Chip's Challenge/Levels 61-80

This is a continuation of the walkthrough for Chip's Challenge. Levels 61 (RINK) through 80 (VANISHING ACT) will be discussed on this page.

Level 61: RINK
While there is no time limit, Rink can be beaten in 49 seconds with exact boosting. The full route through is: U R U 2D L D L 2R 2U R 2U 2R U 2R U D R 2D 2U R U R L 2D 2R L D L R U 2R 3D 2L 2D 2L 2D U L U 2L D L D R 2D L D R D 4R U D 2L D 2U D 3R 2U L U L U L U 2L 2R 2U 2L D L 2D L D U L 2U R U 2R U 2D R D R D R 2D 3L 2D L 2U 2L D U 4R 2U L U 2D R.

To solve this type of level, watch the blue walls around Chip to determine what Chip has not found, and systematically eliminate each block to find the chips. If you see a bunch of untested walls, find a way to get there.

Level 62: SLO MO
Slo Mo consists of a checkerboard pattern of open and closed toggle walls, broken up by some corridors that allow rapid movement, because the name is apt: the walls toggle only once every 4 moves. There's also lots of blobs around the level, causing frequent deaths, and a gaggle of teeth in the southeast corner which you can outrun.

The route through the level is 3R 8U 6R 9U 16R U 4R U, which scores 282 seconds when it does work. This is not very likely, though, as the blobs tend to stay within the long corridors.

Level 63: BLOCK FACTORY
Block Factory's start section contains several block "factories" which allow Chip to build through the six water pipelines to collect each chip. However, instead of building through all six, Chip can build through the second pipeline and collect all six chips from the back side.

Step U 2R U R 4U L, open pipeline two and take all six chips, then continue through the corridor under this, passing the "PW" initials of the designer Pete Wierzbicki, and clone the block. Continue D [1/2] D to collect the chip, and then exit. Not waiting at all will stick the block, and waiting a full move will drop the score from 477 to 476.

Level 64: SPOOKS
The 95 teeth within Spooks make it an exercise in restraint, a Halloween treat, or a ride of a lifetime. In even-step only, the quickest route is R D R 2L [1] 4L 4D 2L D U L U L U L R 6U R U 7R 5U D 8L 4U 5R 4U 6L D L D L D 5L 3U 8D 3R 4D 3L 3R D R 2D R D 5L 6D 5R 3D 3R D 5R U 2R U 2R L 4U 4R D 4R 3U 3L 10U R 3U R U L U L U L U [1] 6R D 2R 4D L 3D 2L 8D 4R 13D 3L U L 2U 4L 3D 21L D. It's worth 547.

For levels such as this,general strategies include releasing specific teeth from a chain that is blocking a goal. To do this, usually Chip would be required to move through some other chips first, as the teeth will not move out quickly enough. Plan ahead as to which teeth you will release and when you will release them.

Level 65: AMSTERDAM
This level is just a maze of frozen canals with chips, though Amsterdam is not difficult because you can always tell which approaches to the chips keep them open before you commit. If the move would block the chip from collecting, you'll know. Follow this route through the canals:

2L D 2R (two chips) L D (chip) U (chip) L U (chip) L 2R (chip) L U (chip) L U D (two chips) U R 2D (chip) U L, and take the three chips on the sides. Keep moving U R D (chip on left) D (2 chips on the right) D (three chips) 2U (chip) U R (three chips) D L (chip) L (chip) 2R D L (chip) L (chip) 2R D (chip on top, then two of the chips at the bottom) L (two chips) L (two chips) U (two chips to the right, one on the left) U (chip) 2D L (chip) D (chip) D U (three chips) U (chip) 2D R U (chip) U (chip) U (chip) 3D R, and take the last chip before you escape the tunnel with 395 seconds.

Level 66: VICTIM
Only eight seconds are required to complete this little level, as the chips are within easy reach. The wrong beginning move, though, could lead to being eaten! Even step is preferred, but the route can be adapted to odd step.

