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
In Ladder Needs a Wash, Chip will collect chips from the 11 "rungs" of the ladder, in effect "washing" it, while floundering with some teeth. Because of this, the bold route requires odd step.

Walk south and collect rung 7, then rung 5, and then continue on the main path U, but then RUL to move some teeth out of the way. Remove a few more with 5UR2L, then collect rung 3, move LUL around the teeth, take the slightly smaller rung 1, the rest of the center line on the top, and rung 2. Because of the released teeth, Chip can now take a small shortcut back down to rungs 4 and 6. Walk DRDR and then collect both rungs, then go to the center and turn to rung 8, and as you walk back, rather than move directly onto the main road, which would cause death at this range, move a row downwards and then L, which allows Chip to squeeze just in.

Collect 3D, then move LU and take rung 9, then DL and sneak just past to rung 11, and finish with the rest of the center line and rung 10. The exit is in the southeast, as hinted at by the hint at the beginning. With the ladder clean, Chip is paid 207 seconds.

Level 42: Hmmm!
The hint tile for Hmmm! is nonexistent, though there is hint text if you read an editor: ''NOT! You're far from done!'' This has never been explained, as even the source set has no explanation for this. Hmmm!'s puzzle is simple, but it was one of the first of its kind, which adds to Eric Schmidt's credit. To complete it, Chip must direct each of the four fireballs onto the green button, as Chip cannot reach it himself, in order to collect successive keys.

To do this, Chip must move the block in the northwest in front of the water. Throw it first of all L6U, then collect the green key and move it 4R, its final destination, on the way back to the green lock. Release fireball one, walk around to the toggle walls, and run through as the fireball opens the wall. Use the blue key to repeat this, and while waiting for the walls to open, remove the bomb with a cloned tank to allow Chip to walk out via this corridor.

Use the first yellow key to release fireball three, but since there are only four, Chip can use the last two at the same time. Instead of going towards the brown button, duck into the beginning corridor and then walk up, wait two moves, and release fireball four. While Chip can release him without waiting, the end result pays back in Chip's favor.

Release the first fireball, then move D [3] U, releasing the second fireball in perfect timing. As both walls change, collect both yellow keys, clone the bug to free yourself, and then exit for...hmmm...about 246 seconds.

Level 43: Ray of Light
Again, there is an unused hint in Ray of Light: Run. There's only fifty seconds on the clock, so run! That's about all you have to do. Did I say RUN?

Run around to the green button to allow continued passage, then keep digging to the teleport, and turn north first for one chip, then southwest for the second chip and the blue button, which will allow Chip to get into the exit. However, the return trip is harder, because you're going against the flow of sliding blocks. Nevertheless, Ray of Light is extremely easy, easy enough that the bold time of 19 was the first one ever set by yours truly, and one of four that still stand as of now.

Level 44: Fun House Rink
As can be seen by reading the map, Fun House Rink is very spare on movement, even though it takes 45 seconds to finish. The structure is that of one boot after another, until Chip learns how to skate. Follow this route to complete the rink: 2LU (suction boots) 3R3UL (fire boots) 3DR2L3U (flippers) UD3RDR (ice skates), and now skate to the exit for 205..rather fun seconds.

Level 45: Breaking the Rules
Eric Schmidt made two similar baseball diamonds, one of which was a continuous run which actually plays like baseball, and this one which requires Chip to stop. Thus, Chip breaks the rules. To complete it, walk R5U, then wait until this bouncing ball moves out of the way, a total of nine moves. Now, no further stops are required if Chip's boosting is all the way correct. The final score is....138 to zero!

Level 46: Hurry Up, Chip!
Hurry Up, Chip! is harder than it looks, even given the rather short time limit. A hidden wall maze with little room for error, due to a firestorm running behind, is easily the hardest section, even beyond the pick-your-poison landing in the northeast.

Walk to the trap and over it, as the pink ball is releasing it just as Chip hits it, and then collect the chip and duck back to the left side of this corridor, at coordinate [25, 16], as the paramecium released is escaping from the area to the right. Enter the small room with the ball, then sneak behind it as it passes south, and take the top landing to reach the fire boots.

