Chip's Challenge/Levels 61-80

This is a continuation of the walkthrough for Chip's Challenge. Levels 61 (RINK) through 80 (VANISHING ACT) will be discussed on this page.

Level 61: RINK
While there is no time limit, Rink can be beaten in 49 seconds with exact boosting. The full route through is: URU 2D LDL 2R 2U R 2U 2R U 2R U (DR 2D) RL 2D R (RLDL) 3D 2L 2D 2L 2D ULU 2L DLD (RD) DRD 3R (RU) LD 2U D (3R 2U 3L-U 2L 2R 2U 2L DL 2D LD) 2D L 2U (2L D) 2R 2U LU 2D R.

To solve this type of level, watch the blue walls around Chip to determine what Chip has not found, and systematically eliminate each block to find the chips. If you see a bunch of untested walls, find a way to get there.

Level 62: SLO MO
Slo Mo consists of a checkerboard pattern of open and closed toggle walls, broken up by some corridors that allow rapid movement, because the name is apt: the walls toggle only once every 4 moves. There's also lots of blobs around the level, causing frequent deaths, and a gaggle of teeth in the southeast corner which you can outrun.

The route through the level is 3R 8U 6R 9U 16R U 4R U, which scores 282 seconds when it does work. This is not very likely, though, as the blobs tend to stay within the long corridors.

Level 63: BLOCK FACTORY
Block Factory's start section contains several block "factories" which allow Chip to build through the six water pipelines to collect each chip. However, instead of building through all six, Chip can build through the second pipeline and collect all six chips from the back side.

Step U 2R UR 4U L, open pipeline two and take all six chips, then continue through the corridor under this, passing the "PW" initials of the designer Pete Wierzbicki, and clone the block. Continue D [1/2] D to collect the chip, and then exit. Not waiting at all will perform a ram, causing the chip to be unreacahable, and waiting a full move will drop the score from 477 to 476.

Level 64: SPOOKS
The 95 teeth within Spooks make it an exercise in restraint, a Halloween treat, or a ride of a lifetime. In even-step only, the quickest route is RDR 2L [1] 4L 4D 2L D 3U-L R 6U R U 7R 5U D 8L 4U 5R 4U 6L 2D-L D 5L 3U 8D 3R 4D 3L 3R DR 2D R D 5L 6D 5R 3D 3R D 5R U 2R U 2R L 4U 4R D 4R 3U 3L 10U R 3U RU 3L-U [1] 6R D 2R 4D L 3D 2L 8D 4R 13D 3L UL 2U 4L 3D 21L D. It's worth 547.

For levels such as this, general strategies include releasing specific teeth from a chain that is blocking a goal. To do this, usually Chip would be required to move through some other chips first, as the teeth will not move out quickly enough. Plan ahead as to which teeth you will release and when you will release them.

Level 65: AMSTERDAM
This level is just a maze of frozen canals with chips, though Amsterdam is not difficult because you can always tell which approaches to the chips keep them open before you commit. If the move would block the chip from collecting, you'll know.

For the first 12 chips, move 2L D 2R (two chips), LD, U, LU, L 2R, LU, LUD (two chips), UR 2D, and U; pick up the three chips to the sides of this, and then slide back to the start and move to the next section.

Start RD for two chips on the sides, D (two chips), D (three chips), 2U, UR (three chips), DL, L, 2R DL, and L for another four, and then continue moving to the south: 2R D (four chips), L (two chips), L (two chips below), U (three chips to the sides), and then U to finish this area. Now, slide to the extreme west for one chip, then move through the southwest D to another, and DU to three chips. For the remaining chips, slide U, 2D RU, U, U, 3D R to the last chip, and now escape the tunnel with 395 seconds.

Level 66: VICTIM
Only eight seconds are required to complete this little level, as the chips are within easy reach. The wrong beginning move, though, could lead to being eaten! Even step is preferred, but the route can be adapted to odd step.

