Chip's Challenge/Level Pack 2/Levels 61-80

This is a continuation of the walkthrough for Chip's Challenge Level Pack 2. Levels 61 (Icy Moat) through 80 (Frost Swirl) will be discussed on this page.

Level 61: Icy Moat
The route through Icy Moat is simply collecting three groups of three chips in both the west and east areas. The boosting is another matter, though. When I developed this route, the world record was 417, and stretching it all the way to 421 wasn't difficult because it was only boosting.

Spiral all the way to the center and touch the green button, which opens up two paths south and west, and one path north. Take the south and west paths first, then the north route, to collect three chips apiece.

When returning from the north, step east onto the force floor circle and move right off the south force floor, then continue with the south, north and east runs to collect the remaining chips. You don't need, and can't get to, the rest. Instead, stomp on the green button and move RU, then override the south force floor and spiral outwards to the exit. A cold 421 seconds.

Level 62: Chips on the Blocks
This very first section of the level is level 1 of Pocoman, which is a Sokoban-type moving game. If you have played Pocoman, this will be familiar.

Begin by nudging block 1 L to allow block 2 to move 2L in safety, then use blocks 2, 3, 5, and 1 to clear out this part of the room. Now, nudge block 6 L, use blocks 4 and 6, and now move through the area at the bottom to nudge block 8 out to the center. Carry block 7 3U outwards and use block 8, then use the remaining blocks one by one. Slide on the ice as the clock moves to 306.8, until Chip finds an intersection.

As the map shows two of the lanes are deadly, take the top lane to the pink balls. Take the chip on the top, then walk 6D 2R 5L 2D out of this room with the second chip. Take slide five to the fire boots, then use them to collect the flippers, and slide through the force floor ice slide in lane 3. Next is water, and then the final area where one bomb is under every five-block column. To exit, Chip must select one block safely seven times, in total a 20.97% chance if done without a map. There are several routes to the exit with the 256 bold time; the easiest is block 4 all the way to the seventh row, using 3 in this spot. 256 seconds are now...on the blocks.

Level 63: Jungle
Jungle, full of teeth wandering through green locks and puddles of water, would be easy enough except for the fast-cloning blob clone machine at [18, 1]! The 128 time took me thousands of tries to get, even though the overall chance of success is estimated at 1% by the community. Start in odd step; it will save one extra move, which will be an asset if you need to expend it.

Start with U [4] 2R U [1] R to avoid the teeth and take chip 1. Collect chip 2 to the east, then 3 just above, and now walk over to column 28 and wait four moves to lure out the teeth in the southeast as you collect chip 4 just above this. Now, dive to the revealed chip 5, go directly to 6 guarded above, and then then 7 further up on column 28. Because the other chip was left behind, while collecting chip 8, the detour is enough to avoid the teeth: 2R 3D 4L. The teeth is dumbfounded!

Turn south and then west to chip 9, then north for chip 10, and 3R 2D for chip 11. 12 and 13 are just to the right, and here is where the blobs will start to become bothersome. Move up and right, or right and up if necessary, to collect first chip 14 on the right side, then chip 15 at the top. Gear yourself up, start praying, and run west all the way to the blob cloner, then turn south! You can instead take the long way clockwise around (in which case leave chip 10 where it is and take it on the way over), but this is only sufficient for 126.

Take the two chips immediately to both sides, then run west for 18, and now 2L UL to 19 and north to 20 in a 3-space corridor. The teeth is now close enough that you can fool it into drowning; do another little prayer and try to steal the chip at [13, 1], while trying not to step on [13, 3] which would put the teeth into chip 20's corridor. Then, step 2D 2L, D 2L D, or DLDL, and run west, which will get the teeth to drown! Take all the chips in the northwest corner, then take the path on the far left to another chip. Continue 2U 6R 3D, then right to chip 27. Backtrack U5L, then take the chip to the southwest and continue to walk southwest for another two chips. With a chip in sight at the bottom, go towards it and collect it, and the very last chip is visible to the north. Return to the very beginning, take the green key, and start bulldozing! 2U2R and up will take you near the exit, and then walk 2L to exit the level. You should have about 128 trees down.

Note that although Chip can speed the way to the chip at [13, 1] by blazing through even more blobs, theoretically reaching a 129 score, the time is more than lost later because Chip is now unable to mislead the teeth that chases Chip when he is collecting chips 19 and 20.

