Chip's Challenge/Levels 21-40

This is a continuation of the walkthrough for Chip's Challenge. Levels 21 (ICEBERG) through 40 (FLOORGASBORG) will be discussed here.

Level 21: ICEBERG
To begin with, you can't use the cloned blocks to bridge to the exit "island" — there are hidden walls blocking this. Therefore, move the first block 3R2U from where it's cloned, and follow with a second, then a third, where you ignore the boost towards the ice corner. If you boost, you will trigger what is known as cross-checking - following one space directly behind a block will cause Chip to push the block over an ice corner and keep sliding, which here leads to suicidal consequences.

When you take a fourth block to the top island, do the same on the first turn, and then repeat it on the next turn beyond the third dirt. When you land, collect the west three chips, move the block 5R and collect the middle three, and then move the block lastly D4R, take the remaining chips, and place the block D to take a shortcut to the exit. With perfection so far, this route scores 119.

Level 22: FORCED ENTRY
Forced Entry is perhaps the single most annoying level to this point. In only seven seconds, the shown 293 route will twist and turn into boosting oblivion. The important principle of Forced Entry play is to use sideways overrides: these allow Chip to move at 20 moves per second.

Hold east, take the chip you reach, and then 7D to take the next chip and D5L to reach another chip on the left. The remaining moves are: LDL (chip) D (wait, oppose the west force floor) 5D (slide on the ice) 2D (chip) D2R (chip), hold 5R and slide the ice, 3R to the next chip, L2D to the last, and L2D to be thrown to the exit.

Interestingly, if you press R and just sit back and wait, you reach the exit, although without any chips.

Level 23: BLOBNET
Out of the frying pan and into the fire! Blobnet is quite simply the most annoying level of all time, even higher than the later Block Buster. The moment you start playing Blobnet, you're aware of this. It provides a very overwhelming introduction to the blob: a mass of green that moves every other turn, applicable to even step and odd step, in a completely random fashion, even when cloning or being released from traps. The only things that can force a direction are obstacles and sliding tiles.

There are many, many ways to play Blobnet at an advanced level. The first basic is to use even step: this route in odd step is practically impossible. The quickest safe route is 2L D U 3R 3D 7R 3U 2L 5R 3D 3R 5D 2U 3L 7D 3R 3D 3L 7D 3R 2U 5D 3L 3D 5L 2R 3U 7L 3D 3L 3U 7L 3D 2R 5L 3U 3L 5U 2D 3R 7U 3L 3U 3R 7U 3L 2D 5U 3R 3U 5R 2L 3D 5R L 3D R L 2D 2U 4L 4D 2R 2L 3D 6R U R 4U 2D 3R D 5U 3R 2D 2U 4R 4D 2L 2R 3D 5L R 3D L 5R 3D 2L 2R 4D 4L 2U 2D 3L 5U D 3L U 5D 3L 2U 2D 4L 4U 2R 2L 3U 6R D 2R 3U.

Eventually, you'll want to use a combination of logic and gambling. When diving for chips, Chip can only be killed by blobs when he collects them on a non-moving blob turn, and a blob is right next to Chip. When you see this type of situation, you can often take a different route to the intended destination along the above route, but possibly to change the route for a quicker time if the movements of the blob are favorable or are likely to be. The standard advanced route through the start of Blobnet is 2L D 3R 2D 5R 3U 2R D 3R 2D 2R.

Note that the areas touching the very edges are prime spots for gambling moves; they allow Chip to save large stretches of floor. Ideal situations include where Chip is approaching the edge chip and the blob is two spaces in front and one space to the side of him, allowing him to bust directly through if the blob moves towards him, and also where Chip is next to the blob as he picks up the chip; this risks a 1/4 chance that Chip will die, but in total 1/2 of the time Chip will be able to walk three spaces to the chip. In many situations where gambles are called for or encouraged, Chip can move in sync with a blob when it does not kill him in this situation, allowing for an ideal outlook on Chip's next move.

Other strategies to gain this outlook include, of course, the spring step: this can be used when Chip and a blob could potentially be moving onto the same square at once, among others. If Chip can see where the blob is moving, he can make his decision accordingly and, if the timing is correct, lose no moves at all.

Also overlooked are one-move waits, particularly on the edges; whether to use them depends on the upcoming chips and how far apart they are from each other. When considering a wait, look at the next few chips and see whether they would be always safe to collect. If a wait would switch many chips from safe to dangerous, it is best to take the chance. Also consider whether blobs can physically reach upcoming chips.

