Chip's Challenge/Levels 1-20

This page will give the walkthroughs for level 1 (LESSON 1) through level 20 (TOSSED SALAD).

Level 1: LESSON 1
We all have to start somewhere..Move 2L2UL, take this key and chips, then swap this for a green key and go in a counterclockwise circle to get the rest of the chips. Your first 83 seconds!

Level 2: LESSON 2
Get the top chip, the bottom chip, and continue with 3LURU, which belongs in the first water, and the other block past it. Take the chip at the top of the circle, then the bottom, and finish the level to the west. The best possible time is 90, although the "long first second bug" allows an unofficial time of 91.

Level 3: LESSON 3
Get the flippers, then the ice skates, the fire boots, and then the suction shoes and chip below you. To exit, follow to the east. The best time is 89.

Level 4: LESSON 4
There are four exits from the starting room: the north, east, south, and west directions. You must complete the east, south, and west sections (in no particular order). Once you have completed them, you will be able to pass the chip socket on the north wall and go to the exit.

West: Go along the path, switch the tanks when you can, and take the chip, then return to the south section.

South: The middle block has fire under it, so move the north-east block L and move 2D2L2U2R to take the chips on the other four.

East: The path splits into two paths. Each of these paths splits again. At the end of each of the four paths is a chip. Start at the top and get the four chips. Whenever a green wall is in your way, press the nearby toggle button. After finishing, go exit. The best time is 116.

Level 5: LESSON 5
Go along the path to the north, step on the green button to stop the cloning, and take the red key. Use the red key to enter the exit room and release the glider with the first button, and when it gets trapped again, release it with the next button to make it explode the bomb. The exit is now free... the best time is 85.

Level 6: LESSON 6
Move as such: 3L3U3L5DL3U, and backtrack to the exit at the start. You won't need the second room of four chips to the east, because they're inaccessible. The best time is 94.

Level 7: LESSON 7
Go down through the teleport, take the chip, and then slide up to the flippers, and continue to slide DL. Ignore the fire boots for now, and swim to the chip, then the thief, and slide RL to get the fire boots. Continue U to use them for the final chip, and then slide either way through the port, which will allow you to exit. The best time is 139.

Level 8: LESSON 8
This is possibly the easiest CC1 level, period. 4R, then U or D, and east to the chip, then further east to the exit completes it in 3.2 seconds, with odd-step active.


 * NOTE: Odd-step is an important fixture of this guide. Teeth and blobs are initialized into two positions: moving on your second move, or moving on your third move (as nothing moves on your first step), and then every other move after that. Odd-step is the former. There is a control in Tile World that allows you to set this feature simply by pressing O; in MS, you'll have to use trial and error.


 * Extra tip: For people learning how to deal with teeth, play around with this level for a while.

Level 9: NUTS AND BOLTS
I have to tell you that if you're stumped on this level, so has almost every known Chipster in their beginning stages. It's the way to the exit that hangs them up...

Start with the yellow key, bust through the door, and hold the east key until you stop in front of a block. Move this 2U, then step RDRDR, use the block, and take the remaining three blocks to the water by themselves. This allows you to open the red door onto an ice rink; the route through this is, starting from the door: RDLULDRULD2RDLULU. Step again U, then step D to touch the button again, and then continue to the blue key. Use this on the blue door, then swap the walls as necessary to collect the green key, then the red key, and open the red door to slide to a bug and gravel room. (But make sure you wait about half a move before you slide! Splat.)

Walk the gravel four spaces up, then steal the chip on the top, enter the room to the west, and open the block underneath the chip to take it from the south. As you were passing into and out of here, you could see a block and bomb room; enter this room and shove the first block on the top R, then use the south-west block. Continue with the block on the bottom, then circle to the block now on the very top and take the chip before using it. With one block left, nudge it R before you circle around and use this block in the same way. Two chips are visible, and one is hidden under that block. You now have all the chips except one, which was located at the very end of the ice slide. With this complete, bust through the chip socket and observe...