Level 64: Loop Holes
Loop Holes, level 64 in CCLP2, is composed of 64 rooms with 64 monsters and 64 items, 50 of them being chips (and I thought there might be a pattern for a while...) The monsters in each room will stay circling in their "donuts" forever, except for the paramecium and bug in rooms 36 and 37, as they follow the chip rather than the walls. Only the blue walls around the exit and northwest of room 37 are real. Chip begins in room 29 and the exit is in room 28.

In order, move through the rooms as if they were an 8x8 grid: U 3L U 5R DLDR 2D LUL. Wait one move, as this is room 37, and then continue 3D 3L 2U RD 2L 6U 7R 6D LDLU 2L 2U to room 36, where the paramecium will not require a wait. Finish with 2L U 2R to find the loop hole and score 348.

Level 65: Beware of the Teeth!


Yes, you do have to avoid teeth in Beware of the Teeth! The best mode to use is even step. Take slide four to get the yellow key, then slide 1 to use it to steal the green key from this teeth. Return to the ice slides and take slide two, then step R and run south to three keys. Use only the red key, let this paramecium out, and touch the green button, which will allow you to escape to the east.

With another choice of ice slides, take slide one and move DUL 2D, which takes you to a choice of disembarking points. Keep holding west, then hold up to pilfer the red key, assuming even step. Move RDR to take three chips, then LDR to return to the barrier island of three squares. Take the top square to the bouncing balls, then step 3L DL across the top edge to batter through the red lock and take the remaining chips.

Hug the top edge all the way east to collect the flippers, then go back to the barrier island, through the ice corridor, and east to swim to the exit for 38 seconds.

Level 66: Hobgoblins and Chimera
Hobgoblins and Chimera has several easy, quick solutions, going around the level with several different orders of chips, but only two situations allow for a special back-door solution which scores 233. For this, odd step is required.

Take the chip below, then boost all the way to the east side, just in front of a tank, and collect the second chip. Wait two moves, then take the ice skates and the west and north chips, then go to the right and duck through the socket to find the exit on the top. This can also be done by moving north instead, which flips the whole solution around.

Level 67: The One Sensible Chip
Many struggles are required, each of them interesting and fun to do, to reach the one chip. Odd step is also required here.

Use block 5 on the second column of water, as this is the only one which can move through, and then follow it with block 6 and block 1, which was moved when using block 6. Finally, collect block 7 by nudging block 2, open the blue wall, and carry block 10 over the bridge. To deflect the fireballs into the bomb corridor to the right, push the block off the gravel 2U D 2R. As you will not require its use later, it can be "wasted".

Walk all the way out to the green buttons and touch them three times, then block the approaching glider with the tank, and move through the maze to the blue key and then towards the teeth. In odd step mode, Chip can escape to the south. As the green button would take much longer to reach from here, the button was hit earlier to collect the fire boots quicker. Use your blue key in the very southeast to pick up the suction boots, then take slide two to the "one sensible chip". As you turn towards the gravel, move 6R [1] 3R 2U, the wait having altered the lead teeth's timing to the point where Chip can squeeze just past him. Return all the way back to the beginning, crash through the sockets, and use the yellow key to exit in the corner. 255 seconds is a sensible score.

Level 68: Madness II
In its source set, Madness II was before Madness I, and therefore was named Madness. However, it is Madness II that truly deserves the "mad" title, as can be seen in the map!

Clone one block and remove the dirt, then clone another two, use this block on water 4 and leave the dirt, then remove dirt 2 and clone three blocks. On dirt 4, use a spring step by moving [1/2] and then RL very quickly, losing no time but keeping Chip out of danger. Continue R to ram the block, remove dirt 5 and then move U to jumpstart the block. Dodge away L, then 4U 2L and clone a total of six blocks in order to create a massive train.

Shove the loose block 2D, step on the single dirt space, and continue LUR. Wait half a move and make another DU spring step, then continue DUR and perform a third DU spring step and another D ram. Remove the dirt and continue LU to jumpstart the block, and play [1/2] DU and out to the remaining block. Continue to move it 2D, then collect the hidden red key past the double dirt and push the block into the last space of water, collecting all five items in the two alcoves. This section is now complete.

