Chip's Challenge/Levels 81-100

This is a continuation of the walkthrough for Chip's Challenge. Levels 81 (WRITERS BLOCK) through 100 (COLONY) will be discussed on this page.

Level 81: WRITERS BLOCK
Every block except eight which aren't usable and one that needs to go in a different water space needs to be pushed into water, either to get a chip or to clear out a corner to get one. The blocks spell "THINK", so think!

Start with the third block on the center of the T, then move URU to free a pathway up.

[_|_|_|~|_|~|~|~|~|~|~|~|~|~|~|~|~|~|~|~|~|~|~|~|_|_] [B|B|B|B|_|B|_|_|B|_|_|B|_|_|B|_|_|_|B|_|_|B|_|_|_|B] [_|_|B|_|_|B|_|_|B|_|_|B|_|_|B|B|_|_|B|_|_|B|_|_|B|_] [_|_|_|_|B|B|_|_|B|_|_|B|_|_|B|B|_|_|B|_|_|B|_|B|_|_] [_|_|B|_|_|B|B|B|B|_|_|B|_|_|B|_|B|_|B|_|_|B|B|_|_|_] [_|_|B|_|_|B|_|_|B|_|_|B|_|_|B|_|_|B|B|_|_|B|_|B|_|_] [_|_|B|_|_|B|_|_|B|_|_|B|_|_|B|_|_|B|B|_|_|B|_|_|B|_] [_|_|B|_|_|B|_|_|B|_|_|B|_|_|B|_|_|_|B|_|_|B|_|_|_|B] [_|_|~|~|~|~|~|~|~|~|~|~|~|~|~|~|~|~|~|~|~|~|~|~|_|_] Use the rest of the T, then knock the second block on the left of the H 2R, and continue 3D to free the left of the T. Now, knock the third block on the right of the T 2R as well, which frees the rest of the T. Now, head to the K. [_|~|~|~|~|~|~|~|~|~|~|~|~|~|~|_|_] [_|_|B|_|_|B|_|_|_|B|_|_|B|_|_|_|B] [_|_|B|_|_|B|B|_|_|B|_|_|B|_|_|B|_] [_|B|B|_|_|B|B|_|_|B|_|_|B|_|B|_|_] [_|_|B|_|_|B|_|B|_|B|_|_|B|B|_|_|_] [_|_|B|_|_|B|_|_|B|B|_|_|B|_|B|_|_] [_|_|B|_|_|B|_|_|B|B|_|_|B|_|_|B|_] [_|_|B|_|_|B|_|_|_|B|_|_|B|_|_|_|B] [_|~|~|~|~|~|~|~|~|~|~|~|~|~|~|_|_] Push the six loose blocks into the water spaces to the right, then the third block 2L, and use the remainder of the K. You cannot get the eight blocks that are in the two clumps of the N, so move the second block on the right of the N 2L, then continue DLDL3D3R and use this block. This frees the rest of the N's east side. [_|~|~|~|~|~|~|~|~|~|_] [_|_|B|_|_|B|_|_|_|_|_] [_|_|B|_|_|B|B|B|_|_|_] [_|B|B|_|_|B|B|_|_|_|_] [_|_|B|_|_|B|_|_|_|_|_] [_|_|B|_|_|B|_|_|B|B|_] [_|_|B|_|_|B|_|_|B|B|_] [_|_|B|_|_|B|_|_|_|_|_] [_|~|~|~|~|~|~|~|~|~|_] Push the block that sticks out on the right 3DU and east, and then the block in the middle of the column on the right 2L to free all the blocks that are usable. Now, just push around and take the remaining chips. The exit is to the north of this area.

This is by no means a speed route, but the fastest route is unavailable, and the best available route is a monster which is outside the bounds of this guide.

Level 82: SOCIALIST ACTION
It's all too easy to get lost in this level, but when you start to poke around a little bit, you'll figure out where the exit is, see that it leads to the south-west, and that you can get there by following some bees around. However, it's difficult to complete this level fast without a given solution. The route is rather simple: R7UR10U13LD8L5D4L11D (wait) 12U4RD (wait three moves) 15D21R. This leads you to an approaching teeth monster which is also boxing in a bug; you had to time it right, which is what the wait at the top was for. Wait one more move (yes, you can survive that long!) and then 4UD2L2R3D, which leads to the exit on the right. On this site in 1989.....Chip scored 969 seconds.

