Chip's Challenge/Level Pack 2/Levels 141-149

Levels 141 (Oracle II) through 149 (Key Color) will be discussed on this page.

Level 141: Oracle II
The final stretch of CCLP2 begins with another harsh challenge, much more difficult than Oracle I. Oracle II has two sections - the west and east. The toggle walls are open on the west and closed on the east at the beginning, and they can only be switched once. Therefore, complete the west section first.

Of the 14 in the west section, move blocks 6 and 11 2D, then use 14, 11, 6, and then 2 and 3. Run over to the west, moving blocks 4 and 5 L, and now unscramble the southwest room: 4D 2L (UR) 2D R 2U 2R DL 3U RD, and lead out blocks 10, 9, 12 and 13. Five blocks remain; to open the passageway between the rooms, move block 8 2D, then run block 4 out and into the bombs and return to the southwest. Before moving block 8 to oblivion, drop block 7 R, allowing it to be intercepted on the way around. Use both of these, then enter the extreme northwest, move block 1 DR, block 5 R, and 3D and around to the bombs, finishing with block 1. Now, touch the red button and move to the east section, where 15 blocks await in a much harder puzzle.

Start with block 15 R, block 13 D, and now block 1 4D, with block 13 out of the way. Retreat around block 2 and flick it R for continued access, then run blocks 5 and 10 U, still allowing the use of block 2. Finish the first stage by running block 9 2R out of the way, then block 8 R, and finally use block 11. Now, turn across the left side, push block 3 L out of the way and use block 6, and now run block 3 R 3D L, leaving this here for continuous double-block replacement runs. Return block 8 2L, then run 2R U into a jam, and then run around the east and move block 10 2D back. Continue block 4 3L, then use block 3 and replace it with 8, and now drop block 10 3L D in a similar way. This time, move block 5 D, then run block 9 L, and carry block 2 D 4L, again dropping block 9 D to use as part of this operation. Pull block 5 down and replace block 10 with it, then replace this with block 2 above. In further turns, Chip will be turning across the ice; different moves are required now.

Don't touch block 2 and instead nudge block 15 U out of the way, snake around block 13 and push it back 7L 4U, then run 3L DL, which will now allow this operation to continue. Doing this earlier would spend 4 moves, while doing it now with DL takes two, as Chip is moving towards the south anyways. Here, move block 15 L, block 13 also L while moving block 1, and then push block 1 2U D 4L, drop block 13 D, and now replace block 2 when using it. Again, use the block on the top, this time block 1, to replace the used block 9, and after that, don't move block 1. Here, run block 15 2U and run 3L DL again, and now approach blocks 12 and 14. First, move block 12 L, block 14 2L, and then carry block 12 north, also hitting block 15 on the way. Pull block 12 D 4L to the west, again drop block 15 D, and use and replace, followed with block 12, which is not moved.

Now, sneak around to block 7 and run it 6L, drop D and 3L DL again, and run block 14 north and D 5L D, rather than D 4L and dropping block 7 D, as the level is nearly finished. Use and replace, then pick up block 14 and use and replace again, and now pick block 7 up D 3L, use and replace with block 7, and then carry block 7 and the still untouched block 3 to get to the exit. 598 seconds are prophesied to come upon you.

Level 142: Chomper Romp
There are five sections to this level, four of which contain an army of teeth and four blocks with a chip, a boot you won't need, and two teeth under them, which kill Chip if he pushes the block. The final "windmill" section contains three separate teeth, which will be led to the center to hold out a series of traps blocking the exit.

The trick in the first four sections is to use the one chip on one side to cause dissent in the slowly approaching line of teeth, such that one moves away from its row or column and allows Chip to sneak through. Otherwise, the only way to pass the teeth would be to collect the boot, and then hide as the teeth all die; this can be used for slower routes. Start the route in odd step, as this will release them on the turn that the given moves will take effect.

In section 1, move 6L across the green button, then 5U 2R DULU 4R, take the chip and walk the path all the way to the far east; here, move similarly 5L 3U 5D RL 3D and west to safety. Walk the path to the far north, then 5D 2L U [1] 2D 6R and south to safety. Expend [1] after you take the chip to change the teeth timing in the west section to the proper time, then walk over and flip the southeast section's route into 3D 5U LR 3U and east to safety. From the chip, step 7D to enter the final section. From the force floor, run R 3U (2R) 2U and [2] to trap the teeth temporarily, while Chip picks up the two chips on the far west. After collecting both chips, wait [1] and then onto the force floor and 6D 6R as you run into the teeth on the east spoke of the windmill. Feint out of his way with 2U [1] 2D, then take the remaining chips and 3L D to escape. Enter the traps and hold down, while the teeth eventually reach the brown buttons, releasing Chip into the exit at 518.

