Chip's Challenge/Levels 101-120

This is a continuation of the walkthrough for Chip's Challenge. Levels 101 (APARTMENT) through 120 (ALPHABET SOUP) will be discussed on this page.

Level 101: APARTMENT
Basically, Apartment is composed of a lot of rooms with pop-up walls through the exits. As in Colony, this level's route will contain only the route out of each room. Take the chip above, and then play as such:

LU3RULUR2ULU2LU (upper left corner) RURDRDR2D; walk 4DRURDR3D to collect the chips and enter the next room, and finish with DRDRDRURU2LUL2URULU3RULU. The time is 240 seconds.

Level 102: ICEHOUSE
There are two different ways to take the launch from the pad: if you are playing a Tile World emulation without mouse play, hit the space bar and then step through, which will usually work, or simply click on the teleport! When you land, move 2L2U, collect everything, and then DR2DR2D, 13R, and then D onto an ice slide. Use the red key to speed things up a little, paying the two moves used to collect it back with a savings of four moves, and then use the ice slide back out and to the yellow door past the fire and ice. Collect the suction boots, which allow Chip to use the suction track below and score 177.

Level 103: MEMORY
Memory is a puzzle styled similar to Apartment, with the addition of tanks and toggle doors. Therefore, play through the rooms in the same manner as Apartment, ignore the chip when specified, and touch the appropriate button when specified. This route is:

L2U green RD3LU green L (no chip) 2D blue 2R2L blue 2U (still, don't pick it up) R green 2L (again, leave it behind, for the purpose of this guide) LD green D blue ULDL. Return to the tank button on the right, then move U2L green RULU blue RUL, and go and take the chip left behind.

Now, play RU blue D green R2U blue DR green R U L R U green U 2L R blue R U green 2L 2R green DL blue RD green 2DL green LU blue 2DL green 3URL UD green DLD green L blue UR2U green URLD green 2DLU green U blue DLR2ULDLRUL exit. Your computer stores 488 seconds in its memory.

Level 104: JAILER
This level is famous in the CC community for its ability to produce what is known as the Transparency Glitch, which occurs in Jailer when Chip and a ball collide on top of a key. However, this will not happen in this guide.

Start with 5L to release one ball, take the chip below you and the chip to the south-east, and then turn back with U2LD. Wait one move, then bolt northwards, collecting the red and blue keys, and into the green door. Pick up the blue key, open the last green door with 3R, then sneak behind this ball to collect two more chips. Proceed to the corridor below you, steal the chips from the walker (you can take the ring in either direction, so you can draw your plan depending on where the walker is), and then circle counter-clockwise all the way around the level the rest of the way through until you end in the exit. Only as you exit the third walker room will you have to pause. This route is worth 235.

Level 105: SHORT CIRCUIT
In Short Circuit, you have only the pop-up wall paths, and you cannot fix the circuit until you have collected all the chips, at which point you can break through the sockets, and also walk through empty chip spaces and any remaining pop-up walls. The route is as such:

3D2R2U8R2D6L2D4L10D4R2U2L6U4R2U4R2D2L2D4L2D4R2D2L2D4R6U9R2U3L2U3R2U3L (27 chips left) 2L4D2L6U13R2D4L2D6R4U 2R6D8L6D2L2U7L2D5R2D5L2D12L6D2R4U2R8D2L2U2L4D20R8U5R6U2R12D3L2UR2U3L6D7R16U4L2U2R (9 chips left) 2R2U6L10D2L4U2L2D5L2D8L8D12R8U2L6D2L4U2L. This ends the chips; you can now finish with 4L3U2L2U2R2UR6U2R9U. This wins the level and scores 255 seconds.

Level 106: KABLAM
Because Kablam is untimed, you can fool around, but it's very difficult to find the exit. Some of the original CC players suggest doing some housework while waiting for the bombs to explode, citing it as one of the most "productive" levels to exist.

After 5 bombs blow up, follow the fireballs to the next section, move the block 5L, and then after 7 more blow up, run to the top, collect the nearest block, and then move it all the way down such that it sends the fireballs west. While you wait, move the other block on the top 5L, and after 12 bombs explode, take the block on top and stuff it all the way down, and then move RDL2R2DLUDL2U. Stuff the block all the way west and U, hide with D2LU and then wait for four bombs to blow, at which point you play RUR, use one of the blocks to remove the fifth bomb, and then exit in the corner.