Level 83: UP THE BLOCK
The shortcuts through this level are that of a very valuable sort, so watch this level...

Collect the block on the left and move it 7L3U7R, then continue D5R4D, left into the glider room, and circle around to behind the block, which allows you to continue pushing D6R5D, get behind the block again, and nudge the block into the glider room by one space. Wait a few seconds for a glider to bounce off it, then flick it L repeatedly to catch each glider and send it going left. Before it touches the gravel, send the block D2L, and wait to see one of the most spectacular bomb displays ever. :) As the last glider turns to its doom, shove the block R and down to follow them to the last bomb that wasn't blown up by the army of gliders. With this gone, take the chips in the room to the left, and then drop to the extreme south. Ignore the first two chips for now, take the next two, and then the two behind the block to the north of those two.

Now, move this block 5D4L to catch a glider in the same way, then continue to send gliders left until the block itself explodes a bomb. This final glider opens a shortcut to the south; take the chips, walk out through the shortcut, then remove the last two chips below. The exit is above the first glider room, and you have got to be happy with 297...

Level 84: WARS
This level is another simple one, with the same basic concept as Invincible Champion. However, it's a bit more difficult in its execution. Shove the block 4L, wait three moves, then continue to move it 12L8U. Wait exactly three moves, then continue to move it UL, which causes the bugs to trip over themselves and frees the chips for theft. As in the predecessor, step 4UL3U4L4D2R to exit the level, but with this one, 580 is the reward.

Level 85: TELENET
Telenet is easy to complete, difficult to complete well, but there is a 15-teleport lightspeed sequence that makes the bold of 236 quite difficult.

Run all the way west, then stay south to a blue key, and then go up through the second passage up, and east to the telenet's entrance. Take the chip, and follow this guideline through the telenet, sliding in brackets and moving in normal text:

[U] 3RD [L] 3UR [L] 3UR [D] 3RU [L] 3UR [D] 3RU [U] 3LD [U] L2UR [R] U2RD [U] 3LD [R] 3UL [R] U2RD [L] 3DR [UD] 3LU. Now, to infinity and beyond.... [UDUDUDU] (wait) [DUDU] (wait) [DUDU] R2U2LUL. With no more chips to collect, head towards the entrance to the telenet again, but instead of east to the entrance, go up to reach the exit.

Level 86: SUICIDE
This is a very easy fireworks display, and quite nice, too. Move the block 2L6UR, then touch the button twice, hide, twice again, hide, and three times, then move the block 3D4L, down, and 2L2D to save one bomb. After the three gliders remove the remaining bombs, exit the level for 381 seconds.

Level 87: CITYBLOCK
The full solution to this level is hopelessly long and winded, and it is untimed, so I will compact the biggest time-savers into the least room possible. Begin by moving 13U, then to reach the chip on the right, continue with 2L3U3L2D2U4RURU. Now, go collect the chip in the south-west corner with DLD4L2D3LULULD, go to swap the toggle door, and continue from ther spot left LUDL. Now, swap the walls one last time, which allows you to drop into the pyramid and take the chip.

The next phase is to build the bridges around the edges to take the chips; you will need 28 blocks for the first part of this. Thus, use the two blocks that are available above you, and the other 26 blocks that are loose in the center of the level, in a row of 3, then 5, then 7, then a 4 and 3, and finally two rows of 2. Also, be sure to collect the four chips along the top. Lay these blocks as such: 3L from the toggle door entrance, 3LD from the entrance, two above to reach a chip, six blocks along the top to take out the six chips, and eight for a double bridge across the east side, leaving you with 10 more. This part becomes more complicated: two blocks on the upper of the bottom two rows, and only one on the bottom. (Leave the second dirt where it is until you return upwards.) Repeat this a second time, then put only one block on both rows, and take the chip, which should leave you with eighteen chips left. Now comes a new part: take the path to the bottom, next to the chip socket, and use these blocks to extend the bridge as far as possible.

From where you land, step URL, run all the way up, and then RU2L to lock the block in place. Shove the block below out of the way, take the chip on the far top, and use the first block on the water above it. Now, collect a block from the start area and put it on the top row (more on this later), and then repeat the pattern used below to churn out another three blocks. Collect a second block from the start, put that on the bottom row, and then complete the across bridge with the last block on the very bottom of the west side. Remove two final blocks from the start room, and then go back to the bottom and to the top of the east side. Take each of the chips and move each block L, until the last of the chips and the block moves south. Slide on two force segments, remove the block on the top, and take the next chip; repeat with the last two blocks to take the last two chips.

