Chip's Challenge/Levels 81-100

This is a continuation of the walkthrough for Chip's Challenge. Levels 81 (WRITERS BLOCK) through 100 (COLONY) will be discussed on this page.

Level 81: WRITERS BLOCK
Every block except eight which aren't usable and one that needs to go in a different water space needs to be pushed into water, either to get a chip or to clear out a corner to get one. The blocks spell "THINK", so think!

Start with the third block on the center of the T, then move URU to free a pathway up.

[_|_|_|~|_|~|~|~|~|~|~|~|~|~|~|~|~|~|~|~|~|~|~|~|_|_] [B|B|B|B|_|B|_|_|B|_|_|B|_|_|B|_|_|_|B|_|_|B|_|_|_|B] [_|_|B|_|_|B|_|_|B|_|_|B|_|_|B|B|_|_|B|_|_|B|_|_|B|_] [_|_|_|_|B|B|_|_|B|_|_|B|_|_|B|B|_|_|B|_|_|B|_|B|_|_] [_|_|B|_|_|B|B|B|B|_|_|B|_|_|B|_|B|_|B|_|_|B|B|_|_|_] [_|_|B|_|_|B|_|_|B|_|_|B|_|_|B|_|_|B|B|_|_|B|_|B|_|_] [_|_|B|_|_|B|_|_|B|_|_|B|_|_|B|_|_|B|B|_|_|B|_|_|B|_] [_|_|B|_|_|B|_|_|B|_|_|B|_|_|B|_|_|_|B|_|_|B|_|_|_|B] [_|_|~|~|~|~|~|~|~|~|~|~|~|~|~|~|~|~|~|~|~|~|~|~|_|_] Use the rest of the T, then knock the second block on the left of the H 2R, and continue 3D to free the left of the T. Now, knock the third block on the right of the T 2R as well, which frees the rest of the T. Now, head to the K. [_|~|~|~|~|~|~|~|~|~|~|~|~|~|~|_|_] [_|_|B|_|_|B|_|_|_|B|_|_|B|_|_|_|B] [_|_|B|_|_|B|B|_|_|B|_|_|B|_|_|B|_] [_|B|B|_|_|B|B|_|_|B|_|_|B|_|B|_|_] [_|_|B|_|_|B|_|B|_|B|_|_|B|B|_|_|_] [_|_|B|_|_|B|_|_|B|B|_|_|B|_|B|_|_] [_|_|B|_|_|B|_|_|B|B|_|_|B|_|_|B|_] [_|_|B|_|_|B|_|_|_|B|_|_|B|_|_|_|B] [_|~|~|~|~|~|~|~|~|~|~|~|~|~|~|_|_] Push the six loose blocks into the water spaces to the right, then the third block 2L, and use the remainder of the K. You cannot get the eight blocks that are in the two clumps of the N, so move the second block on the right of the N 2L, then continue DLDL3D3R and use this block. This frees the rest of the N's east side. [_|~|~|~|~|~|~|~|~|~|_] [_|_|B|_|_|B|_|_|_|_|_] [_|_|B|_|_|B|B|B|_|_|_] [_|B|B|_|_|B|B|_|_|_|_] [_|_|B|_|_|B|_|_|_|_|_] [_|_|B|_|_|B|_|_|B|B|_] [_|_|B|_|_|B|_|_|B|B|_] [_|_|B|_|_|B|_|_|_|_|_] [_|~|~|~|~|~|~|~|~|~|_] Push the block that sticks out on the right 3DU and east, and then the block in the middle of the column on the right 2L to free all the blocks that are usable. Now, just push around and take the remaining chips. The exit is to the north of this area.

This is by no means a speed route, but the fastest route is unavailable, and the best available route is a monster which is outside the bounds of this guide.

Level 82: SOCIALIST ACTION
It's all too easy to get lost in this level, but when you start to poke around a little bit, you'll figure out where the exit is, see that it leads to the south-west, and that you can get there by following some bees around. However, it's difficult to complete this level fast without a given solution. The route is rather simple: R7UR10U13LD8L5D4L11D (wait) 12U4RD (wait three moves) 15D21R. This leads you to an approaching teeth monster which is also boxing in a bug; you had to time it right, which is what the wait at the top was for. Wait one more move (yes, you can survive that long!) and then 4UD2L2R3D, which leads to the exit on the right. On this site in 1989.....Chip scored 969 seconds.