Level 143: Trapped
The Controller and Boss Glitch was supposed to be eliminated from levelsets, but Trapped was missed. This is an analog of Trust Me: the blue keys are blocked by various items, many of which are surprise barriers, that would eventually lead Chip through the blue lock into the exit. However, Chip can steal the key from the paramecium clone machine and return right to the exit, leaving a time of 495. Unlike Trust Me, though, this is not guaranteed; the boss of this clone machine is a blob, and it's in a very tight room, so when it moves east or north after you touch the button, the paramecium is coming out. If it can't, you'll escape.

If you want to complete the level as intended, it's green button, blocks through the water, past the bees, take 5 blue keys, around the tanks, create walkers to make a path, get the fire boots. Then back to the fire to get the flippers and all the way back to the ice slide. Take the portal to the ice skates, back through the portal to the ice and get the blue key. You're home, no chips required!

Level 144: Wormwood
The famous level 144, and possibly one of the most difficult solutions to figure out yourself. It's easier than you think it might be, but far from obvious. Odd step is recommended, as Chip runs directly into a teeth.

Collect a specific run of chips in this manner: 4R 3D 2R U 5R [D 3L D 3R x2] 2D LULDLU, which allows the teeth out, then 2L 2U 3L UL 2U L 3D R 2D RURDRU 2R U 3D. The idea of this spaghetti setup, with the teeth inside it, is to block the (continuous) stream of fireballs with the teeth, then collect the remaining chips and exit before they can take over the entire room.

Follow to the block, then slide on all the force floors to collect the three chips, and move block 25 D for a pair of fire boots, and 7R 7D further onto the force floor, which allows Chip to step R off the floor and take the suction boots. Normally, at this point, you would swing the block all the way downwards and stop the glider cloning the fireballs; you won't need that. Return to the fire room, follow the force floors to another chip, and then emerge back out as the teeth has lost its hold on the fireballs. Quickly, run across the west side and finish 3R 3D 4R 2U 2L 2U RDR [1] UR D 3R U 2L, and exit. In the MS version, you get the Fireflies "ending" animation here, so just type in the Cypher II password (MAER, for Gauntlet) to move on. Oh, and did I mention this route is worth 539 seconds?

To use the alternate 490 solution, Chip would have to collect only 19 chips from the beginning room, then stop the fireballs and release them into 19 bombs. A 20th fireball will enter the teleport and block out the exit.

Level 145: Gauntlet
The level is easy to complete in general once you've figured out how to pacify the teeth, but actually using the route is extremely hard due to random elements at the end, and quite frustrating because it takes 40 seconds even to get to those random elements. Odd step is required for the bold route.

Move the block, then wait [2] for the paramecia on the other end, and blast south through the teleport, which takes Chip to the gravel after several runs of monsters. Dart into the next corridor to lure the teeth out, and run behind him with R 2U [5] 2D, which lets you sneak through to take the chips and fire boots. Now, you have a teeth next to you and a teeth waiting in the main shaft. You have to keep him to the far right while you also deal with the one next to you; this combines the skills of The One Sensible Chip and Hard as Rock. Step 3R (2D) 5L 4D, and now bolt all the way west! Now do it again on the next pair of teeth, and in the final room, you only need the chips, so you can take those and just walk to the gravel.

Touch the blue button, step onto the other blue button and slide onto the green button, and then walk all the way east when the ball clears out. The blobs could be a problem, but that's why it's a tough level. After sliding off the force floor, detour UDU [1] DU, which will clone three walkers. What needs to happen for this 458 route to work is:


 * All three must turn south.
 * Walker 1 must turn north.
 * This collision between 1 and 2 must cause walker 2 to turn east. Boom!
 * Walker 3 must knock walker 1 east as well.
 * And finally, the blobs have to be holding down the trap when you step into it! Otherwise, you'll be held to 457.

It's a long parlay, but eventually it should happen. From the red button, step 2R [2] 2R D 5R and hope.

Level 146: Run-a-Muck
This level, objectively, is a lot of different things strung together in a back-and-forth battle, but the way through each one is different every time. Therefore, this level is insanely difficult compared to many of the other similarly styled levels. The toughest parts are going to be the tank sequence, which will be listed from just east of the trap (the start) when going east and from the 1-space entrance when going west, and the balls in the ice area. Odd step is required.

Cycle 1: Start the tanks with 3R UR [1] RD 3R DR, east to the ball complex, and wait [4] for ball 3 on the bottom, at which point you step (DL) 2L [1] D onto the other wall, and then collect the ice skates. You could easily move faster, but this route pays this wait period back. Go back to the tank passage and continue 2L U 2L DL [1] LU and run to the left, then drop to the bottom. Wait [2], then continue with 2R D 2R [2] and right; off the ice, run [1] 7R [3] RD, take the flippers, and retreat all the way back: 5L [2] 4L [1] 2L U 4L [2] 4L [1] 2L U.