In the second half of the level, Chip should tend to be very conservative unless he is pressed for time against his target score. Again, prime areas for gambling are the largest, where Chip can switch the order of two chips and dash across the center of the 3x2 area. To account for the feasibility of such a move, however, pay attention to the current status of the blob: if you can reach a favorable position such as the ones described in paragraph 4, there is a notable reason to attempt the move. Throughout the level, you can tend to take gambles which, if they work, will allow you to reach such sections at times when the blob positions are favorable, adding to your speed.

Also, in the ending stretches of Blobnet, most of the chips can be collected directly, as they are generally all even moves apart from each other. Therefore, tend to avoid one-move waiting unless required by blob positions. In these areas, there is also great interchangeability of the chip order - the chips can often be collected in different orders. When confronted with this choice, read the blobs and determine whether some of the chips can be dangerous if Chip walks straight to them. In such a case, collect the other chip first and come back, assuming this is less likely to be dangerous in itself. Should both chips potentially be dangerous, move to the one that is less likely to be touched by a blob.

The rest is just nerve and a lot of luck, and despite the extensive strategy outlined here, the use of it is sporadic and depends on many different factors, and is never guaranteed to work all the time.

The bold time is 434; with these developed strategies, honed over long periods of time, I reached this and almost broke it to 435, but because of a spring step I'd taken just two moves earlier, I was unsure about the timing of the blob directly underneath the exit, and of course did not want to step on him on his non-moving turn! The spring step I used to determine this proved I could have moved R3U without pausing, and on top of that, I got the timing wrong and dropped the time to 434.8! Fortunately, I wasn't killed for my mistake. This full 434 route can be downloaded at the public TWS.

Level 24: OORTO GELD
Since the walls in the several sections of Oorto Geld are in different states, the only way to get through them is to use the gliders to change the walls for you. This can be achieved as such: 2R 2L 4U 2D 3L 3U 3D 2L 3D 3L 2D 2R U R U L R 2U L R U 3L U L D to entrap the first one, then 4R U R D R U D 2R U R 2U R U L. At this point, a button will be pressed every move, so you can just breeze through the room at the top.

Continue to circle counterclockwise through each room, leaving the gliders the way they are (on the first room on the left, collect middle, then top and bottom) until the east side, with 12 chips left. Because of the design of the room, move block 6 on the bottom 2U, then block 6 to the right all the way east, before collecting the top chip. Knock the block down to the corner and finish this, and end the level with the upper right corner before you return to the exit for 425 seconds.

Level 25: BLINK
It's very easy to get lost in this level, even though there are only eight teleports and there are no blocked edges of the teleports.

Slide in the given directions to collect the chips, and follow other instructions when given to score 435 in a blink.

U chip D chip U chip DU chip D [move left to chip] U [move all the way up to chip] RL chip R 2chip LR chip L chip R chip LR chip D chip U chip D chip UD [circle around to right side] L chip R chip L chip R chip L chip R chip LR 2chip [circle to bottom side] U 2chip D 2chip. Now, slide one last time UDUDU and continue to hold up to pop directly into the exit.

Level 26: CHCHCHIPS
Chips, chips, and more chips. Did I mention eat some tortilla chips while playing this level? :) Actually, don't; there's some obstacles that will leave you saying caramba. In particular, the final monster, the paramecium, has been introduced. It works identically to the bug, except it follows to the right instead of the left.

There is more than one way to collect the chips in the central room, but only a few are correct and allow Chip to collect the southeast area quickest.

Pick up the row on the top, then move 3D, take the chips in the circle to the west, and then the first five on the jutting piece left behind. Now, collect four chips in the northeast room, four after waiting, and then wipe out the remaining chips all the way to the toggle wall. Take ten chips from the east fork, then reverse backwards, collect past the teeth clone machine, and then release the ball onto the red button. Fortunately, the teeth are slow to clone, and Chip can collect everything left before they get to them.

Pick up the remaining chips by the pink ball, then collect five chips across the lower part of the level, and wait one move before continuing to outwit the paramecium and leave him circling. When you finish this row, turn back, collect 5U and then the remaining chips on the east side, and head to the west to collect the final 11 chips. You can now sneak past the ball to the exit with 254 seconds to spare.