Level 83: UP THE BLOCK
The shortcuts through this level are that of a very valuable sort, so watch this level...

Collect the block on the left and move it 7L3U7R, then continue D5R4D, left into the glider room, and circle around to behind the block, which allows you to continue pushing D6R5D, get behind the block again, and nudge the block into the glider room by one space. Wait a few seconds for a glider to bounce off it, then flick it L repeatedly to catch each glider and send it going left. Before it touches the gravel, send the block D2L, and wait to see one of the most spectacular bomb displays ever. :) As the last glider turns to its doom, shove the block R and down to follow them to the last bomb that wasn't blown up by the army of gliders. With this gone, take the chips in the room to the left, and then drop to the extreme south. Ignore the first two chips for now, take the next two, and then the two behind the block to the north of those two.

Now, move this block 5D4L to catch a glider in the same way, then continue to send gliders left until the block itself explodes a bomb. This final glider opens a shortcut to the south; take the chips, walk out through the shortcut, then remove the last two chips below. The exit is above the first glider room, and you have got to be happy with 297...

Level 84: WARS
This level is another simple one, with the same basic concept as Invincible Champion. However, it's a bit more difficult in its execution. Shove the block 4L, wait three moves, then continue to move it 12L8U. Wait exactly three moves, then continue to move it UL, which causes the bugs to trip over themselves and frees the chips for theft. As in the predecessor, step 4UL3U4L4D2R to exit the level, but with this one, 580 is the reward.

Level 85: TELENET
Telenet is easy to complete, difficult to complete well, but there is a 15-teleport lightspeed sequence that makes the bold of 236 quite difficult.

Run all the way west, then stay south to a blue key, and then go up through the second passage up, and east to the telenet's entrance. Take the chip, and follow this guideline through the telenet, sliding in brackets and moving in normal text:

[U] 3RD [L] 3UR [L] 3UR [D] 3RU [L] 3UR [D] 3RU [U] 3LD [U] L2UR [R] U2RD [U] 3LD [R] 3UL [R] U2RD [L] 3DR [UD] 3LU. Now, to infinity and beyond.... [UDUDUDU] (wait) [DUDU] (wait) [DUDU] R2U2LUL. With no more chips to collect, head towards the entrance to the telenet again, but instead of east to the entrance, go up to reach the exit.

Level 86: SUICIDE
This is a very easy fireworks display, and quite nice, too. Move the block 2L6UR, then touch the button twice, hide, twice again, hide, and three times, then move the block 3D4L, down, and 2L2D to save one bomb. After the three gliders remove the remaining bombs, exit the level for 381 seconds.

Level 87: CITYBLOCK
The full solution to this level is hopelessly long and winded, and it is untimed, so I will compact the biggest time-savers into the least room possible. Begin by moving 13U, then to reach the chip on the right, continue with 2L3U3L2D2U4RURU. Now, go collect the chip in the south-west corner with DLD4L2D3LULULD, go to swap the toggle door, and continue from ther spot left LUDL. Now, swap the walls one last time, which allows you to drop into the pyramid and take the chip.

The next phase is to build the bridges around the edges to take the chips; you will need 28 blocks for the first part of this. Thus, use the two blocks that are available above you, and the other 26 blocks that are loose in the center of the level, in a row of 3, then 5, then 7, then a 4 and 3, and finally two rows of 2. Also, be sure to collect the four chips along the top. Lay these blocks as such: 3L from the toggle door entrance, 3LD from the entrance, two above to reach a chip, six blocks along the top to take out the six chips, and eight for a double bridge across the east side, leaving you with 10 more. This part becomes more complicated: two blocks on the upper of the bottom two rows, and only one on the bottom. (Leave the second dirt where it is until you return upwards.) Repeat this a second time, then put only one block on both rows, and take the chip, which should leave you with eighteen chips left. Now comes a new part: take the path to the bottom, next to the chip socket, and use these blocks to extend the bridge as far as possible.