Play 2D U through the teleport to the above section, and RU 2L D 3L, then D L to steal the chips from the teeth, and take chips all the way down to zero. The exit is past the east socket, and you reach it with 292 seconds remaining.

Level 67: CHIPMINE
Chipmine is only a maze hunt, but it takes up the entire level, so it's going to be hard without the provided map. There will be five designated points, signified with ABCDE, to return to when required. The full route is:


 * 2R, and as to the south is the way to the exit, mark this A and move 4U to B. A 2U path leads to the west area, so move 2R to C, and move north (8U 2R 2D 2R 2U 2R 2D 3R 3L 2U 5R 6D 3L 2U R) for two chips, and east (2R 4U 4R 4D 5R 5L 4U 2L 4D 7R) for two other chips. Now, play back to B and move into the west section with 2U 2L, to D. Move 4D 4L 4D 2R 2U, 2D 2L 4U 4R 2U 6L 8D 6R 2U, 2D 6L 6U 2L 8D, 8U 2L 6U 2R, 2L 6D 2R 4U 2R 4U 6L 10D 2R, and 6D to collect each of the six chips in the northwest, and return to D and move towards the edge.


 * Collect the close chip with 4L 2U 6R 2U 2L 2U 2R, then 2L 2D 2R 2D 4L and 4U 12L 29D, and 15U 2R 6D 2R 2D 2L 2D 4R to reach the southwest section. Start with the chip under you with 2D 4L 3D 2R U 2R D, and collect the rest of the chips: U 2L D 2L 3U 4R 4U 2R 2D, 2U 2L 2U 2R 2U 4R 2D 2R 2U, 6D, 4U 4L 4D, 4U 2R 6D 4L, 6R, 2L 2D 2L D 2L U, and D 2R U 2R D 2R U to clean out this area. With seven chips left, return all the way back to A.


 * To finish the level, first play 2D 2R 4U 2R 2D 2R, where you can see the exit, and then back around 2L 2U 2L 4D 2R. To the east is the path to the exit, plus one chip. Get the other five chips with 2D 4L, 4R 2D 9R 2D L 2D R 2D L and back out with R 2U L 2U R 2U 9L, and 2D 6R 4D 2L 2U 6L 4D 2L 4U, 4U 2R 4D 6R 2D 2R 2D 3R 3D 2L U 2L D 2L U 2L D L, and R U R 2U 2L 2U 2R. With one chip left, go back to E and finish with 4R 2U 5R 2D L 2D R and L 2U R 2U 5L 2D 2R 2D 4L. If done correctly, this route should score 518.

Level 68: EENY MINY MOE
Now, this level means business. There's only three sections to it, but all three of them have involving solutions to them.

Pass the gravel below, shove the block all the way to the west (you don't need it) and grab the green key in the middle, then take the chips on the way out. The paramecium, and its further clones, won't pose a significant enough problem to warrant blocking the cloner. Now, move to the east of the level to begin the second section; move the first block U, then continue LRD2RU5L4R2ULDRD3LU2LU3DURUR2D. This begins the blocks on the far left; collect one more block with U3RD3RU6L, then 2ULU, all the way left, and 2D2UR4DULUL2D. Now, drop the second block D, the first block L, and then the second block down to the water, and repeat this movement all the way to the right, when this will result in collecting a chip. Use the block to the right on the very last chip, use the nearest block in the room to the right on the far west edge to collect one chip, and move all the remaining blocks down to collect the rest of the chips in the room. With this complete, enter the final section to the south-west.

Dive immediately into the glider circle moving south, ignore the first two chips on the left, and then take all the chips around until only three remain, but make sure to wait for gliders when needed. Now, take the single chip on the top, and finish with 2D2LU [1], then reach the exit by following the gliders. If you kept your nerve, you get 489.

Level 69: BOUNCE CITY
According to the name, Bounce City contains a lot of pink balls, which are stuffed into various areas in varying amounts to create several entertaining challenges. Start with 8RU4RUR5U2LU [6] DRU to squeeze through these bouncing balls, then move past the first two balls in the next room and to the top side of the third. Join the running paramecia around the top edge to run to a bunch of balls (familiar by now?)