Step over the fire, run past both fireball cloners, and Chip is now in the hidden wall maze. Negotiate this with the map's help, then take the third force train to the final section. Keep walking, as a glider is released and starts chasing you, to exit the level with 40 seconds remaining.

Level 47: Tele-Rooms
No, just standing there will not get you into the exit; you must step off and then get back...and according to the hint, that is the only exit in Tele-Rooms. To get the suction boots, Chip will have to avoid several nasty fakeouts, random elements, and monsters through teleports.

It is preferable to play Tele-Rooms in even step, because it allows a possibility that the blobs at [11, 28] and [0, 29] will drown. In odd step, they cannot drown because the gliders are occupying the water and they are ahead of the gliders in the monster order, which forces the blobs to decide on their move before the gliders move. This method will slightly decrease the chance of Chip being stalled by a sliding blob; don't bother with it in MS unless you have Fullsec, but do use it in Tile World.

Chip arrives in the southeast main room; take the two chips on the top, then avoid the three fireballs behind the hint. Either direction will collect safely. Return to the previous room and get the lower chips, then jump on the force floor and teleport east. This time, move counterclockwise, and note that Chip must wait a move on the fourth chip. Teleport up again, but leave the chips; instead, walk right and get the fire boots from the blobs without waiting. While the northwest chip in the northeast room can be taken either before or after this, it is generally better to attempt random elements of a level first, or similarly, to take more chances first and be more conservative later, simply for reasons of economy. Waiting to collect the chip shaves 4/5 of a second off of every death Chip suffers in the blob room, and while small, this decreases annoyance at no cost.

Now, collect the four northeast chips, teleport north to the northwest room, and take the northeast chip and then circle clockwise, using the force floor for a bit of boost. All the chips are now collected; walk out of this area to the left. In this area, you are confronted with sliding balls guarding a gaggle of yellow keys. They will slide differently each time, because the slide delay depends on how many of the blobs in the southwest room drowned. Chip can move U or D one row without losing any time, but in rare cases, even this may not work.

Enter the fire and water channel below and swap the fire boots for flippers, then swim into the southwest area. No moves can be lost to the blobs; the gliders will not block Chip. Collect key 1 and the entire bottom row, then unlock the blue key, take the other yellow keys on the way out, and use the stock of keys to reach the red key. When you collect the suction boots, you will find that red and blue locks were guarding them, but you now have the keys. Finally, sneak into the southwest room and teleport UDU to return to the exit and score 270 seconds.

The guide is quite complex for this level, but all these nuances increase the chance of success in small bits, at no cost.

Level 48: And Then There Were…Four?
Eric Schmidt is back with another weird hint: Who is the Fourth? In the rather complex storyline of his set, it's still unknown where this fits in. Fortunately, ignoring all that, we have a quite easy level here. Walk to the hint, then wait a move and continue into the third corridor ahead of fireball three, and duck to the left to reveal the hidden fire boots. As there is a limited search area, this will not take long to find even without a map, as long as Chip avoids getting hit by fireballs. Wait until the fireball moves away, then collect the fire boots and use them to trudge through the long fire maze, making up the remainder of the level...until there were 125.

Level 49: Just a Minute!!
Visual deception reigns true in Just a Minute!! When attempting to explore the level, Chip will find that there are apparently not enough blocks to reach two chips. All four approach directions to the eight-block "pie" will only get two blocks out of it, and three more are required. With the map, however, you will be slapping your forehead! In fact, there are two identical sections, which allows Chip to take one chip in each area and exit.

Enter the east area by sliding through the teleport. When you do this, the first clue falls into place: the teleport made a sound. If there were only one room and thus one teleport, no sound would be made. Slice the pie from the east, use the top block released and the already usable block to reach one chip, and then push the third block into the teleport. This will cause Chip to slide over the teleport, and then when he moves up, to actually teleport into the west area. Now, in this room, you can still only collect one chip, but you only need one chip in the first place. Slice the pie exactly as before, and then exit above. Ironically enough, Chip ends with 30 seconds out of the original 60!