Level 107: BALLS O FIRE
There's not a whole lot of fireballs in the level, although there are definitely ingredients to try fusing the two elements. The level itself is a pretty simple one.

Play as such: 3R3D3L6D (fire boots) 4R2U, take the seven chips, and then move U5LU, then shove the block 5L, take the lower five chips, and then resume moving the block 3L4D into the water. Take the entire top half of the C and H, the top three of the I, and then play 2R2U3R2D for the P. That spells CHIP. :)

Take the yellow key on the far right, then the remaining chips, and shove the block on the far left 4R9U. Open the door on the left side, take the two chips, and then move the block through the fire maze (L9U4L5U2R) to the water. Past the next ball is the exit, which certainly looks pretty in this context...it also gives you 260 seconds.

Level 108: BLOCK OUT
In this multi-stage ball level, Chip must use the blocks to allow his movement through the areas of the level.

Play to the ice space and the blocks, step on the ice, and play R3DRD to the red key, UL2UL and down to the flippers in the ice spiral, and then left into the bouncing balls. You can hide between the first and second balls; then, run 8L, open the red door above to collect a blue key, and then step into the second column and then remove the blue door. Once you have the chip, swim south (you forgot about the flippers? I pity you.), and turn 3R when you can. Continue with UDL3U2D6RL, take the three chips, and get ready for a little block out.

You'll need the block to get the chips on the bottom, except for the last one; it can help to use it on the top as well. The first one is available right now with the 6R move; move the block 4R, collect the second and third chips, wait two moves, and then play the block 3R to free the fourth block. Continue with R for the fifth block, 2R for the sixth, and then walk through to chip seven and the blue door.

This next section is simply ball dodging; you can immediately begin on column 1, then leap to column 6, and then out of this area. Below is a "zipper" of 20 chips broken up by 10 balls; collect the chips on the top, wait two moves, then zip out the next four chips, and repeat to the very bottom two chips. The exit is after that, and that scores 278.

Level 109: TORTURECHAMBER
Like Jumping Swarm, Torturechamber gets a lot of undeserved rants against it; it's not that difficult, and it's also shorter than Jumping Swarm.

Circle clockwise with the monsters to the chip at the end, then play through the DUDU force floor slalom to the next section. When you land, move L2D [1/2] D to trap the block. A further U will release it a space left; now play the block L3U into the bomb. The hardest part of this level is at this point, but it's not hard either as long as you know a couple basic boosting moves.

From the gravel, play DLD to the chip, wait about half a move to avoid running into the fireball track, and then play LDL to escape it once again. The exit is at the end of the path; this time is worth 133.

Level 110: CHILLER
Chiller is quite a complex level in its unassuming boundaries; you must collect items from unpredictable bouncing balls, work out a block puzzle, and also move the blocks through a frozen lake on the right.

Work on the second one first: play 2UR2UL5D to temporarily lock the toggle doors, then 4U2LDRUR3DLD2RDL2RULU4R to move the first block almost into place. Now, sneak into the top side and move the center block D, then move 2LUR2DUR5DLD6RU3R. This takes you to the third passage; from the chip, go up to the second chip, then backtrack to the landing. Now, play LD, move the south-west loose block R4D, and now bridge to the south area of the level.

From the dirt space, play to the south-west, east two rooms, and collect only one chip before you move to the slip-slider on the right, which contains a blue key. Now, take the other chip, watch for a returning ball (!), and then turn upwards 3URU2LR, take the chips above, and wait for the ball to be bounced back in by the one below before you play out (from the blue door exit) 2D3L and up to the start again.

Now, resume moving the blocks; take this block 6R, the other block R, and the first one 3U2R, and then don't follow it for now; take the block on the top exit 2D, move the block on the top L into your range, and then resume 5D7R. Now, play the block on landing five onto the ice, take the two chips from it, and then move the other block onto landing 2 and complete it as well. Finally, complete landing 1, then step L5U from the landing (watch out on the left column...), and collect the last block, which belongs in landing 4, 7D8R from its current position. Make sure to play U from the first chip to avoid the bomb! From the landing, play all the way west and exit below. You get 276 cold, hard seconds, and the resulting message: If Chip's grades aren't as good as Melinda's, maybe she'll come over to his house and help him study!