The fireball is stuck on the trap, and releasing it will simply cause it to circle around again without you being able to reach the exit. You can move the block DL, which will cause the fireball to open the trap for you...or you can just hold the trap open permanently by dropping the block onto it. Now, continue L5U to exit the level. Quite a nutty solution! You should have 306.

Level 10: BRUSHFIRE
It's a big, but not hard, maze of fire, and it's completed with a series of moves: 4D4E4U12R3D3LU7L7DL3D8RU 10R10D4R2UL3UR2UL6U3R18D5L2U10L7U5R. The best time is 51. A bug can be found patrolling this maze (bugs will not touch fire), but you won't be seeing it with this route.

Level 11: TRINITY
Start off by going west over the force floor. Now, go down to the bottom, left, and go right on the force floor. Ignore the next force floor and go up. Circle around the force floor to a fireball guarding a red key at the end. Get the key and leave down. Now go left, down, and right. Get the yellow key and exit left. Then, go north, opening the yellow door and getting the skates. Go to the right and go up and to the left. You see a blue key nearby. Get the blue key and exit right. Go to the bottom right corner and up through the force field. Turn left, down, and up. You should arrive back where you started. Open the blue door and get the flippers. Get the chip beyond the water. Open the red door and get the fire boots. Get the chip beyond the fire. Go along the ice path and turn left. Get the chip and head straight east. Go through the chip socket, and continue until you reach the exit. The best time is 211.

Level 12: HUNT
Fortunately, you don't need all the chips in this level. There are two teeth at the bottom of the level, but they should not bother you. Okay, go one up and around the wall to two away from the edge of the level. Go 4U3R2D; go right until stuck. Go all the way left, all the way right but one. U-turn and go L182D and spiral left, right, left, down, and up (when you make a smooth edge below). Spiral all the way around the level, U-turn back at the left, and spiral around again. Don't get the chip in the corner. Spiral around again, then take a 2 square wide U-turn. Spiral down, up, down save one, right, left, right save one, up, down, and up save three. Go into the center, pick up the remaining chips outside in, and exit. The hunt for 270 seconds has ended!

Level 13: SOUTHPOLE
RDL2U3D. It is that easy!

You can also get to the exit by holding south (suggested by the title), however this is a few tenths of a second longer.

Level 14: TELEBLOCK
Collect the red key and go through the teleporter. Open the top door. Push the block into the teleporter and into the water by stepping to the right of the teleporter and going in left. Push the next block in and open the next door. After the second is pushed go 90 degrees counter-clockwise and then push both blocks in, always pushing the one to get the chip second. The best time is 203.

Level 15: ELEMENTARY
Pick up the red key, open that door, and get the blue key and flippers. Go up through the blue door and get the red key and suction shoes.

Go the following directions at each intersection, retracing your steps at dead ends (that is, when you get a chip or key):

Southwest (water): south, south, east, south, east, north, west, north, south, east, north.

Northwest (force floor): east, south, north, west, north, south, south, north, east, west.

From here, continue to the right of the level, get the blue key, then red key and fire boots, then the blue key and ice skates in the same way. Move the block L and continue thus:

Northeast (fire): west, west, south, east, north, east, north, south, south, west, south.

Southeast (ice): east, south, south, east, east, west, north, south, north, west, north.

Return across the path, but this time step on the spy so as to slide instead of skate back to the beginning of the level.

Open the last blue door and step on the chip socket. Push the block from the main room onto the brown button. Open the red door and go to the exit.

Speed is crucial to completing the level, let alone scoring well. The only way to get faster is to memorise these combinations. If you do so, consider yourself lucky. The best time is 89.

Level 16: CELLBLOCKED
Move E4, S12, E4, N4, E4, N8, E4, N8, W4, N4, W20, S4, W4, S16, E4, S8, E20, N4, E4, S4. And you're finished.