Level 50: Smorgasbord


For conformity, use odd step in the route through this Nordic-influenced trading post. Wait three moves, using this mode, 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 and force slides, which collect suction shoes, ice skates, and flippers. This allows you to reach the chip in the southeast before they are taken. Here comes the smorgasbord!

In order, the correct sequence is ice skates, green key, flippers, blue key, fire boots, red key, green button, suction shoes, yellow key, and then the chip. With this key chip collected, go back towards the ice skates and through the thief, then onto another chip, and walk around the east side of the block and move it L to reveal some flippers. Wait for the gliders, then teleport twice into a pool and collect this chip, and now take the ice skates. This area is the hardest part of Smorgasbord by a country mile: Chip has to move the teeth through the maze into the water space. While Chip can go all the way out until he finds Mr. Teeth and then draw him out, it is slower than walking and luring. The required steps for this are D 2R 4D R 2D to the chip, then L U L U L U L 3D L [2] 3U L 3D L U [1] U [1] UL [2] D [1] D [1] D. Soon, the teeth will be visible, and he can be drowned easily.

The very last section involves simple Chipping. Steal the chip from the teeth's lair, continue down the path, wait for the tank, and go to the center (taking the chips on the way), where there are flippers. 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
This level is another ice rink, so like the slightly easier Fun House Rink, only the route will be shown. From the entrance, move as follows: RDR [chip] LUR2U [chip] R2DL [chip] R 2U L D 2R U L D [chip] 2U 2R U L U R D L [chip] R2D [chip] UR [chip] L 2U L D R D L D R U R D R U 2L U [chip] D 2R D L U L D L U L D R D 2L 3D L [chip] URD [chip] U2R [exit]. This route is worth 395 seconds - in winter. It may be noted that in its source set by Eric Schmidt, The Lake in Winter was immediately followed by The Lake After Winter, which was the same rink largely melted, and Chip would have to build through the water, using the hidden fire under the water as a guide, until he reached the flippers.

Level 52: Oracle I
These two block pushing levels, the other in slot 141, are two very different challenges. This one is very easy, and uses water. However, Oracle II is very hard.

Walk out to the jumble in the center, and make two-block towers by pushing blocks 5, 4 and 2 R, allowing Chip to use block 7. Now, the remainder of the level is easy to complete, but the small nuances in the 313 bold route will be excellent preparation for Oracle II.

Use blocks 2, 3, 8, 4, and 9 in the water corridor, then move block 12 in the lower room 3L and use it, while Chip takes block 5 out onto the main line as well. Follow with block 5, and then move into the south room. First, move block 15 U, then block 16 2U, and then block 15 3L. In a similar pattern to the previous trick, carry block 16 out on the way to using block 15, and then proceed to use block 16.

Now, collect block 6 and use it directly, then throw block 17 4L, into the south room, and now use block 10, on the top edge of the east room. Sneak back to the south room, elbow the block U, and then replace it with block 18. Throw block 17 into position, then carry block 13 out on the way to use 17 and 13. Similarly, move block 18 U3L, then carry block 19 out on the way, and use 18 and 19.

Blocks 1, 11 and 14 are on the left side; use them one apiece in this order to reach the exit with 313 seconds remaining.

Level 53: Security Breach
To steal the two chips from the bouncing pink ball, Chip has to disable the security system. If the ball is disturbed at the wrong time, the toggle walls on the left will open and Chip cannot complete the level. Since the level is small, the solution is likewise pretty simple, but it's tricky to spot.

Dig through the dirt, take the second block, and drop it onto the brown button. This will maintain the current position of the pink ball being continually released without pause, bouncing the tank 3U3D repeatedly, and just avoiding the green buttons. Now, Chip can safely take the chips and exit; pick up the bottom chip, then be careful with the top one. Walk into the exit for 58 more seconds.

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.