Level 111: TIME LAPSE
Since Time Lapse is untimed (and it has an hourglass formation in its main area), you can fool around. However, to complete it fast, play the block below you L and the one in the upper left 2D2L, then the first one into the bombs, which clears the way for the glider to help you out a bit. Now, use the block on the south-east and then the block on the left to exit the area. Pick up the chips on the left side, then the right side, leaving the toggle buttons undisturbed, and exit.

Level 112: FORTUNE FAVOURS THE
The name suggests something; it means "fortune favours the brave". The solution is, however, astoundingly simple.

Play north to spot a block, shove it into the fireball stream, and then all the way up to the force floor to jam up the fireball clone machine. The bug clone machine doesn't go anywhere for a while; the boss will always be the newest created fireball, which typically won't be heading east. In addition, a fireball has to be cloning the bug at the exact time a new fireball is not being made, which is a very rare situation. So just dive into the area, take the chips, and then join the circling fireballs on the left side to ride it to the exit on the top.

Level 113: OPEN QUESTION
As with Memory, the exit is not totally boxed in, but it is impossible to reach it by fooling around; you still have to get through the socket. The level's hint (the "Open Question") states that the "eigth" block is open; this can be seen in the map by counting from the left.

Build to this with 2L2D3L2U5LDL4U (one dirt) D7R, and place this block in the second water. The remainder of the level is collecting the chips from the bouncing balls.

Hang to the left side, wait two moves, then play U [3] 4U [3] 6U4R [2] 2R2D3R [2] RD2R4D4U2LU4L4U [2] 12L3RD [3] R2DL [2] 6L2D2RDRD2R [1] R2D [1] 3R2D [1], and then out, past the fireball stream, and back to the exit. This route scores 462 in MS; in Lynx mode, however, the monster timing is slightly different, which allows Chip to win it slightly faster with 463.

Level 114: DECEPTION
Deception is, of course, a little deceptive: there's some invisible walls in play, on the center line. Otherwise, the level is very simple.

Play 4D2RD [1], collect the first chip on the left, the third chip on the right, and then sneak into the top row; when both fireballs move west, take the chip and hide with LD. Now, collect the other two chips on the left side, pass the pop-up wall below, and play D5R4D5L. (This route was tested in even-step. Odd-step can be used because Chip can spare a move.) Take the key, chip, and then slide on the ice to reach the remaining chips, with the exit underneath. The route will yield 172 seconds; appearances are deceiving.

Level 115: OVERSEA DELIVERY
There are complex routes through Oversea Delivery that deal with multiple blocks simultaneously; this level is untimed, so I will simplify the route.

The level's goal is to bring the four blocks in the south-east corner through all sixteen islands safely, without wasting any, where you can make a bridge to the exit. If you could get the blocks to the start or to the hint, they would reach the exit, but you can't do that because you can't "cut corners".

In most situations, you can push the block in any direction as long as you don't follow.


 * On islands 10 and 12, refrain from a push L, which means it must go U instead.
 * On island 13, the block must move L.
 * On island 15, push the block D, but also follow it. From the dirt space created, build 3R, which reaches the exit.

Level 116: BLOCK BUSTER II


Block Buster 2 is slightly easier than the original Block Buster, in both bold time and completion, but still one of the toughest levels that exists in the set, full of many continuous boosting sequences, machine-like timing, dangerous blockslides, and sometimes all three at the same time. You'd do well to use Tile World 1.2.2 for this level, and the shown video to read this route.

Begin with RURD, wait, and move the block 2U, then wait half a move, play R to jam the blocks, and then D2RU to catch the bouncing block. Continue ULRUL2RLU4D2R3UDR2L to collect a few chips, then play RD2L and then be ready to slide 2U4D without missing a single step! This must also be combined with a fast RUR movement, then D2ULRU to finish filling in the dirt above, and then collect the chips and green key. Now, finally exit to the south-west, open the green doors to collect the chip, and then get ready for an even tougher section.

Play 3U2R from the blue door, wait half a move, then continue 2RD (not waiting causes the block to slide faster, blocking the second R move), and then 2R [1/2] 2U. This wait will shorten the recoil effect from the sliding block when you play U; if you jump right into it, you'll be a lot further advanced when you ram into the block and slide back. Pick up the two chips, slide D, then play 2L3U (one U brings you onto the clone button, a second continues up but gets sent back, so play a third U) 2DLUD [1/2 move wait to avoid being hit when landing] 2U [1/2 move wait to substitute a block push for a block squish] DL2D2RULDL2U (now onto the clone buttons) U [1/2 move wait to eliminate the block lag], and then finally U once more. If you can tailgate with one ice space in between all the way up, you have succeeded! Finish the level with LRUDRDLDLUDRU2RDR2LDLU2D and west to the exit, which busts the blocks again for 714!