Cycle 2: 5R UR [1] RD 3R DR through the tanks, pass all the balls, and pick up the suction boots, and then repeat 2L U 2L DL [1] LU and west to reach the center section again. In this spot, move [2] 2R D 2R 2U 8D 2R 2D [4] RD 2L UL 6U 2L, to pick up a few goodies, and return to the tanks.

Cycle 3: [1] 6R DR [1] RU 2R D, and you can now nudge the block onto the brown button safely. Notice that both teeth are stuck in the upper left corner of the flipper room; this is vital! The 2U 8D move instead of [4] 6D sent the teeth above the gravel. Return back 4L U 3L UL [1] 2L, then shove the block in the central room 4R, trapping ball 4 and disrupting ball 3. To pass the six-ball room, run U 4R 2D 4R U 5R; now, move past the fire and fireballs, and remove the formerly trapped block onto the brown button west. From the gravel entrance to the six-ball room, step 2L D 6L 2U, 8L over the ice, and finally over the trap and other stuff behind it.

Chip intermission: Move 3D RD off the gravel to pass the circle, then collect chip 6 and move 5U-L for all the remaining chips, uninterrupted by any balls.

Final tank run: 2R D 2R U 2R 2D, and continue all the way to the socket at the far east. Drop into toggle wall three, then move R and through the toggle walls to reach the final section. Start with 2D 11L off the hint; in this area, Chip must use some of the blocks to reach the red buttons, the bottom one removing the bombs in front of the exit. However, half of the blocks are actually clone blocks; block reading order includes only real blocks.

Checkerboard: DL 2D 3L 3U R 2D 2L, and drop block 8 into the ice and return directly for block 15, moving this U. Continue 2R 2U (2L) 2R 2D, then carry block 16 4L U and use it. Block 1 is easy: drop it D and take it out, then run the moved block 15 2L D and use it as well. Finish by sneaking between clone blocks 1 and 2 as a shortcut to block 2, and now touch the lower button three times to open the path to the exit, at the end of the road underneath. This is just worth 317 when done exactly correct; it's a very difficult route!

Level 147: Cloner's Maze
Like Force Field, Cloner's Maze is one of the single hardest levels in the entirety of their respective sets. Many different puzzles are in play, some of which can only be solved by ignoring some parts of already solved puzzles until later. In particular, the yellow key is the hardest of all the puzzles in Cloner's Maze; original routes would clone glider after glider, leaving the block in the far north untouched, until they recoiled and exploded the bombs. In this route, a monster collision will bust out the bomb in front of the key. This route isn't the fastest - a 789 route is in existence, but since I'm not the one who developed it and the owner hasn't released it, I can only provide you with this 781 route.

Clone 11 gliders, walk all the way to the block in the northeast and run it 2R 2U 3L U to hold down the trap just to the west. Now, Chip can reach the green key and the chip, then turn all the way to the far west and release gliders 7 and 11. Make two more gliders, release glider 13 into the next trap, and make one more glider which settles into this trap. Release him and follow him to the green lock, then open it for further gliders, and return to the clone machine. The chip just revealed must be left behind to deflect a fireball later. Clone and release another glider onto the button, then only clone glider 16, as the fireball cloned by the glider has a job to do. Release it, which drops into a trap, and now release glider 16, then return to the fireball clone machine, releasing the new fireball as it becomes trapped. Notice that the block near the start deflects the released fireballs into various areas; clone glider 17, then nudge it U on the way around to releasing glider 17.

Duck west around the red button island, and release glider 14 2D further, and then return towards the center, through the toggle wall. Clone an additional five gliders to remove the rest of the bomb stack in the southwest, then take the red key which you saw freed on the way in. Continue east to release another fireball, and now release gliders 18 and 11, to free the blue key. Now, run to the southwest and release glider 17, which runs D and east, and follow it across to the blue key and chip. Continue to walk north, open the red lock, and release another fireball, then clone glider 23, release it, and on the way back to glider 24, drop the block D again. After you release glider 24 into the red button island, enter the northwest area, clone four gliders to enter the blocks, and then punch the blue button twice to cause the tank to switch the toggle walls. To get out quicker, use block 1 to bridge across the water: 4D 6R DR 4U. Now, move to the east and release a fireball, clone glider 25, and move the block 2U before releasing it into the island.

Now, Chip must move exactly to succeed at the monster collision: 6R D [1] 4R 3D R (releasing one fireball) R 2U 5R (releasing the other fireball) 9L U (releasing the glider) and finally (2U), releasing the fireball and causing the two monsters to collide. At this point, you can collect the chip near the start and prepare to finish the level.