Wait for this bunch of four to turn south, and follow it south, then fit into the second alcove to the west. To the right is another group; fit into the first alcove, then run up to a new area.

Hold to the right, waiting 1, 2, and 2, then turn to the left and pick up the red key. Now hold to the left, wait 1, 2, and 1, and move to the right to get the blue key, with no wait required. Return back the same way, wait 1, 1, 1, 0, 0, 0, 1, and 2 moves, then 4 for the group of four balls, and fit into the second alcove that you reach. Return to the first column, fit into the first alcove, wait, and pick up the keys above you, which include a yellow key. With this key, break through the eastern yellow keyhole and get the second yellow key behind the balls. Wait two moves, then exit below, behind the three colored doors. Dodge well in Bounce City, get the 229 seconds.

Level 70: NIGHTMARE
The level you see here is quite simple, even though it's named Nightmare. This is likely named because of all the different monsters found along the path. The route shown here was tested in MS odd-step, and in this mode, you will notice the many instances of bad controllers; see Problems.

Follow the route past all the monsters (the first bug will circle into the trap) down to a block next to a water space, push it in, and then move over the trap button, which circles this paramecium back into the trap. Move the block 2D, walk over the next trap button, which fails to release this paramecium because the controller is a walker pointed west, and collect the yellow key. Soon, you reach a moving ball; fit to the top and wait for the right side to be freed, and continue to move east and turn left. This teeth monster also will not escape from the trap because its controller is the ball, which is not moving north at any time, and you can follow past the walker, through the yellow door (in odd-step, the blob will never touch you) and touch the tank button twice to allow you to sneak past him.

The next section is a bunch of blocks on ice; move the first three out of the way, then the last two across to the left side to remove the water in front of the exit. Touch the trap button, hide from the fireball, then pass the button again, which will not release the ball a second time (if a monster is pointed towards a wall while it's in a trap, it will never be released), then walk to the bug and wait for him to touch the dirt, then get the red key and pass the bugs to the south. When you release the trap, it will not function immediately because, again, of a bad controller. Pass the red door to the right and exit, to reach this message: ''Chip is halfway through the world's hardest puzzle. If he succeeds, maybe the kids will stop calling him computer breath!'' Although you technically aren't halfway through, you put another 136 seconds in your bank.

Level 71: CORRIDOR
Corridor is a perfectly symmetrical level except for the colors of the doors and the central canal, and it's easy to complete when you figure out the trick to using the blocks, because it can be used on both sides.

Start by taking the red key with the one block you have at hand, and then open the left keyhole, take the first chip, then move D3L3DLDU2RDL, which frees the use of the blocks at the cost of the one extra block you have. Move the lowest block 2U, the block to the right R3U and into the water, then the center block 3R3U to reach the next red key. Repeat the exact same motions on the other side, simply reversing right and left, and collect the green key, then walk to the west and take the south-east chip, the blue key, and then the other three chips on the way out.

Return to the left side, open the blue door, and move L3U2R2L4UD to take block 1 out. Play the central block 3U and out, then take the four chips and key in the same manner, and do the same moves on the right side of the level. There are now only two chips left, one on both sides; take the one on the left right, up and right, and then the one on the right left, up and left, to finish the corridor.

Now, you're between two identical rooms with blue keys in them, with walkers guarding each key. Look for the easier key to get, cross your fingers, and go grab it. You can now combine the blue and yellow keys to reach the exit with 355 seconds on the clock.

Level 72: REVERSE ALLEY
It might be a bit difficult to know when you're supposed to move, but it's in a specific pattern: 3, 2, 2, and 1 button, and then this repeats without end.

Wait two moves, then run directly down through, stopping to pick up all the chips. Now, move R [2], break through the first two pairs, and from the second chip, step D5R2UD7R2U [1] to finish this area. Turn north with 4UL8UR4UL [1] 4UL [2] 4LDU4LD4LU3L. This brings you to the upper left.