Level 117: THE MARSH
This level is mostly a bunch of blocks with no set direction and some fire spaces to make things interesting; the general direction taken is RDLDR, a couple spaces down, then RD to reach the exit.

The beginning moves are 2D4R2D4R3D3R2D2R3D7L2D4L7D; you now have a pair of bridges to the right, which require some blocks to fill in. Build a bridge on the top row of blocks with the two blocks against the water, then play 4RD2R2D2RU from the resulting dirt space, and clear out the blocks with 10R. Take the next block from the western island and fill in the next space to the right, then circle around with 2L2U2R4D, and do so again with 2U4L4U4R5D. Now, move this block 2R with the assistance of the block to the left to expose the exit; you will need only three more blocks to reach it.

Move to the western island again and spot the formation of three blocks on the east end; move the block on the left R, then play the first block D14R, the loose block above Chip 3R5D4R, and then the remaining block on the west island in the same spot. Use the block on the top to access this block, which allows you to step into the exit.

Level 118: MISS DIRECTION
The level may be named such because it's easy to go in the wrong direction; this is only one theory.

Start with D, then hold U until you can collect the green key, and then play through the corridor (which will sometimes cause death due to the random monsters in the room above, which cause the controller for the trap to be in no defined position!), the blue wall, and from that D5R5D2R to collect a blue key. You are now finished with this part of the level; hang onto the pop-up walls to the left to avoid the sweeping ball, then return to the start, follow the fireball to the red key, and continue to follow it to the green button, which you press twice. Now, collect the flippers from the center, open the red door, wade into the water space, and slide RDLU into another water space, the exit being one more U away. Don't miss it...this level scores 260.

Level 119: SLIDE STEP
Slide Step is a large boosting arena with oddball sections and...an odd ball, thrown into the bottom ice area.

Start with 2L2DR2D2L, which reaches some of the chips. Collect these with DR2L2D3URUL2R, and then play around with the force floors a little bit: D, for one chip, and then ULDR onto the same force floor again, but this time move R. Escape with UR, then 6LUR4UR, which leads to the oddball sections. Wend your way down and then up to collect the four chips (if you're with this guide, the paramecia won't slow you down!), then collect three chips from the bug room from the bottom edge; since the bug is too close on the bottom end, use the top end for number four, then collect the rest of the chips from the bottom, wait one move, and then return to the start. Collect the one chip on the top (ignore the fire boots!), the two on the bottom, and then enter the teleport by the exit again. Now, collect the remaining eleven chips in the same manner as before, just mirrored, and then slide L into the teleport, which takes you directly to the exit a few spaces underneath and into the record books with a time of 210.

Level 120: ALPHABET SOUP
This level, indeed, looks like alphabet soup — the first nine letters of the alphabet, starting from the southeast and working in teleport order, in a water pot boiling on the stove. The quickest route through the nine letters involves moving through the circuit twice to force a glider in one room to do important work for Chip.

A: Circle clockwise, get the blue key and enter the A 2R from the teleport, then slide up. B: Continue moving up, take the chip, and dive back D into the teleport before the teeth can get around the last roadblock. C: Play RU2R, take the red key, move the block 3U, and slide L and D to reach the G. G: Clone one block, take the goodies, and walk next to the teleport, and throw the block L as it slides around. Slide RL back to the A, then LRL to the D room. This route is in even-step from here. D: Move UL2U6RU to one chip, 5D2L2D2R to another, and 2L2UR2U2LU (don't touch the other block!) to get the yellow key. Now, slide L through the teleport. E: Open only the red door, take the chip, and move the block U to collect a green key. Slide R as forced. F: Collect all four chips, releasing the teeth, then move 4D [2] R2U to collect a fire boot, and slide RL to the H. H: Nothing to do here, just slide R to go to the I. I: Walk to the toggle door, since the glider has done the hard work for you. Stove: Go through the green door and get the flippers at the top, then swim to a yellow door, the socket, and then the exit. This causes the next message at level 120: If Chip's grades aren't as good as Melinda's, maybe she'll come over to his house and help him study!