The above text references to four blocks that need to come out of the beginning room; there is a simple solution. The SW corner, if still undisturbed from the chip raid, looks like this, while the entrance to the west side is closed:

[W|_|_|_|_|_|_|_|_] [W|B|_|_|_|_|_|_|_] [W|t|B|_|_|_|_|_|_] [W|B|T|_|_|_|_|_|_] [W|t|B|t|_|_|_|_|_] [W|B|B|_|T|_|_|_|_] [W|B|_|t|B|B|B|_|_] [W|_|_|B|T|B|T|B|_] [W|W|W|W|W|W|W|W|W]

Take the two free blocks on the very top, then move the block on the fifth row L, the block below that U (off the closed toggle wall) and swap the walls to free it. For block four, take the tip of the eastern pyramid. The level now ends with a simple block maze: Enter the chip socket and play 4RD2RU3RD3RUR3DL5DR2D (you can now see the exit) DU2LDR2DRDRURDR. Not that hard, right?

Level 88: SPIRALS
This extremely simple level not only offers a tough choice of paths, but there are two different versions of this level, which are different in not only Windows and Atari versions of the game, but also between Windows versions! Some copies of WEP 4 feature the "corrupted" version, which is extremely hard due to having to pass through highly populated walker territory.

In the "real" version, follow the paths and take the directions given from the chip intersections: 2DLR (you have gone back to a previous intersection) 2DL5R. Eventually, you will arrive at the exit, with the twelfth chip to the left. This route will count for 317.

However, in the "corrupted" version, that final move is blocked by another thin wall two spaces above the exit, which requires a much different path. Instead, play 3DUDL2RDR (here we go...you may not be alive right now, even.) L (good luck with this one...) 2L. Without death, your score will be 303. But good riddance...just use the editor to fix the corruption. Trust me, it's legal. :)

Level 89: BLOCK BUSTER
This level could be possibly the most difficult to complete in the entire set, and Block Buster's bold is certainly the toughest aside from extreme luck-based routes. So you know what kind of task will be faced. Pauses will be frequent, so they are indicated in brackets.

Play U2RD2U to move the first block directly up, RD to prepare a push up, and then run 2U. This block will not be used, but instead it has distorted the other blocks to your advantage. Wait 1/2 move to allow the block to land, then move RD2RU to catch the bouncing block and open the water above that. Continue DL to access another block and bridge to the red key, then slide all the way over both ice panels and then 3LUL to create another block. Wait two moves, then play R [1/2 to allow safe passage] U2DR [1/2 to allow the use of the block] UDR [1/2 to allow passage] UL (this causes the blocks to pile up, allowing the use of a stuck block on the left) 2DLUL [1/2, to minimize the block's bounce back], and then use the block to collect the green key.

Use the key to collect the chip, play all the way through the doors to collect another chip, and wait 1/2 move before the first red button. Continue to play 4D [1/2] 2D [1/2] 2D3R. From here, you are to play up and down through the ice tracks without touching any blocks; one touch and you can no longer get through. Start with 2U, then wait 1/2 to avoid the block, and continue through the rest of the area unhindered. If you can turn west along the top with 422 remaining on the clock, you are safe. Further down the path is a second mesh, just tougher! Turn 10D, wait half a move, and then play through the rest to reach a third mesh. In this area, you need to push the blocks off after cloning them to reach the exit.

Clone all four blocks to the very bottom of the level, play 3R [1/2] 2U [1/2] U to take the fourth block all the way into the water, and then play the first, second, and then third blocks up to the water (no further pauses will be necessary.) The blocks will bring you to the exit with a score of 402.

Level 90: PLAYHOUSE
In Playhouse, you have to play around a little bit with balls; a couple blocks add zest to the mixture. There are seven extra chips in Playhouse; two of them are at the start, so don't use them for that purpose.

Instead, move the one to the right R2U into the water, and the other one above you U3R (the third one is a little hot!), in order to jump onto the force floors. From the end of this spot, go to the six-block row above you, move the fourth block U and hit the dirt, the sixth block U, the fifth one L2U, the third one U and hit the dirt, and then take a break to head to the left. Continue as such with 3D5LU2LU2LU, capture the chips and yellow key, and then move the first block U and the second one R2U. This allows you to reach the top area, to collect the blue key and the chips, and also get back alive. Also, you see the exit, with four more of the extra chips below it.