Play 2D U through the teleport to the above section, and RU 2L D 3L, then DL to steal the chips from the teeth, and take chips all the way down to zero. The exit is past the east socket, and you reach it with 292 seconds remaining.

Level 67: CHIPMINE
Chipmine is only a maze hunt, but it takes up the entire level, so it's going to be hard without the provided map. As in Mishmesh, there are notable major intersections through the level.

Start with 2R, which immediately reaches A, and then 4U to B, 2R, and north and east for two chips apiece. Now, play back to B and move into the west section with 2U 2L, to C. Move 2D (2D 4L 4D 2R 2U), 6L 2D (6D 6R 2U), 2L (8D, 2L 6U 2R), 4U 2R 4U 6L 10D 2R, and 6D to collect each of the six chips in the northwest, and return to C and move towards the edge.

Collect the chip to the far north with 4L 2U 2R (4R 2U 2L 2U 2R), then past the only empty corridor in the level and 12L 14D (15D) 2R 6D 2R 2D 2L 2D 4R to reach the southwest section. Start with the chip under you with (2D 4L 3D 2R U 2R D), and collect the rest of the chips: 2U (2R 2D), 2U 2R 2U 4R 2D 2R (2U), (4D), 2L (2L 4D), 2R 6D (4L, 2R), and 2D (2L D 2L U, D 2R U) to clean out this area. With seven chips left, return all the way back to A.

In the final area, walk 2D 2R and (4U 2R 2D 2R), where you can see the exit, and then 2R. To the east is the path to the exit, plus one chip; save this at spot D. Get the other five chips with 2D (4L), 2D (9R 2D L 2D R 2D L), and 2D 6R 4D (2L 2U 6L 4D 2L 4U), 2D 3R 3D 2L U 2L D 2L UL (LDL), and 2U 2L 2U 2R. With one chip left, go back to D and finish with 4R (2U 5R 2D L 2D R) and 2R 2D 4L. If done correctly, this route should score 518.

Level 68: EENY MINY MOE
Now, this level means business. There's only three sections to it, but all three of them have involving solutions to them.

Pass the gravel below, shove the block all the way to the west (you don't need it) and grab the green key in the middle, then take the chips on the way out. The paramecium, and its further clones, won't pose a significant enough problem to warrant blocking the cloner. Now, move to the east of the level to begin the second section; move block 1 U, remove the wall, and shove block 2 5L and block 1 3L. Of the top chain, move block 21 U, then move block 2 D and block 1 R 2D to their respective waters.

Pick up block 5 and move it 6L, then walk 2U LU, all the way left, and move block 2 2D and blocks 3 and 2 to chips 2 and 1. Now, drop block 5 D, the block 4 L, and then block 5 down to the water, and repeat this movement all the way to the right, when this will result in collecting a chip. Use the loose block 5 to the far right on the far right chip, then collect block 3 and take chip 1 with it, and move all the remaining blocks down to collect the rest of the chips in the room. With this complete, enter the final section to the southwest.

Dive immediately into the glider circle moving south, ignore the first two chips on the left, and then take all the chips around until only three remain, but make sure to wait for gliders when needed. Now, take the single chip on the top, and finish with 2D 2L U [1], then reach the exit by following the gliders. If you kept your nerve, you get 489.

Level 69: BOUNCE CITY
According to the name, Bounce City contains a lot of pink balls, which are stuffed into various areas in varying amounts to create several entertaining challenges. Start with 8R U 4R UR 5U 2L U [6] DRU to squeeze through these bouncing balls, then move past the first two balls in the next room and to the top side of the third. Join the running paramecia around the top edge to run to a bunch of balls (familiar by now?)

Wait for this bunch of four to turn south, and follow it south, then fit into the lower alcove to the west. To the right is another group; fit into the lower alcove, then run up to a new area.

