.

Slide DU again, put the nearest block through both teleports, slide U and do the same with the first block on row 1, slide U again, move the first block on row 2 D, and then step RD2LULD4RD3L (don't follow this block!) 5RU3L2RU3LD2R2U3L2D2U, and push the last two blocks down. Now follow the block, push whichever block you hold to the right of each teleport in the first three rooms, and then slide again into the start room. Shove the block R and follow it in, and finish the partial post in this and the next three rooms. Slide one last time into the start room, then slide R onto the teleport, and you are simply thrown into the exit. You get a partial reward of 240 seconds.

Level 139: YORKHOUSE
The entire level is composed of walkers stuck in "yorkhouses" of chips, among the 388 chips contained in the level. Since there are no ice, teleports, or force floors in Yorkhouse, the walkers can only move at Chip's speed. Even if the walker is heading directly at you, unless it is one move away from you when you pick up the intended chip, you will succeed. If you can take a different method of collecting the yorkhouse, such as simply turning in the opposite direction, then do so.

This level has been completed in 79 seconds with the best of luck; try to simply complete the level first, because there is of course no time limit. Remember that the exit is at the bottom center, so try to economize by collecting one side, then the other side, and then the bottom, and exit.

Level 140: ICEDEATH
As long as you have this map, Icedeath will be quite easy. However, many players didn't have an editor or a map in the old days, and the level was therefore extremely difficult. Imagine Doublemaze with water in place of the dead ends, without any warnings as to where the water is! So you see the difficulty associated with Icedeath in that time.

Nowadays, we have a level guide, and the route is as such: UR2ULDRDR3D2L2U2LULULDRDL2DRD2RURUR2U2LU3L2D2RD2R2D2RU3LU2LD4R2U4L4U2RD5RU, which collects the ice skates, and then 4D12L6D3L to reach the exit. According to the message, "Groov-u-loids! Chip makes it almost to the end. He's stoked!" Meanwhile, the score is 263.