Now, touch the other pop-up wall and move 5D10R2D to find a little opening, and then run to the right for some chips, and finally crawl along the bottom to reach the final two balls in the way of the blue door. Open that door, slide on the ice, then step L and run to the north of the room to take the nine chips and blue key. The ice skates and tenth chip cannot be taken because of invisible walls blocking the way back out; don't worry, the latter is the last extra chip. Retreat just the way you came, break through the balls, and then go to the left of the two six-block lines to use the new green key. To bridge the water, shove the block all the way to the west, which links it up with the other block, and you also collect a fire boot. Now, from the second water space, collect the "GOOD JOB" as such:


 * 3UR4U2R4DL (G)
 * 3R4U2R4DL (O), and the same for the other O
 * Collect the D in the same manner, except for the one chip above the green door. Then, play 4R3UL2R (most of the J) 2R4D2R4UL (O) 5RD2LD2RD2LDR (B).

Now, wait a move for the ball, collect the chips beyond the fire, and then collect the remaining four chips from the D and J. Play 3DLDLU5RD2LD to finish this level with 318 seconds of play time. GOOD JOB!

Level 91: JUMPING SWARM
Jumping Swarm really doesn't deserve all the hype that comes from it; if you can just play the bold route shown here, you'll come out alive almost every time until you are down to the last chip, which is slightly harder, but really not tough. The frustration that most people have with Jumping Swarm comes from the fact that they don't have a map, and start looking randomly, which means more walkers, and more collisions.

Collect the two visible chips above, the two on the very top row, and then the chip just below that as you walk to the left. Hug the very left side, taking one chip, one chip three rows to the right, and two more chips below. Seven rows up is the next chip to the near east, and then one visible just north, and then one more above that. The walkers will now start to trickle in; continue walking northeast for another two, and then from that chip, east to one more, and south for another visible chip.

Now, walk 3L, ram south for two more chips, and then take the pair of chips. Stroll 4U to bring another chip into view, then further up for another chip, and then south to the next one. Finally, head towards the string of walkers on the far right, remove the chip against the wall, and then exit a few spaces south. This route is worth 367 if used with one or no mistakes. You also have acres of wiggle-room to dodge, sneak behind, or otherwise outwit approaching walkers, and straight paths are not required; there are possibly millions of routes that yield 367.

Level 92: VORTEX
Here, there are a lot of blue walls interwoven with blocks; begin as such with L2U2RDR3D5L2U2L3D4LU2L3U (this is point A) 2R2U5RU2RUR4UR5U. This is a little more interesting; a walker is bouncing up and down, ready to fire itself into the chamber with the blue key in it above. The combination of the fireball guard and the walker will not allow you to escape, so instead release him with R, after waiting one move to avoid a collision, and then play 2L5U2R5U to the key. Now, the walker will be messing around, hopefully not heading north, and you can sneak back out. This won't always work, though; you can, however, expend one move if you need to.

Now, return to A, then play 6L4U, dive into the "vortex", and grab the chips when you reach them. Eventually, you will find the center; slide U over the teleport, then D into the port for a chip, and then U back out. Play to the right, then down, then left out into the outer ring, and then run all the way around to the last chip and exit the level past that. 444 seconds are left.

Level 93: ROADSIGN
It's not an inappropriate level name; Roadsign has several sections with facsimile road signs in it.

Move to the far right, collect the block in the peninsula, and move it 2L2U5R5D9L6U2L3U11R2U16L (just L from the start). Now, continue with U3LD8L2UL3UDU, which presses the toggle button twice, and then push the block as far as it can go east, then 2D. Circle around with 2URDLDL3D, move the block 2R, and then nudge the other block D. Now, move to the area above and put one block into the bomb, the other over the force floor, and then slide up over the ice space to the right, which leads to a new area at the left.

When you spot the block, take the chip, then move the block 3U3RU3R, go back to the left and collect the chip from the room with the trapped balls (that's why you hit the toggle button twice!), and resume pushing the block 2D4R10D. Don't use the ice strip; it takes a little longer than circling around the bottom. Then, continue 2L4U4L2D2R, all the way west from the force floor, and finally 3D2L. Now, collect the block under that, move it 3L (under the gravel) and then slide 2RD, shoving this block 5D. Continue to move 2U3L2D4L2U4R, run all the way until the block covers the dirt, and then step off the gravel RURURD, and move this block also 3L.