Hold to the right to reach the red key, then all the way down and pick up the blue key in the southeast, and backtrack out to the second ball elevator. In four moves, Chip can join them; fit into the lower alcove, then go to the other elevator and use the lower alcove to climb to the keys above you, which include a yellow key. With this key, break through the eastern yellow lock and get the second yellow key behind the balls. With three keys, Chip can exit through the three locks. Dodge well in Bounce City, get the 229 seconds.

Level 70: NIGHTMARE
The level you see here is quite simple, even though it's named Nightmare. This is likely named because of all the different monsters found along the path. The route shown here was tested in MS odd step, and in this mode, you will notice the many instances of bad controllers; see Problems.

Follow the route past all the monsters (the first bug will circle into the trap) down to a block next to a water space, push it in, and then move over the brown button, which circles this paramecium back into the trap. Move the block 2D, walk over the next button, which fails to release this paramecium because the controller is a walker pointed west, and collect the yellow key. Soon, you reach a moving ball; fit to the top and wait for the right side to be freed, and continue to move east and turn left. This teeth also will not escape from the trap because its controller is the ball, which is not moving north at any time, and you can follow past the walker, through the yellow lock (in odd step, the blob will never touch you) and touch the blue button twice to allow you to sneak past him.

The next section is a bunch of blocks on ice; move the first three out of the way, then the last two L after the original U move to remove the water in front of the exit. Touch the brown button, hide from the fireball, then pass the button again, which will not release the ball a second time (if a monster is pointed towards a wall when it enters a trap, it will never be released), then walk to the bug and wait for him to touch the dirt, then get the red key and pass the bugs to the south. When you release the trap, it will not function immediately due to Controller and Boss Glitch number five.

Pass the red lock to the right and exit, to reach the third decade message: ''Chip is halfway through the world's hardest puzzle. If he succeeds, maybe the kids will stop calling him computer breath! Although the exact halfway point is Reverse Alley'', out of the contiguous 144 levels, you put another 136 seconds in your bank.

Level 71: CORRIDOR
Corridor is a perfectly symmetrical level except for the colors of the doors and the central canal, and it's easy to complete when you figure out the trick to using the blocks, because it can be used on both sides. As usual, the two sides have separate block numbering.

Start by taking the red key with the one block you have at hand, and then open the left red lock, take the first chip, then move D 3L 3D (LD) RDL, which frees the use of the blocks at the cost of the one extra block you have. Move block 5 2U, block 3 R 3U and into the water, then block 5 3R 3U to reach the next red key. Repeat the exact same motions on the other side, simply reversing right and left, and collect the green key, then walk to the west and take the southeast chip, the blue key, and then the other three chips on the way out.

Return to the left side, open the blue lock, and move block 2 2R and remove block 1, then collect block 2 and move it 3U and out to reach the right side of the goodies. Collect these the same way, and do the same moves on the right side of the level. There are now only two blocks left, block 6 in both rooms; take the one on the left right, up and right, and then the one on the right left, up and left, to finish the corridor.

Now, you're between two identical rooms with blue keys in them, with walkers guarding each key. Look for the easier key to get, cross your fingers, and go grab it. You can now combine the blue and yellow keys to reach the exit with 355 seconds on the clock.

Level 72: REVERSE ALLEY
It might be a bit difficult to know when you're supposed to move, but it's in a specific pattern: 3, 2, 2, and 1 button, and then this repeats without end. As this route is technical, it is mostly described in simple directions.

Wait [2], then run directly down through, stopping to pick up all the chips. Now, move R [2], break through the first two pairs, and from the second chip, step D 5R 2U D 7R 2U [1] to finish this area. Turn north with 4U L 8U R 4U L [1] 4U L [2] 4L DU 4L D 4L U 3L. This brings you to the upper left.

Move 2D [1] 4D 2L 4D R 3D RL 5D 6R U 3R DU 4R 4U L [1] 7U RU, which takes care of more (easier) tanks, and finish with 3L [2] 3L 3D 2L R 4D 3R D 4U, to exit!