Move 2D [1] 4D2L4DR3DRL5D6RU3RDU4R4UL [1] 7URU, which takes care of more (easier) tanks, and finish with 3L [2] 3L3D2LR4D3RD4U, to exit!

Level 73: MORTON
This level is a little bit tough...It's mostly a symmetrically styled maze, but there is a teeth monster in the middle of the maze, guarding some of the chips! Plus, it's an invisible wall maze.

There are three distinct sections to this level: Reach Morton, trick him, and then finish collecting the chips. Even-step is required.


 * 4L2U3R2U5R2D5R2U2RU [chip] R2U3L [chip], then back to 4L from start, and 8LU [chip] L5U2R3DR [chip] L10U [A] 2L8U2R6UR [chip] 3U2LD [chip] U2R2D4R2U3R2DR2D6LD [chip], and return to A. Now, move U2R2U2R6UR [chip] U3R2DLD [chip] U11RD [chip] R5D2L3UL [chip] R8D3L. Now, Morton can see you...


 * Wait one move, then step 3R [2] 3U2DL [1] D2L [2] (to get Morton to come into the center, as you cannot get past him if he stays in the corner), then step 2UR4ULU3LDL3DR (three chips down) L4U4R2DR2DL3D. Take that, Morton! With the teeth trapped for the most part, you are free to complete the level.


 * 3R5U2R2U2R4D [B] 2L2DL [chip] D3L2D5L2U3LU [chip] L5U2R4UR [chip] L7DR [chip] L3U2L3D2L4DR [chip] 2U2L4DR [chip], go back to B, and 2R2U2R [C]. Morton is escaping, but he won't get very far through the maze. Keep moving 7U2L2UL [chip] R2D2RD2R4U2LUL [chip] 3U2RD [chip] U2L2D5L2U3L2DL2D2R2D3RD [chip], reverse to C, and finish with 2R4D2L6D2R3DL [chip] R3U2L2DL [final chip] D2L2D9L.

This route is worth 485 seconds.

Level 74: PLAYTIME
To enter the central area, slide left to a trap, which the cloned ball will release. However, you have to be a little fast because it's going to hit you next move! Continue with L3D2RD to take a chip, touch the toggle button, and step 2R onto a force floor which slides you to the main area. Now it's playtime...

Paramecia obsessively going around in circles! Jump on the upper right corner, then step L and left again on the second up force floor to take the chip. Keep walking north to a pair of blocks; move the lower one RD3R4UR into the water, then the other one 2D, and walk over the gravel to steal the chip. Immediately walk back out and move the second block into the water to take the final chip. Immediately walk out of the pool and walk east to finish and score up 359 seconds.

Level 75: STEAM
That's the goal of this level: keep trading types of boots until you have a chance to get both at once, and then exit the level. The route is as such: UD5LU2LD4L4URURD3R2URU2RUR5U3L3U4L2U6LD4LD3L11D2L2DR3DL, which makes steam, and then L, all the way up, and left to the exit. You score 479 seconds.

Level 76: FOUR PLEX
There are indeed four plex in this all-time classic CC composition, and you begin in the south-west, then move counterclockwise to the north-west.

Southwest: 2RD, follow the path right, down, and left to the first fake wall, and move U for a red key. Walk back to the teleport and slide through, then 6DRL3R and up to the yellow key. Again, slide LRL, then step U3R to escape.

Southeast: Follow the path to a ball cloner, wait two moves, and then touch the button. Steal the first chip, then hide, steal the second chip, and then squeeze DR to another chip, and R5D to prepare the first of the blocks for use. Move the block UR, then go back past the ball cloner, take the lower track again, and move RU6D. Use the first block, replace it with the second, and get on the top force floor track. Shove the lower block 8D, use the second block, then wait for the bug and replace it with block 3. Collect the final block, then use the third block followed by the fourth block to clear the way to the next section.