From where you land, step URL, run all the way up, and then RU2L to lock the block in place. Shove the block below out of the way, take the chip on the far top, and use the first block on the water above it. Now, collect a block from the start area and put it on the top row (more on this later), and then repeat the pattern used below to churn out another three blocks. Collect a second block from the start, put that on the bottom row, and then complete the across bridge with the last block on the very bottom of the west side. Remove two final blocks from the start room, and then go back to the bottom and to the top of the east side. Take each of the chips and move each block L, until the last of the chips and the block moves south. Slide on two force segments, remove the block on the top, and take the next chip; repeat with the last two blocks to take the last two chips.

The above text references to four blocks that need to come out of the beginning room; there is a simple solution. The SW corner, if still undisturbed from the chip raid, looks like this, while the entrance to the west side is closed:

[W|_|_|_|_|_|_|_|_] [W|B|_|_|_|_|_|_|_] [W|t|B|_|_|_|_|_|_] [W|B|T|_|_|_|_|_|_] [W|t|B|t|_|_|_|_|_] [W|B|B|_|T|_|_|_|_] [W|B|_|t|B|B|B|_|_] [W|_|_|B|T|B|T|B|_] [W|W|W|W|W|W|W|W|W]

Take the two free blocks on the very top, then move the block on the fifth row L, the block below that U (off the closed toggle wall) and swap the walls to free it. For block four, take the tip of the eastern pyramid. The level now ends with a simple block maze: Enter the chip socket and play 4RD2RU3RD3RUR3DL5DR2D (you can now see the exit) DU2LDR2DRDRURDR. Not that hard, right?

Level 88: SPIRALS
This extremely simple level not only offers a tough choice of paths, but there are two different versions of this level, which are different in not only Windows and Atari versions of the game, but also between Windows versions! Some copies of WEP 4 feature the "corrupted" version, which is extremely hard due to having to pass through highly populated walker territory.

In the "real" version, follow the paths and take the directions given from the chip intersections: 2DLR (you have gone back to a previous intersection) 2DL5R. Eventually, you will arrive at the exit, with the twelfth chip to the left. This route will count for 317.

However, in the "corrupted" version, that final move is blocked by another thin wall two spaces above the exit, which requires a much different path. Instead, play 3DUDL2RDR (here we go...you may not be alive right now, even.) L (good luck with this one...) 2L. Without death, your score will be 303. But good riddance...just use the editor to fix the corruption. Trust me, it's legal. :)

Level 89: BLOCK BUSTER
This is one of the most infamous levels in the game. Go R U R D 2U. Push the block right when it arrives. Go D 2U and push the block right again. Go D 2R and U to push the block in the water. Push the topmost button to make another block. Push it into the water and get the red key. Go back down, 3L U L and push the new block right. Push U 2D U D (this is another timing part) and go R U (if you die here, try again. This route is based on "slide delay", the phenomenon of speed distortion on ice when a lot of things are on ice at once) L D. Now a block should be available to push into the water and get the green key. Get the chip behind the green locks. Now get the next chip and go through the next green and red locks. Get the chip and follow the path until you reach some clone buttons. Run across all the clone buttons and you will need to follow the path *through the ice* while avoiding the moving blocks. Then you will need to go down through the ice while avoiding the blocks again. Be careful not to push any blocks! Continue following the path and soon you will have to face more blocks. Those blocks have a pattern and you will need to have a quick mind to follow the pattern and get past the blocks. Getting past these blocks requires some really good luck. After that, continue following the path. You get another chip and now face more blocks. This time you want to push the blocks because you need to bridge to the exit. Try staying to the right when pushing the blocks. You get a reward of 402 seconds for busting the blocks.

Level 90: PLAYHOUSE
In Playhouse, you have to play around a little bit with balls; a couple blocks add zest to the mixture. There are seven extra chips in Playhouse; two of them are at the start, so don't use them for that purpose.