Level 73: MORTON
This level is quite possibly the hardest since Blobnet, and one of the few that is very difficult. It's mostly a symmetrically styled maze, but there is a teeth in the middle of the maze, guarding some of the chips! Plus, it's a hidden wall maze.

There are three distinct sections to this level: Reach Morton, trick him, and then finish collecting the chips. Even step is required for this 485 route.


 * 4L, then north to the first two chips, follow back to the left for another two, and walk L 10U to spot A, and then across the west side of the level to take the top three in the northwest corner. Go back to A and U and forwards to two more chips, then U 11R D, R 5D 2L 3U L, and then down to Morton with R 8D 3L.


 * To get behind Morton, move [1] 3R [2] U [4] L [1] D 2L. Leaving a chip behind forced Morton to move in a direction where Chip could outflank him; if the chip was taken, Morton's south move would kill Chip when he attempted this. Continue [2] to get Morton to come into the center (as you cannot get past him if he stays in the corner), then leave the first chip behind for a similar maneuver, take the other three, and then collect the first chip in Morton's lair and escape! With the teeth trapped for the most part, you are free to complete the level.


 * Walk 3R 5U 2R 2U 2R 4D to the second major intersection (B), then follow to two chips and L 2U, then west to another two and north to the final two in this area. Return to B and walk 2R 2U 2R to C, as Morton attempts to escape. He'll get out, but he can't catch you. Move north to three chips in the northeast, then west to an additional one, reverse to C, and finish to the east with the most extreme southeast chips. This route is worth 485 seconds.

Level 74: PLAYTIME
To enter the main area and have some fun, slide west to a trap, which the cloned ball will release. However, you have to be a little fast because it's going to hit you next move! Holding the north key will not work; this ball will touch the brown button between turns, so Chip will be waiting for his next turn to move when released and will be smashed!

Continue with L 3D 2R D to take a chip, touch the green button, and step 2R onto a force floor which slides you to the main area. Now it's playtime...

Paramecia obsessively going around in circles! Jump on the upper right corner, then step L and >D3LU L to the chip. Keep walking north to a pair of blocks; move block 2 RD 3R 4U R into the water, then block 1 2D, and walk over the gravel to steal the chip. Immediately walk back out and move block 1, neatly placed for your use, into the water to take the final chip. As the gliders are heading towards you, backtrack out of the pool and walk east to finish and score up 359 seconds.

Level 75: STEAM
That's the goal of this level: keep trading types of boots until you have a chance to get both at once, and then exit the level. As there is no distinct maze structure, the route through Steam uses only directional notation: UD 5L U 2L D 4L 4U RURD 3R 2U RU 2R UR 5U 3L 3U 4L 2U 6L D 4L D 3L 11D 2L 2D R 3D L makes steam, and L 18U puts the exit in sight. You score 479 seconds.

Level 76: FOUR PLEX
There are indeed four plex in this all-time classic CC composition, and you begin in the southwest, then move counterclockwise to the northwest.

Southwest: 2R D, follow to the fake wall, and move U for a red key. Walk back to the teleport and slide through, then 6D RL 3R and up to the yellow key. Again, slide LRL, then step U 3R to escape.

Southeast: Follow the path to a ball cloner, wait [2], and then touch the button. Steal the first chip, then hide, steal the second chip, and then squeeze DR to another chip, and R 5D to prepare the first of the blocks for use. Move the block UR, then go back past the ball cloner, take the lower track again, and move RU 6D. Use the first block, replace it with the second, and get on the top force floor track. Shove the lower block 8D, use the second block, then wait for the bug and replace it with block 3. Collect the final block, then use the third block followed by the fourth block to clear the way to the next section.