Level 17: NICE DAY
Go northwest to a group of six chips, and get them. (Be careful of the balls and walkers, of course.) Go straight east and collect another group of six chips. Go south until you reach a long squiggly line of chips. Get all the chips in this line. Now, head for the southwest. If the green toggle walls are closed, wait for them to open. Head to the corner and enter the exit.

Because of the random movements of the walkers, this level is more made of luck and alertness. If you get all the chips in this order and get through the toggle blocks without pausing, then you will get the best time possible, 83, with a smile on your face, just like the level itself.

Level 18: CASTLE MOAT
Go along the only available path until you reach the area with the blocks. Head through the block area to the northeast part of the level. There is a block in the middle of a vertical wall. Push the block two square east, then two squares up into a corner. Push the block along the north wall aside, getting the flippers underneath. Go back to the southwest part of the level and leave the block area east. Cross the water, and go to the south side of the mass of blue walls. Go through the chip sockets to the exit. The best time is 553.

The solution given above is a hidden shortcut which will only be found by careful searching. To do this level the long (and more obvious) way, you'd need to bridge the moat. This can be done with five blocks. You need to push them to the moat and along it, filling in the water at the end of the thin walls and pushing one block 2RU3R from the right of where the two bombs are. The last two push up to the north side and to the east, where the moat is only two squares wide. This route gives you a bogged-down score of 434.

Level 19: DIGGER
Follow the chips down, right, and up until you are about to cut across the path. Backtrack to the start of this path and get the chips there. Stop one before the intersection and go down. Make a U-turn when you get to the start of the chips. You may die by the teeth. Try again if that happens. Follow the chips up to the next teeth. Run left and stop one before the chips. Drop down and back right again. Run down from the new teeth and open the next teeth up. You should move at the same time as the teeth above you do; if you don't, you will die. Follow the chips left and take off the overhang above the end of the chips. Go back down and continue following until the next teeth stares you in the face. Step right over the teeth's hiding place (3 rows to the right of where it was) and run up. Turn left and up at the end of the chips. U-turn to start at the end of the chip string. Pick it up, along with the offshoot to the top. Now do not return to the normal route; instead, go 1 to the right of the carved path. You can now outwit the teeth coming right toward you. Time it perfectly, then follow the string of chips to the exit. You have dug up 171 seconds.

Level 20: TOSSED SALAD
You don't need any of the chips in this level. Even though the CHIPS LEFT counter says that you need to collect 15, there is no chip socket guarding the exit. This means that no chips are needed.

From where you start, go east a bit, north a bit, and east (crossing a chip) into a one-cell-wide passage. When you come out go south and cross the gravel. (There is a block cloner here. If you spend too much time in the first part, the block will clone, trapping you. This should not be much of a problem since you don't need to get all the chips). Enter through the teleporter.

Go along the south passage. You will have to wait for the tanks to move and the toggle walls to open up. Be careful not to run into the tanks. At the end of the passage you will get a red key. Return and when you get back to the teleporter, go along the north passage and open the red door.

As you continue along the path you will go over some force floors into a room with chips surrounded by fire. Go through the path at the southeast of the room, crossing the ice. Go down and get the fire boots, and go on the force floors. Continue south and east. You will come upon a long, thin west-east passage with a ball bouncing in it.

Wait for the ball to reach your end. Then jump in front of the ball. Go north before the ball hits you. Go and cross the force floor and fire, and head west and over the force floor for a free ride south.

Now you need to get by the tanks to the south. To do this, run through the tanks down. Continue until you have passed all the tanks. Get the yellow key and return. Now, to get by the balls to the north, wait. When the first ball passes, keep going north until you've passed. Open the yellow door and continue to the exit.

If you want to get all the chips on this level, then in the initial area you must go around and get ten of them. Also, after you get the fire boots you must double back and get the four chips surrounded by fire. The last is in the final area with the balls and tanks, but you can just pick that one up. The best time is 340.

For speed, don't get the chips not directly in your path. The path is straight-forward, except at risky points.

NOTE: you do need the fire boots, otherwise you cannot get the yellow key to the end.