Instead, move the one to the right R2U into the water, and the other one above you U3R (the third one is a little hot!), in order to jump onto the force floors. From the end of this spot, go to the six-block row above you, move the fourth block U and hit the dirt, the sixth block U, the fifth one L2U, the third one U and hit the dirt, and then take a break to head to the left. Continue as such with 3D5LU2LU2LU, capture the chips and yellow key, and then move the first block U and the second one R2U. This allows you to reach the top area, to collect the blue key and the chips, and also get back alive. Also, you see the exit, with four more of the extra chips below it.

Now, touch the other pop-up wall and move 5D10R2D to find a little opening, and then run to the right for some chips, and finally crawl along the bottom to reach the final two balls in the way of the blue door. Open that door, slide on the ice, then step L and run to the north of the room to take the nine chips and blue key. The ice skates and tenth chip cannot be taken because of invisible walls blocking the way back out; don't worry, the latter is the last extra chip. Retreat just the way you came, break through the balls, and then go to the left of the two six-block lines to use the new green key. To bridge the water, shove the block all the way to the west, which links it up with the other block, and you also collect a fire boot. Now, from the second water space, collect the "GOOD JOB" as such:


 * 3UR4U2R4DL (G)
 * 3R4U2R4DL (O), and the same for the other O
 * Collect the D in the same manner, except for the one chip above the green door. Then, play 4R3UL2R (most of the J) 2R4D2R4UL (O) 5RD2LD2RD2LDR (B).

Now, wait a move for the ball, collect the chips beyond the fire, and then collect the remaining four chips from the D and J. Play 3DLDLU5RD2LD to finish this level with 318 seconds of play time. GOOD JOB!

Level 91: JUMPING SWARM
Jumping Swarm really doesn't deserve all the hype that comes from it; if you can just play the bold route shown here, you'll come out alive almost every time until you are down to the last chip, which is slightly harder, but really not tough. The frustration that most people have with Jumping Swarm comes from the fact that they don't have a map, and start looking randomly, which means more walkers, and more collisions.

Collect the two visible chips above, the two on the very top row, and then the chip just below that as you walk to the left. Hug the very left side, taking one chip, one chip three rows to the right, and two more chips below. Seven rows up is the next chip to the near east, and then one visible just north, and then one more above that. The walkers will now start to trickle in; continue walking northeast for another two, and then from that chip, east to one more, and south for another visible chip.

Now, walk 3L, ram south for two more chips, and then take the pair of chips. Stroll 4U to bring another chip into view, then further up for another chip, and then south to the next one. Finally, head towards the string of walkers on the far right, remove the chip against the wall, and then exit a few spaces south. This route is worth 367 if used with one or no mistakes. You also have acres of wiggle-room to dodge, sneak behind, or otherwise outwit approaching walkers, and straight paths are not required; there are possibly millions of routes that yield 367.

Level 92: VORTEX
Here, there are a lot of blue walls interwoven with blocks; begin as such with L2U2RDR3D5L2U2L3D4LU2L3U (this is point A) 2R2U5RU2RUR4UR5U. This is a little more interesting; a walker is bouncing up and down, ready to fire itself into the chamber with the blue key in it above. The combination of the fireball guard and the walker will not allow you to escape, so instead release him with R, after waiting one move to avoid a collision, and then play 2L5U2R5U to the key. Now, the walker will be messing around, hopefully not heading north, and you can sneak back out. This won't always work, though; you can, however, expend one move if you need to.

Now, return to A, then play 6L4U, dive into the "vortex", and grab the chips when you reach them. Eventually, you will find the center; slide U over the teleport, then D into the port for a chip, and then U back out. Play to the right, then down, then left out into the outer ring, and then run all the way around to the last chip and exit the level past that. 444 seconds are left.

Level 93: ROADSIGN
Get the block to the right (on the peninsula). Put it where you started. From that spot go U 3L D and left until you see the block. Hit the toggle button a couple times and push the block down. Push it to the right, down, and right again. Go near the chip socket and push one down, then go up. Detonate one bomb and put the other block where the bomb was. Go to the top center, get the chip (the balls should be trapped), and bring the block to the start area. Push it above the other block and push the lower block below the gravel. Push the block in the force floors down to the penultimate opening, go around the force floors, and push the readied block into the water at the top. Get the other block at the right, push it just under the gravel, and push the other block through the maze 2L 3U 2L 2D 6L 2D 3R 3U, leaving it there. Push the second block up through the gliders and in the water. Get the chip at the right of the area. Bring the last block through the maze 2L 2U 4R and up to the top. Push it into the water at the left to get the last chip. The exit is by the start. Yield to gliders! You should not lose your way to 650.