When you reach the bouncing balls, wait one move, then step in the exact center of the room and pick up the hidden suction boots. Wait again to escape, then move to the mini-room with the fireballs in it and take these two chips. Nowhere to go but down...Keep moving down through the red lock and come to the walker section, with plenty of lucky charms on your side!

Go directly down and pick up two chips, then continue either D 2L to this chip and take the other two in any order, or continue 4D, then return upwards and collect the chip in the middle followed by the one in the southwest. (Since you cannot drop a single step at this point, it's best to have backup routes.) Continue west to the toggle walls and pick up the chips in the corners; come back out. Are you ready for this? Run up to the top of the walker pit and dive in to take that chip! It's not as hard as it might seem - it only took me around 12 attempts. You can also drop as many as two moves with impunity at this point. If you're still alive, best to scram. Run all the way to the very top of the level and take the flippers hidden in the middle of another ball room, then step over the ice corners to the west and pick up the remaining two chips required. Note that the five chips hidden in the northeast are extra.

Go towards the teleport in the middle of the level, jump in the trap, then hold the down key. After one move stuck in the trap, you will burst into a completely new section and through the socket. You clone one glider on the way in, so be careful not to step into the water as that glider will knock you out before you can dodge him! Now, step to the right (remember how gliders move) and swim 3D to the exit. The clock should be ticking right to 276 as you enter.

A time of 277 is possible, but it requires leaving a second chip behind in the walker room, and it is all but impossible. The theoretical way to do this has not explicitly been covered.

Level 69: So Many Chips!
There are actually 379 chips in this level, although only 266 are collectable. To maximize efficiency, go through as few corridors as possible, minimizing the time spent in the recessed walls, and finish at the very top, as there are many chips to the north.

Start by moving north, then divert east, and hug the right wall all the way north (219 chips left). Turn east, then east again at the next intersection, and continue to hug the right wall (except for a trap with 208 chips) all the way down to 184 chips. Step 2D and run east until 173, then step 2U and follow the left wall until you are next to a trap. This time, turn due west.

Continue to hug the left wall over to the sockets, and turn 2L at 114, then run north. The next 28 chips are forced; then step 2L 2D and follow the chips all the way to 37 remaining. Turn east and follow the path all the way to the northeast corner, with 9 chips remaining. Take only the chips you need from the string to the left, then backtrack to the exit. So many seconds! (238)

Level 70: Killer Spiral
In Killer Spiral, Chip moves through the north spiral, then takes the chips in the east and west spirals, and moves to the south to exit. The catch is the four gliders beginning in the center and moving to each spiral.

Slide over two slides, wait, then slide into the center and pass three slides to the west as this glider comes out. Take the chip at the end of the spiral, then move all the way out into the east spiral and slide all the way to the chip, squeezing just in between in the two gliders coming out. Now, come out quickly, and then turn south. Pass five slides, and when the gliders emerge from the sixth slide at about 228 on the clock, the second one is going to rebound back. Wait for this glider to slide back in the other direction, then slip past him and slide to the exit in the corner. You score 220 seconds.

Level 71: Mads' Rush II
Unlike Mads' Rush I, Mads' Rush II contains a random force floor section that is extremely annoying! Fortunately, you won't have to worry about odd or even step, as both are equally usable, and the route can be geared for two different times.

Open the toggle wall, take the green key, and bust through the green lock to take the flippers and swim to the fire boots. Use them both to pass the water and fire below, take the first chip, and move depending on the state of the teeth. In even step, move RLD 2R 2U, and in odd step DUR [1] DR 2U. Continue through the blue walls, then take the yellow key and use it on the lock. Remember, as you enter the random force floors, that you can override every other force floor movement; eg - if the first one takes you directly east, you can override the next one and also go directly east.

As soon as you are through the toggle wall, run past the fake exit, tank and pink balls, and reveal the hidden ice skates to the east of the balls. Skate through the minefield, steal the fire boots from the gliders, and walk over the fire to the exit on the far right. That was more profitable than the first Mads' Rush; if you reached the fake exit at 38.6, you will score 25, but the bold is 26, and this can only be scored with completely perfect luck! This 1/1,024 occurrence was proven by me in a modified level, with no luck dependence, but was never performed stock by anyone until June 23, 2009. Nobody else has scored this yet.