Release both gliders from the southwest corner, using the brown button under the bomb stack, to collect the chip, and now move northeast and take the chip from above the brown button island. Now, run further northeast to another free chip a little southwest of the fireball clone machine, and now clone glider 26 and release it, and in addition release the glider facing south as a result of the collision. Walk all the way to the top of the level, take this chip, and then move east to take the yellow key and the remaining chips to the east. Chip can now exit through the south, with the previously noted time of 781.

Level 148: Neptune
This level has a series of tanks and toggle walls blocking further progress through it, and they cannot be modulated by Chip; something else has to do it. The fireball stream at the top is required, but this can get out of control very easily.

Enter "Neptune" with 6D 9R; Chip only requires 15 of the 16 chips here, and in addition to collecting the chips, he has to move some blocks around to direct some loose fireballs around. Move through Neptune as follows: D 2R 2D 2L 3U (2L) DR 3D L 2D 4R 2L 2U R 2U 2R 3U DLU. Jam block 6 all the way up, then run 2L U 2R to direct the fireball stream through Neptune's axis, and also to multiply it for quicker switching. As you slide south, you will collect block 39; drop this 8D, then step RD [2] and continue moving it 8L. Above you is a glider-cloning apparatus that requires collisions to work; do so by touching the red button, then move R [1] L twice, which destroys the two bombs. Dash all the way to the red key, wait [2] for the tank, and emerge all the way back out.

On the right side of the level, step on the red button and use an identical pattern: L [1] R five times, then walk through the corridor. After the first tank, wait [1], then run to the top, get in the toggle wall, and wait [2] for the tank to switch, at which point you follow the path through the red and yellow locks to exit the level at 548...and get ready for the ending!

Level 149: Key Color
The grand conclusion to this magnificent level set couldn't have been effective anywhere else. All your skills come together in Key Color, including a miniature Switch Hit and two separate locked block sections with color-coded blocks, making it very fun to throw the blocks around.

One important notice concerns the edit made to Key Color itself: gravel was added at [24, 14] (and also at [26, 17] for other reasons) in an official revision, to preclude the admittedly astronomical possibility of the blobs wandering into the blob area, removing a bomb for Chip. Any score based on this bust is invalid and will not be taken.

Take the blue key on top, open the blue lock, and use block 1 first, then 2 and 3 to reach the red key. The red lock is obvious: 2, 1 and 3, but their placement is less obvious. Push block 2 directly west, stunt the stream with block 1, and then carry block 3 over the red key's square and 2L to permanently end the fireballs and allow Chip to reach the yellow key. Open the yellow lock now and run block 3 2L, then block 2 D and block 1 out onto the first trap. Use block 3 to free this so it can move onto the next trap, and then drop block 2 onto the first trap to initiate a chain which enables Chip to pick up the green key. Although Chip might run into blobs, this is unlikely as they clone only every 16 moves, they have a 50% chance of cloning directly into water, and even if they survive, they still have a 1/3 chance of drowning on the next turn. Now, move both blocks 3 and 2 to the traps, open the green lock, and use block 1 to continue the block chain. Off the trap, throw yellow block 3 R 4U L, which turns Chip into another area. Note that Chip is significantly more likely to run into blobs here! You have no further need for the remaining blocks, as you are now in another room of locked blocks.

Open the green lock, as you already have this key, and move block 2 UR and through the Switch Hit section to remove the first water space, take chip 5 to the west, and then swap the walls and return back out. Push block 1 2D, block 3 2R, and block 1 4L into water for later moves in this section. Now, move block 3 into Switch Hit, swap the walls, then move the block 5L further and switch again. Pick up chips 2 and 1 in this area, throw the block DL while this wall is open, and then switch to allow Chip to access the other goodies. Open the yellow lock now, then move block 3 2L and block 1 2D 8L, ready to use in the beehive. Collect yellow block 3 and push it out D 5L U, then jam the other block through the beehive and pick up all the goodies behind it. As when coming in, the bugs will be ignorable when Chip pulls the block out; now, pick block 3 up and enter the teleport.

Immediately step L, then spring step [1/2] RD to catch the block, and now pull block 1 in and back out to the teleport, and now move R [1/2] 2L in the same way. Now collect the chips on the right side, slide through the corner and across the area to the left side, where you pick up two chips, slide R as a small shortcut, then run back, using the same shortcut, and now open the red lock. First, use block 2, and then block 1, to free the remaining chips in the bomb room to the south while collecting the six accessible ones. No more blocks are needed down here; move red block 3 out to the east side and bridge to the ending room. Note that the blob clone machine may be an impediment; two moves can be lost without dropping a second.

To finish CCLP2, collect chips 7 and 5 first, then circle counterclockwise through and jump into the exit. Your score is going to be 408.