Level 94: NOW YOU SEE IT
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B: Starting Position, U: Unknown Tiles, #: Wall, C: Chips, X: Socket, O: Exit Square

Level 95: FOUR SQUARE
This level will fool most players on their first few runs. Most will attempt to get the chips locked in the doors in the entrance area, but a different method is required. First, head south into the teleporter and push the block down once. Head west and get the red key, and then push the block above into the teleport. Follow it and push it into the water, but don't step on it yet. Go back through the teleporter the way you came out, open the walker room, and get the chip at the right. If you survived, get the other key and push the block down into the teleporter. Follow it through and go south and west through the red door to get the yellow key. Step on the old dirt and go through the yellow door to the exit. You have become the king and score 335.

Level 96: PARANOIA
The key to this level is the fire boots. They are not needed, but save 17 seconds. Chase the first tank and grab the first two chips. Wait for it to pass and grab the third chip and blue key. Go over the blue button twice after getting the key to send the tank towards you. Go into the third chip's crevice and wait for the tank to pass, then run west and go through the door. Collect the first chip below, then press the blue button. Wait for the tank to pass underneath and move down. Press the blue button again at the same time as the above tank presses its blue button. Grab the red key and fire boots. Collect the nearby chip, and press the blue button and collect the last chip in the row. When the tank passes, go up and west and through the red door. Cross the ice through the fire and head up and around. When you reach the recessed wall, wait until the bee passes and go down twice, east once, and down twice so that you are southeast of the jutting wall. Wait for the bee to move onto the square southwest for you, and go down to the recessed wall. If you went this far without misstep, you should be able to collect all of the chips in the next part without interference. If not, use the fires to avoid the balls. When you reach the paramecium part, go north through the second channel and collect the chips counter-clockwise from the southwest chip. Head north after collecting the fourth chip and through the recessed wall. Avoid the balls in the next part and collect the top four chips on the east side, then head back to the top, and collect all the chips on the west side. At the bottom, go west and north and get the red key. Head back and collect the remaining two chips on the east side of the balls. Head back around the east wall and go up through the red door.

In this final area, the bugs follow an invisible set of walls shaped similar to an 'X' but with no centre. Collect four chips along the south wall, then go north into the fire, and east and collect two more. Head north four space after the second chip, then east (Avoiding bugs). Collect four chips to the east, and go counter-clockwise around the outer wall and collect four chips to the north, and four to the west before heading through the western exit to the chip socket and finish. You score 320 seconds for scaring everything.

Level 97: METASTABLE TO CHAOS
Open the dirt below you and bring a block at the right to this same spot. The tricky part: From the old dirt spot, go D L D (wait) 3R (wait) D (wait) R 2U (wait) 3R exit. Despite the huge instability, you are safe in the exit and score 290 seconds.

Level 98: SHRINKING
Spiral through the circling balls, right, down, left, up, and right, to get the chips at each of the first seven areas and then the exit. Wait before the fourth, fifth, and sixth areas, and when leaving the seventh. Hurry, the clock is shrinking! Score: 338.

Level 99: CATACOMBS
Go up and right, getting the blue key. Go through the blue door and get two yellow keys. Go through the one at the right and get the red key. Go through the other door and get another red key. Go to the top and get the chips through the red door. Get the blue key at the top right. Go back down through the two red doors and chips, and then get another red key at the left. Go through another door and get two more chips. Get another blue key. Go to the center, through the green and blue doors, and exit.

There is a faster way, but it requires treading on the random force floors and risking being hit by the blocks. Just to the right of the trapped bees, push the first block up and the second right. You should hopefully go right. Get the chips at the top and circle around the red door. Get the two chips and go down. Get the red key and go to the bottom. Push the block onto the force floor. Hopefully it will go up and you will go right. Get the blue key, go through the green door above, and repeat the pattern. You will only need one of the blue keys, adding 6 seconds in total for a score of 380 seconds.