Level 27: GO WITH THE FLOW
At least this level is a lot easier. Take the fire boots first by waiting one move for the tank, and wait exactly ten moves before you can escape and slide south. Take the chip by the button, the chip below that, and hold the left key to reach three more. Slide once again to a bunch of blocks, take the first three blocks in one-by-one, and then move the fourth block U before you circle back around and finish the bridge. Now, start the slide again, but hold to the left and swim to the last chip, then take the last way out and exit the level for a score of 147.

Level 28: PING PONG
Below the west force floor two spaces to the right is the only entrance to the main level; slide around and pop through, take the first two chips, and move the third block south, followed by the first block U and the second block into the same area, and then the first block into the next water space down. Decamp to the west, take a couple chips, and follow with the last block, and now continue to the east for two more chips, and also one chip on the far right. This allows you to move to the south-east corner, then to the center again, and dodge U to reach the two chips on the left without being hit. Go up another rung of the ladder, take these two chips and the next two on the right side, and emerge with the next two on the next highest rung. Now, you can return to the beginning room and just sneak past the ball moving east to clean out the last room and pick up a score of 239.

Level 29: ARCTICFLOW
This level is not difficult, but there are a significant amount of tricks to it. Watch out for Thor's hammer!

Start by building two bridges of five blocks to the right, then knock the block in the center of the three blocks R and use the upper block, then the bottom block, and now the one on the far right, to build a bridge on the very top - anywhere else and you won't make it. Walk to the next stage of the level: paramecia! Nudge the block in the center L, wait a move, and build another bridge as the paramecium dies. Below are four of the five chips required, but you need the blocks for another purpose. Instead, use the center block and one of the blocks on the left to reach the fifth chip (this paramecium is not a problem) and walk and slide across the ice to what eventually turns to flippers. The trickiest part of the level is getting back; you can just slide back, holding south to override the up force floor, but it's slower. Just swim and slide instead. The required route is:

L4UL4ULUL2DL2DRDLDLD2L2U3LD2LD5LU2L5U3RUR4U4L4U4RD4R, and now collect the four remaining chips, open the socket in the upper right, and land at the exit with 302 seconds left.

Level 30: MISHMESH
Again, this level is not difficult, once you realize the patterns in which blocks are real or not. But if you don't have a map, this level is going to be another monster! Fortunately, we've provided one.

To start off with, go D R 2D 3L 2D (A) 9R 4D 2L 2D 2R 2D 2R 2L 2U 4L 4U 4D 3L 2D 2L 5R. Go back to A. 2L 4D 5R 2U 3L 3R 2D 3L 2U 2L 2U 2L 4D 4L 4D 2L 2R 2U 2R 2D 2R 2L 2U 2L 2U 4R 4U 2L 2D 4L 4R 2U 4R 2U 2R 5U 2R 3D 3U 2L 4U 2R 2D 4U 3R 2U 3L 3R 2D 3L 2D 6L 2D 2U 2L 4D 2R 3D 3U 2L 3D 2L 2U 2L 3U 3D 2R 5U 2L 4U 4D 2R 2U 2R 2U 2L 2U 2L 4U 4D 2R 2D 2R 2U 4R 2U 2L 2U 2D 2R 4D 2R 2D 4L 2U 2D 4R 6U 4R 2D 3R 2D 2U 3L 2U R 2U 3L 3R 2D 4R 6D 2R 2U 4R 4U 4L 2U 4L 4R 2D 4R 4D 4L 2D 2L 2D 4R 2D 4U 2R 4D 4R 2L 2U 2R 4U 2L 6U 4L 4R 4D 2R 4U 4D 2L 2D 2R 4D 2L 2D 2L 4U 2L 2D 4L 2D (B) 2R 3D 2R U 2R 5D 2L 2U 2D 2R 2U 2R 3U 2R 3D 3U 2L 5D 2R 2D 2L 2D 2R 2D 2L 2D 2R 2D 4L 2U 2L 4U. Go back to B. 3D 2L 3U 3D 2R 2D 2R 2D 4L 2U. Return to B again. 4U 2L 2D 3L 2D R 2D exit. You have mashed your way to 454 seconds.

Level 31: KNOT
There's only twenty-nine seconds allotted in this level, so you have to be careful. When I played this level for the first time, I was walking along and I ran out of time! Then I looked at the time limit...Oh, no.