Now, collect the other block in the maze, at the very bottom, and throw it 2L3U2L2D6L2D3R3U before you go and use the second block. It's now time to collect the chip to the east; after that, resume moving the block 2L (be sure to play 3RD3L rather than the slower R3D3L2UR!) 2U4R, up to the top, and all the way to the water in the north-west for the last chip. Step on the gravel, wait two moves, and then continue running south, because four spaces to the south is a little ambush with a glider approaching from the left! All roads now lead to 650. If you don't remember where the exit is, you're lost. :)

Level 94: NOW YOU SEE IT
The route through this level is 93 seconds long, so I will simply provide you a map through the level:

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[C: Chip, #: Wall, C: Chips, S: Socket, E: Exit Square]

Now you see it.

Level 95: FOUR SQUARE
This level will fool most players on their first few runs; eight chips are scattered through the level, and you need only two. The fastest route is as such: 2D, take the red key, R3U3R (which makes dirt) 2L3U2R. Now, collect the chip on the right side of the walker room (good luck...), collect the other red key, and then slide straight down through the teleport to reach a yellow key. Use this key on the east side to collect the second chip, and exit below that. You have become the king and score 335.

Level 96: PARANOIA
This level has the same password as Four Square! :)

Paranoia introduces a new type of maneuver: neutralizing a tank button press. The tanks are set up such that you cannot hit the button, grab even the red key (the fire boots save 17 seconds, but aren't required to win), and safely escape. So you have to do something else.

Chase the tank to two chips, wait, and then touch the button three times as you take the blue key, then hide by taking the third chip. Now, you can sneak into the second room. Here, pick up the first chip, touch the button, hide by taking the second chip, and then wait one move before touching the tank button, which causes the tanks to go dead (both the tank on the top and you are hitting the button at the same time, so no effect!). Collect the remaining items, swap the tanks, hide in the second alcove, and then escape. Slide over the fire (the full-ice path is slower), and move from the pop-up wall DR5DR2DLD. You are now in a new area; pass to the second pop-up wall, take the next three chips, and then wait to take the next three.

In the next room are four paramecia; go to the center, take the chips, and then take the ice slide to another room. Wait, fit into the left side, and take four chips only before you pop to the right side and take all six chips there. Now, take the other two chips on the left from below, the red key in the channel to the right, and then go to the extreme right, which leads to the red door. Finish the level with 4U7LU2R4U6RD3U (wait) 3U6LDU5L6DL2U, and then to the left which houses the exit. You score 320 seconds for scaring everything.

Level 97: METASTABLE TO CHAOS
It begins metastable, then turns chaos the moment you invade the circling bugs. Fortunately, there's a quick solution: D4U9RDR2D, move the block to the location of that dirt, then play DLD4RDR2U (wait) 3R exit. Despite the huge instability, you are safe in the exit and score 290 seconds.

Level 98: SHRINKING
You won't need any of the blocks; spiral through the circling balls, right, down, left two, up two, and right two, to get the chips at each of the first seven areas and then the exit. Wait half a move before the first area, one move before the fourth, fifth, and sixth areas, and also one move when leaving the seventh. Hurry, the clock is shrinking! Score: 338.

Level 99: CATACOMBS
This is a speed solution, but not difficult to execute, and rather quick. Play as such: 6U7R3D2RUR2U (hope for block up, Chip east) 4R, up to the two chips, around the red door to two more chips and a red key, through that door and another red key below that, and then through one more red door below that to two more chips. More luck comes in: push the block onto the force floor, again hoping for block up, Chip east, and then take the keys. Open the yellow door, then the green door, and do the same thing above that. If it works this time, continue to the exit on the right for a score of 380 seconds.

Level 100: COLONY
Colony is composed of a 7x7 square-within-a-square area with 48 chips and Chip, alternately peppered with glider and fireball, and also a gnomon border to the south-west, with only a 3x2 cell and no chip. A full map illustrates this unusual structure:



The level can be completed in 89 seconds as thus: Move through each cell to the next one in the directions provided, and take the chip unless directed not to.

DLUL (no chip) DU3LDLUL3DR (no chip) DULU3RURD3RLD (no chip) R (no chip) 2D2U2LDR2DRLULDUL (no chip) DU (no chip) L (no chip) UDR2U2L3DRLDL2UL2D, which is the exit.