Level 72: Checkerboard I
This level is hard to figure out, very hard to do, and extremely hard to last through. And also, it's tough to write a guide for it. The premise of the level is 61 blocks in a 11x11 checkerboard of blue walls and blocks, which are progressively moved into snakelike corridors of water and bombs. Here's a good time to put in that new progressive CD you just bought. =)

Phase 1: Set up the combinations.

Begin by moving block 6 R and all the way south, then step L 2D. Retrieve the block and move it into the first bomb, remove the checkerboard's wall 60, and empty the entire of column 11 downwards into the bombs, plus one turn west. Throw blocks 60 and 55 R, then move block 55 11D and run R 2D U 2L 3U R, which will collect some loose chips and continue the path through the bombs. Take the loose block 60 and explode the next bomb, then duck under the checkerboard and expose the bomb to the south. Move 3U 4R-U, then use this block on the stream below.

Once again, use the Mixed Nuts push (each block R) and use the top block again. When it lands on the red key, clear out the fake wall with UL, then get behind the block, taking all the chips, and move it upwards. Repeat the Mixed Nuts push to remove the second bomb to the north and take the three goodies, then use the last loose block to forge a new path downwards.

Now, remove wall 33, move four blocks D, then the first three R, and use the Mixed Nuts push to empty these three blocks into the stream in the same way, taking the four chips and key in bomb room 8. Return to the jagged edge of the checkerboard, move the last two blocks D, then step UR and move this block into the exposed bomb below to take two chips.

Phase 2: Prepare the moat for use.

Nudge the loose block 4L, then step DLDUR 2U L 3D U 2L 2U L, which will clear the way to begin a run of blocks. Remove wall 50 and use block 56 on the water, then use block 45 on the bombs, and finally block 51 on the water. Continue upwards, open the wall to another well of water, then move 3R3DRD and use this block for the water. Nudge the loose block south and step 3U RDRDL 2R D 3L, then follow by shoving this block to the bombs and the block to the far right to the water. As you come out, move the closer block D, then use the other block on the bombs, and come out and follow by using the other block on the water.

The checkerboard should be reduced to a pyramid plus a loose block; move block 47, the "point", 3L. Continue moving 2R U 3L 2D 2R 3U 3L 2R U, and move this block into the water, followed by block 23. As you come out, shove the nearer block D and use the one next to it on the bomb string below, then divert east and finish the water for now as follows: From the red key, step U 2L R 2D L 2R to collect the four chips and the key. This section is done up until the very end of the level, so take the four chips to the right individually and emerge back out. (Clock check: 809.)

Phase 3: Combining the bombs and water.

Move east, take the loose block, and continue the stream from where it was. Return to the pyramid, move block 40 L, then step U 4L 3R U and run this block into the water. Backtrack right, then remove wall 24 and move LU 2L RD; use this block on the river and emerge towards the two blocks below. Knock the one on the top D, then run to the right and move the block you catch into the first bomb stream. Return to the checkerboard, open the lowest wall, and move the block into the river. Come back out, dig into the first wall you meet, then move LU 2L RD and run this block to the key, taking the chips on the lower edge, and U to the next water. Move L6R to collect some chips quick, finishing room 6's chips, and now carry another block on row 6 out to the bombs to finish room 7. The only remaining thing to do here is room 9.

Open the base of the checkerboard again, then go LU 2L RD again. Pad down more moat, then move up to row 1 of the checkerboard and open a secret entrance to moat room 3. Start peeling away row 1, but leave the third block as dirt, take the two chips, and then use the block directly to the bottom to continue the moat. Instead of backtracking, however, now move 3R2U and right to reveal an instant shortcut.

Phase 4: Using the shortcut.

(A good guide for this purpose, to avoid missing the central passageway when pushing left, is that the three blocks that are still laying down there untouched are two rows below the entrance. Leave a one-row gap between the two and you'll always succeed.)

Move block 12 into the moat, then move RD and into the shortcut. Now, use block 18, turn L from the yellow key, step D to the chip, and return to the shortcut. Continue with block 13, but now take the two chips in room 2, move U 2R 2D and right to pick up the extra chips. Feed four more blocks into the moat in the normal way, but after touching the fourth, step R to open the wall on the left of the bloc, which will allow you to continue the cycle for a fifth, sixth, and seventh block, this being block 4.