Fortunately, the level isn't hard. Start with 2R and work URDLDRURURDL2DLU2RU at each turn, and above is the exit, which will leave you with six seconds.

Level 32: SCAVENGER HUNT
This level is another classic maze hunt, and there are seven places where you're trying to reach: the three chips, the boot that will allow you to access each one, and the exit. At each successive intersection (even ones with obvious dead ends) go: DLR2DU, then follow the path to the fire boots and return, following with LUDR and get the suction boots. Backtrack all the way to the start, take the other way, and then RD to reach the chip behind the force floor. Backtrack to the last intersection and continue ULUR to the chip behind the fire, and from that intersection DLDUL to the flippers. Once again, return to the previous intersection, and move 2D (the exit is right there) RD to the last chip behind the water. With this free, go back to the exit. Don't get lost and you will get 379.

Level 33: ON THE ROCKS
A relaxing break: take as much time as you need to make bridges out of the unlimited supply of dirt blocks you have. However, I'll provide you with the fastest route known through this level:

Build six blocks down, then one east from the chip, and stuff a block into that open space (9DR, counting the ice as one space), followed by removing the water underneath it and thus allowing you to do both at once. Add a fourth floor space on top of the east row, move another block 9DR, and take another block 8D, followed by moving R4D2U2LUR and stuffing another block 10DRD, right in the outcropping. Fill in the water above, put another block 9DR, and then move a third block all the way down, followed with 2RL6U. Shove another block 9DR and move another block 9D, then maneuver R2D2LUR2D3R, take the chip, and remove another water space going up. Follow with two more spaces and slide two blocks onto the ice, causing the second to rebound back up. Meanwhile, step R, fill in the water with L, and take another block and move it R while removing the dirt. Now, move the other block 2R while you move the other one L, the first block 2L while the other one R, and then 3L to take the chip, and 4R to expose the island.

Build two spaces down from this island to free a chip, then move the block into the next island and shove it north to the water. Continue until you can reach the next cloner, then build DR (without stepping on it) and stuff two blocks 3D and 2D respectively. Now, step 2RU2L3U3DL, take the freed chip, and build all the way east to the next chip (seven spaces with the ice boost). Move an eighth block where the chip was and U, then a ninth where it was and R, and finally a tenth where it was, followed with U3RL3DULU, the replacement of the two blocks in the center row, and the repetition of this cycle two more times, to leave one block and one water space at the top, ready to exit when necessary, and now reaching another cloner. Build 14D4L, collecting all three chips in the process, and now move the single block at the top to reach the exit. This will yield a score of 683 with a theoretical 999 time limit.

Level 34: CYPHER
Well, this level really isn't a challenge at all; just walk through the rooms, avoid the bugs if they're there, and take the chips. Only two special situations arise: In the "J", with seven chips left, there's a chip in the lower left corner (everywhere else, you can see the chip as you're coming towards it), and at the exit area, you can sneak past the bug to the left if you haven't made any mistakes. The "J" is not a unique letter; you walk through twelve letters which spell out passwords to later levels: "llio" (across the top), "hppx" (middle), and "jhen" (bottom).

Level 35: LEMMINGS
As the title suggests, you need to shift the fireballs into the water. However, the solution I'm going to give was probably not intended.

Step 3D12RDR6URU4LDL2U to interfere with the lemmings, and continue to move the block 4U3L to cause the fireballs to block themselves and clear out of the circle. Continue [2] 2U [2] 2U, and continue to move the block 2L and take one chip alternately. The fireballs are now moving around to the left; throw the block L twice when you can fit it, and now take the block all the way down along with the remaining chips. Open the socket and then play RU out of the way, then go to the exit for a score of 576.

Level 36: LADDER
Start climbing up and down...start with the blue key, and climb down the ladder to the left, clean out all sixteen chips, and continue to walk down to another ladder with chips. Wipe out the first five, take the blue key, and then interrupt this area to move into the corridor between the ladders. Open the blue door, which still leaves you with one key, then release the tank and pass into the room to the left. Touch this toggle button twice, then knock the second block onto the trap button, return to the toggle button, and continue to move the blocks onto the buttons and swap the doors until you reach the chip. Now, free yourself by moving the top block onto the button, release another tank, and take care of this section in the exact same manner, except with no more need for toggle doors, escape by touching the toggle button twice instead. Now, free three more tanks to reach a chip at the top, swap the blue key for a red key, and walk all the way to the lower ladder. Take the chips left behind and exit the level past the red door and chip socket. You score up 232 seconds.