Northeast: And the route matches the level for craftiness! Touch three green buttons, then clone and release two gliders, and find their destinations with 2L 2U RUDL 4D [chip] 2U 2R, and then once again clone and release two gliders. Again, move 2U and 2L 2U RUR 6U R 2U [chip] 2D L 7D 2L D 4L, collect the rest of the chips, and start the little interlude section: a bunch of recessed walls. Take the chip above, hold to the right, and take two more in the south-east corner. Continue west, take the first three chips, and then walk across the bottom and take the other three on the way back.

Northwest: Notice above that there are three blocks stopping each of the keys. This is a classic problem, called the wedge, and if you remember Potpourri, you saw this for the first time. To solve it, move block 3 out and then block 1 to take the chip, and then block 2 down to take the key. After this, trade yellow key for fire boots, blue key for red, then blue, and finally blue key for the flippers. Use these flippers to swim to the exit at the very top, of course avoiding the bomb! This magnum opus is worth 416 - yes, divisible by four. :)

Note: If you liked this level, Nuts and Bolts, Elementary, Tossed Salad and Nightmare are similarly fun.

Level 77: INVINCIBLE CHAMPION
If you look at the map, you may determine the way to complete the level is to use the gliders to disrupt the bug stream. Indeed, this was the original plan. However, the concept of the monster order was not known when making the original set; the bugs were not created in the right order, and as a result, the one at [18, 10], because it is ahead of the one at [19, 11] in the monster order, and the way to its left is free, will actually move down and block the stream for a couple seconds when you actually play Invincible Champion.

This makes the solution trivial. Move around to the left, wait one move, then take the first chip and the other four, and move 4U L and around to the exit with 481 seconds on the clock.

Level 78: FORCE SQUARE
This level is very simple, though not to the scale of the previous one, involving only a few simple teleports and keys. However, the force square's boosting is very difficult,

Practice the route many times, as long as you need to, and be thankful the force square is at the start instead of a minute into the level. The route through is DR 2U R 2U LDRUR 6D 5L 2U RD 2L 2U RULD 2R 3U 2L U. You now move east, down, and left (if you turn down while the clock is still at 495, you got it), and when you're turning up, hold the west key to bust out of the room. Below is the first teleport; step 2R out of it, and then move U 2L RLU 3L to collect the red key, having found all the chips in the force square. Now, slide DU, which continues Chip >D, and then open the yellow and red locks and exit the level for a maximum of 480 with the best skill.

Level 79: DRAWN AND QUARTERED
Fortunately, you have a map and a guide, and Drawn and Quartered is very easy.

Take the chips on the south and east, and teleport west to the second room and walk 3L D. This releases the fireballs into the first room, allowing Chip to remove all the chips without delay. Slide north to quadrant 3, walk up and take these chips, ignoring the loose fireball and circling fireballs, then slide west to the final quadrant. Immediately run 3U, take the chips to your right, and then resume collecting the ones to the left. The exit is right to the east; yes, 220 is also divisible by four. :)

Level 80: VANISHING ACT
Vanishing Act is a simple maze that gets difficult...the walls are all invisible, and the dirt is only going to help once! This means the guide to this level will consist entirely of the route to each chip and the map shown.

Start with 4R U 2R U 2R D, then continue: U 2R (3R 2U L), 2U 2L 3U 2L 2U 3R 2U (3U 2L D), 4L 3U 3L 2D 3L D L, R 2D 2L (2D 3L 2D 2R), 4L 5U 4L 2D 2R 2D 4L 4U 3L 2D R, L 2D R 2D L 3D 3R D, U 2R (2D R D), 3R (2U), 2D 4R D 2R 4D 2R 2D 2L 4D (2R 2D 2R U), 2D 2L 3D 2L 2U, D 2L ULU 2L U 3L 3U (2R U), UL (3U L), L 6D 2R 2D, 6R 2D 6R 3U 2R 3D 2R, 2R U, and D 4R U 2R (2U 4L 5U 2R 3D 4R 3U R). The exit is now visible. 733 seconds: It's magic!