After the seventh block (clock check: 594.2 after hitting the dirt), return to the bloc again and move the 8th block into position normally, but instead of using this block immediately, step RURUR and begin to destroy the bombs in the far southeast corner with these two blocks; then go back to the original block and use it in the moat. At this point, all that remains of the checkerboard are the loose blocks at the bottom and a cross of four blocks plus one wall in the center and a wall in the NW corner. Open that wall in the corner, then step 4D 2U RURUR and shove this block into the bomb stream.

Carry the block on the moat line into the moat, then come out through the shortcut until you meet a block. Rather than take this east to the bombs, shove it 5D into the range of the moat, and finally use the last remaining stationary block to remove the last of the bombs blocking the goodies at the very bottom. Now, Chip can finally take the chips: move L 2R L 2U R 2L 6U 2R, then take the last two chips individually. This section is finished; also finish the moat with the block left in its path. This leaves 8 chips, and one more phase...

Phase 5: Complete the level!

Ignore the shortcut this time, and instead come out the center and (at last!) continue with the lower left section. Move the block on the left 3D (clock check: 499.6, after pushing it D), then the other block down into the bombs to finish them. From the key location, take all the chips remaining with DL 2R 2U 2L 2U 2R, then the last two chips individually. Now, I bet you've been wondering what's under the sockets, right?

Find out by moving the block in the corner 9L, then bridge to the socket in the center. Open it, then step UD to collect the flippers. Swim across the water to the left to another socket, then step down onto this force floor and off to the left (there's a hidden wall below it, unlike the other one). Take the suction shoes, walk back out, and move the very last block in the level into the path opened from the socket. Be very...very..careful - there's hidden walls everywhere. Step onto the force floor, then continue LD 2R UR 2D LD 2R and move the block into the bomb. Stop...Do you have fire boots? I thought not...Open the socket due east to collect a pair of fire boots, then walk through the fire and water and open all the locks to finally reach the exit. King Me!

You should have 451 seconds with this route. While there is a better route in existence which scores 453, this solution is currently unknown except to its owner.

Level 73: Bumble Boy
After the monstrously epic Checkerboard I comes a thankfully easy level. If you stay put, you're going to get hit, so run around the ring; exit west, wait two moves, and jump in with the bug rings. Take the yellow key, run up to the one chip in this level, waiting a move before collecting it, and finally east to a blue key. Return to the start and take the north fork, and hold to the north wall.

You soon arrive at more gravel and more circling bugs; sneak past these, then open the blue and then yellow locks to allow the bug to drown itself. Run the block all the way to the top wall, get behind it, and move it all the way back to the start (7R DR 4U RU 16L UL 6D will do it). Nudge it 2R to cause the bug to open the toggle wall for you, and exit the level below to add 232 more seconds and 38,320 points to your score.

Level 74: Chip Search
Start looking for those chips! Step DRD 2R, then 4R off the thief, and hold downwards to the southwest. Take all the chips, except the trapped one on the far left, and then return to the "windmill". Remove the chips and suction boots, then take chip 2 of the east leg, and go back toward the start. Remove the second chip in the ice, then the flippers, and swim to more goodies at the northwest.

With fire boots, Chip can use the starting teleport. Take the blue key to the left, then the red key to the right, and then step L into the teleport and collect the green key. Go to the top, open both locks, take the chips under them, and then run all the way south to a tank room. Step just underneath the tank button and move 8D 6R 2D U 2L UL 2U 3L, then run back to the teleport and jump north to the yellow key. Step back out, use this key to take the last chip near the teleport, then teleport south to the exit. You found 253 seconds!

Level 75: BuggyWall
Since there is an invisible wall at the start, to get into the center, Chip has to pick up the chips. Collect each chip as you slide to it in succession, then enter the sixth socket. Now, take the blue, red and green keys, and then move up a room and right a room. An accidental "bug" in this level is that a green lock replaces one yellow lock, so you didn't need the yellow key. Open the barrage of locks to exit the level and score up another 113 seconds.

Level 76: Fire Bugs
Originally, Fire Bugs was named Fireflies, but the clear copy of the original Fireflies name would lead to an official revision of CCLP2. Unlike the original Fireflies, Fire Bugs is easy.