Northeast: And the route matches the level for craftiness! Touch both toggle buttons, then hit one again, and clone and release two gliders. Step as such: 2L2URUDL4D [chip] 2U2R, and then once again clone and release two gliders. Now, from the trap button, move 2L2URUR6UR2U [chip] 2DL7D2LD4L, collect the rest of the chips, and start the little interlude section: a bunch of pop-up walls. Take the chip above, hold to the right, and take two more in the south-east corner. Continue west, take the first chip on the bottom, and then move 2U2L2D11LU3RU3RD3R5U. Now, you are in...

Northwest: Notice above that there are three blocks stopping each of the keys. This is a classic problem, called the wedge, and if you remember Potpourri, you saw this for the first time. To solve it, move the lower blocks out and then the upper blocks to take the chip, and then the center blocks down to take the key. After this, trade yellow key for fire boot, blue key for red, then blue, and finally blue key for the flippers. Use these flippers to swim to the exit at the very top, but be extremely careful about running into the bomb! This magnum opus is worth 416 - yes, divisible by four. :)

Note: If you liked this level, others similar are TOSSED SALAD, NUTS AND BOLTS, NIGHTMARE, and ELEMENTARY.

Level 77: INVINCIBLE CHAMPION
If you look at the map, you may determine the way to complete the level is to use the gliders to disrupt the bug stream. Indeed, this was the original plan. However, the concept of the monster order was not known when making the original set; the bugs were not created in the right order, and as a result, the one at (18, 10), because it is ahead of the one at (19, 11) in the monster order, and the way to its left is free, will actually move down and block the stream for a couple seconds when you actually play Invincible Champion. Move around to the left, wait one move, then take the first chip and the other four, then move 4UL and around to the exit with 481 seconds on the clock.

Level 78: FORCE SQUARE
This level is absurdly simple, though not to the scale of the previous one, involving only a few simple teleports and keys. However, scoring high here? The "force square" is going to be a really hard task.

Practice the route many times, as long as you need to, and be thankful the force square is at the start instead of a minute into the level. The route through is DR2UR2ULDRUR6D5L2URD2L2URULD2R3U2LU. You now move east, down, and left (if you turn down while the clock is still at 495, you got it), and when you're turning up, hold the west key to bust out of the room. Below is the first teleport; step 2R out of it, and then move U2LRLU3L to collect the red key, having found all the chips in the force square. Now, slide DU, which will return you to a south force floor and send you D again. Break through the yellow and red keyholes and exit the level for a maximum of 480 with the best skill.

Level 79: DRAWN AND QUARTERED
Fortunately, you have a map and a guide, and Drawn and Quartered is very easy. Take the chips on the south and east, and enter the teleport from the east. Continue to step 3LD to release the fireballs into the first room, and then remove the chips from this room and slide north to quadrant 3. Keep walking up and take these chips, ignoring the loose fireball, then slide west to the final quadrant. Immediately run 3U, take the chips to your right, and then resume collecting the ones to the left. The exit is right to the east; yes, 220 is also divisible by four. :)

Level 80: VANISHING ACT
This level is a simple maze that gets difficult...the walls are all invisible, and the dirt is only going to help once! This means the guide to this level will consist entirely of the route to each chip and the map shown.


 * 4RU2RU2RD.
 * U5R2UL.
 * R2D3L2U2L3U2L2U3R5U2LD.
 * U2R3D4L3U3L2D3LDL.
 * R2D2L2D3L2D2R.
 * 2L2U3R2U4L5U4L2D2R2D4L4U3L2DR.
 * L2DR2DL3D3RD.
 * U2R2DRD.
 * UL2U3R2U.
 * 4D4RD2R (you're about at the start) 4D2R2D2L4D2R2D2RU.
 * D2L2U2L2D2L3D2L2U.
 * D2LULU2LU3L3U2RU.
 * D2LUL3UL.
 * R3DL6D2R2D.
 * 6R2D6R3U2R3D2R.
 * 2RU.
 * D4RU2R2U4L5U2R3D4R3UR.
 * To exit: L3D4L3U2L5D4R3D3R3UL.

733 seconds. It's magic!