Level 37: SEEING STARS
Seeing Stars is both long and difficult to figure out, but when you play it, it's not as tough as that.

The level contains two main sections; you'll deal with the bottom section first. Fourteen blocks are required, and only twelve exist in this area, so you will have to move two extra blocks (out of the four that exist) from the upper area to complete both areas. Enter the lower section by moving the block on the right to the water, and below that are two more blocks; move the left block D and the right block 2D, then continue LD3LRU2L and use the bottom block before you shove the block on the right of the top block 3L. Now, run all the way to the right and move this block R, the other block 2R, and use the top and bottom blocks. (You will be required to "take in pairs" often in this level.) Now, continue all the way west from the bottom to move a block across to another pair of two, and move the bottom L, the top 2L, the bottom D, and the top 2U, and finally the third block 2U2L. Now, move to the right and shove the second block up to the water, and move the first block D3LU3L, then continue 5ULR2D4LDL3URU4L3R4D4R3DU. Now, go back to the center of the area (to the right), move the second block to the water to take another pair of chips, and move this block U8LU3L before you collect the chips below; move the lower block 3L3D4L and the upper block 3U3L3U before you go all the way back to the start, collect the last block hanging at the entrance, and move this UR8D9LU3L2D.

With no more blocks in the bottom area, probe the top area by moving the block on the right 2U, freeing the first of the two extra blocks required. This moves 10D9LU3L, then the block below that 3D, and finally retrieve the block from the top and shove it 3U4L4U. This allows you to initiate a string of blocks leading all the way to the far west of the area, picking up an additional six chips. The second extra block will perform a similar action on the bottom; start to mine the top.

When you reach the top section, begin by moving the block you see into the water to collect two chips, then following (from the second chip) with U3LUL3UL2DRD2L. Now, leave this block alone for now, take the east and north spokes (which moves the block in the center UL in the process) and then shove that block D, followed with 3LDL2URULD5LD5L. When you come out of this section, you will be able to move the block on the top east, then set off a string which allows you to use the last remaining block on the bottom section. Continue to move 2D5U, use this block, and move D3L3DL2URU2LD3L2DR2U to begin the positioning. Collect the chips above, circle all the way around to collect all the chips from this area (ignore the block in the center) and move the loose block to the east 6R, followed by taking the chips and then resuming the movement 4DLD to take more chips. Circle around the block closest (it's not required) and move the east block 4D, finish the bridge to the chips, and move the other block 2R13D9LU3L2D4L4D to initiate a string of blocks similar to that on the top part of this section. Now, go back to the exit to see 597 seconds added to your total.

Level 38: SAMPLER
The level is composed of nine rooms with all nine monsters, nine different obstacles, and nine different goals past these obstacles. Start with the green key, slide UDUD, take the suction boots, and slide U followed by LRLR to reach the chip, hopefully without blob impediment. Now, slide L, then UD, pass the socket and take the red key, then slide UDUD to reach the blue key. Continue UDUD, then LR to reach fire boots, and R to reach flippers, and then LR and DUD to reach the toggle button. You can beat the teeth successfully, so continue without interruption with UD and R to reach the yellow key. (However, even with perfect boosting, you're one move short of getting in and out with no interruption; so wait to take the key...) With that done, slide LRLR to return to the exit and earn a free 462-second sample.

Level 39: GLUT
This level has only 20 seconds on the timer, but it's a fast one. You can walk to the center and exit, which gives you 14, or you can perform this quick and easy speed route (with odd-step): 6R4DU2LD (wait) 2R2D. Ding! That will yield 17 even with even-step; to use even-step, either wait one move or perform it one square further east.

Level 40: FLOORGASBORG
Due to the compact size of this level, it will only take five seconds to complete, but it's also difficult to control your movement. Run 3U, then override the first R force floor, then the next D force floor, and immediately step D to be carried to the fire boots. Continue L6D2R to reach the flippers, LU (to the left is a thief!) 6L, and then the tough part: 3U and hold left, which leads to a random force floor which will allow you to override the east force floor to score 195 - if it takes you south at the first opportunity! If it moves west, you can still win by quickly pressing the south key, but it's going to be a lot less reliable method of success.