Follow the bugs to get the first four chips, then continue to run right to reach the fifth chip. Slip past the bugs, return to the start and take the chip, then teleport R and move up instantly. To the east is a block cloner; step on the button, continue RU 2L U to take the flippers, then go back to the teleport, sliding R to the final chip behind one water space. You are blocked at the exit above you; try a different way.

Go back through the teleport and hold up to bust through the socket and take the fire boots, then step down again. Hold downwards, then walk to the southeast edge of the fire to find the hidden exit - and 241 seconds.

Level 77: Madd Maze
Madd Maze is a very "madd" maze which might make you madd! This bold route will take some time, due to three different areas of random elements or areas affected by them.

Walk to the west, wait a move, then dive in to snatch the yellow key from the monsters and return to the start. Walk onto the first force floor, override the first random force with a down press, and if the second one takes you down, take the red key, step RUR, and hold R to go through the yellow lock assuming the final floor moves Chip U. Now, open the red lock, where the clock should be at 291, then do your best to avoid the blobs and get the blue key and chip.

Open the blue lock and slide to the first two chips, then nudge block 1 into the water and take the remaining chips. Move block 3 into the water, then shove block 2 to the west to block the gliders temporarily. Slide over dirt 1, hold west over the south force floor, then hold east at the lower south force floor, and finally hold north on the final stretch to sneak past the pink balls and take all the goodies. Swim to the next red lock, blow up the first bomb on the bottom and use the block below it to get to the suction boots.

Go to the big jumble of force floors and walk through to the chip, then run to the teleport on the east. Note that gliders will often block Chip; two moves can be spent at this time. From the teleport, run to the northeast and then beat the fireball to the blue key and fire boots. Go back to under the teleport, again using two moves if required, and pass the ball to get two chips. Backtrack to the left, without waiting this time, and take the rest of the chips here and pass the blue lock. Get the chip to the right, then the last two below, and exit the level. 244 seconds is just madness!

Level 78: The Search for the Exit
There are a series of obstacles and fake lures in this level that can be dismantled rather easily with a map of the level, and it should be one of the first scores that you should be able to get when you discover this tool.

Enter the bug's room and get the fire boots, teleport D to get the flippers, and slide R and R through the teleports, with a force floor providing a L slide. Stroll up to the chips at the top and collect them, then walk over the recessed walls and thief, and to the force floors. Stay put until you reach ice spaces, then step onto them, which eventually puts you onto a double-wide force floor track. Divert onto the left track, shove the block out of the way, and run west all the way to the red button. Stop just short of the button proper and collect all the chips in a clockwise direction, plus the green key hidden under one.

Leave this area and approach the circling glider located at the very west. Approach the chip from above to avoid hidden traps (you won't need the hidden ice skates in the center), pass the booby-trapped exit near the two pink balls, and go back to the gliders going around a guarded exit. Remove the socket and green lock, idle to the west, and wait for the paramecium to clear out in order to exit. You found 295 seconds.

Level 79: Cra-zy
When originally made, Cra-zy contains the hint: "This level can be done in 6 seconds. How?"

How? ULDRUDRUL [1] L, one clockwise circle around the teleport, and then either [1/2] or [1] before sliding east into it. A more dependable route is [1], then touch the green button on the way to the exit. The absolute quickest way through is [1/2] and ignore the button, but it is more difficult to pull off. Either route, however, completes the level in 6 seconds, with a time of 114.

Level 80: Frost Swirl
This level is composed of an oval track around the level with balls sliding through it and 12 locks, each with a key and a chip behind them. The balls will often require Chip to wait before sliding through the frost swirl, as indicated.

Take the red key to the east to begin the cycle, then move as follows: Slide west to the red lock, wait, north and open its red lock, west and open the yellow lock here, wait, return to the south and open the yellow and blue locks, and now wait and move to the east to open a blue lock. As the ball here cannot be beaten to the ice, let him slide and resume by sliding back south and opening the red lock. Move west to the blue lock, wait, north to the blue and yellow locks, and now finish the chips by going to the east and opening the yellow and red locks. (You won't need the key, but you do need the chip!)

Finally, wait for a ball on the lower track, then come back to the very south and exit with a time of 316 remaining.