Chip's Challenge/Levels 101-120

This is a continuation of the walkthrough for Chip's Challenge. Levels 101 (APARTMENT) through 120 (ALPHABET SOUP) will be discussed on this page.

Level 101: APARTMENT
Basically, Apartment is composed of a lot of rooms with pop-up walls through the exits. As in Colony, this level's route will contain only the route out of each room. Take the chip above, and then play as such:

LU3RULUR2ULU2LU (upper left corner) RURDRDR2D; take all four chips with 4DRURD (from the entrance), then play R3D to enter the next room, and finish with DRDRDRURU2LUL2URULU3RULU. The time is 240 seconds.

Level 102: ICEHOUSE
There are two different ways to take the launch from the pad: if you are playing a Tile World emulation without mouse play, hit the space bar and then step through, which will usually work, or simply click on the teleport! When you land, move 2L2U, collect everything, and then DR2DR2D, 13R, and then D onto an ice slide. Use the red key to speed things up a little (collecting it was worth it...), and then use the ice slide back out. Now, swim and burn all the way to the west, open the yellow door, and collect the suction boots. Below you is a suction track, which you need to be able to step over - it's the only path to the exit underneath, and not just to do so with 177 on the clock.

Level 103: MEMORY
Memory is a puzzle styled similar to Apartment, with the addition of tanks and toggle doors. Therefore, play through the rooms in the same manner as Apartment, ignore the chip when specified, and touch the appropriate button when specified. This route is:

L2U green RD3LU green L (no chip) 2D blue 2R2L blue 2U (still, don't pick it up) R green 2L (you can now take it, but for a guide, leave it here) LD green D blue ULDL. Return to the tank button on the right.

U2L green RULU blue RUL, then return to the chip left behind, take it, and now play RU blue D green R2U blue DR green R U L R U green U 2L R blue R U green 2L 2R green DL blue RD green 2DL green LU blue 2DL green 3URL UD green DLD green L blue UR2U green URLD green 2DLU green U blue DLR2ULDLRUL exit. Your computer stores 488 seconds in its memory.

Level 104: JAILER
This level is famous in the CC community for its ability to produce glitches, which will arise (only in MS; no such bug exists in TW) if Chip and a ball were to collide on top of a key. However, this will not happen in this guide.

Collect the green key, remove the green door with 3L, take the chip below you and the chip to the south-east, and then turn back with U2LD. Wait one move, then bolt northwards, collecting the red and blue keys, and then open this green door. Now, take the final key, open the last green door with 3R, play LD, wait a move, and then take the two chips there. Proceed to the corridor below you, steal the chips from the walker (you can take the ring in either direction, so you can draw your plan depending on where the walker is), and then circle counter-clockwise all the way around the level the rest of the way through until you end in the exit. Only as you exit the third walker room (with the yellow door in front) will you have to pause. This route is worth 235.

Level 105: SHORT CIRCUIT
In Short Circuit, you have only the pop-up wall paths, and you cannot fix the circuit until you have collected all the chips, at which point you can break through the sockets, the empty chip spaces, and any remaining pop-up walls. The route is as such:

3D2R2U8R2D6L2D4L10D4R2U2L6U4R2U4R2D2L2D4L2D4R2D2L2D4R6U9R2U3L2U3R2U3L (27 chips left) 2L4D2L6U13R2D4L2D6R4U 2R6D8L6D2L2U7L2D5R2D5L2D12L6D2R4U2R8D2L2U2L4D20R8U5R6U2R12D3L2UR2U3L6D7R16U4L2U2R (9 chips left) 2R2U6L10D2L4U2L2D5L2D8L8D12R8U2L6D2L4U2L. This ends the chips; you can now finish. 4L3U2L2U2R2UR6U2R9U, and exit for 255 seconds.

Level 106: KABLAM
This level is quite hard without an editor, although you can just play around because the level is untimed.

After 5 bombs blow up, follow the fireballs to the next section, move the block 5L, and then after 7 more blow up, run to the top, collect the nearest block, and then move it all the way down such that it sends the fireballs west. While you wait, move the other block on the top 5L, and after 12 bombs blow up in that direction, end it temporarily with 2D, take the block on top and stuff it all the way down, and then move RDL2R2DLUDL2U, stuff the block all the way west and U, hide with D2LU and then wait for four bombs to blow, at which point you play RUR, use one of the blocks to remove the fifth bomb, and then exit in the corner.

Level 107: BALLS O FIRE
There's not a whole lot of fireballs in the level; instead there's balls and fire. The level itself is a pretty simple one.

Play as such: 3R3D3L6D (fire boots) 4R2U, take the seven chips, and then move U5LU, then shove the block 5L, take the lower five chips, and then resume moving the block 3L4D into the water. Take the entire top half of the C and H, the top three of the I, and then play 2R2U3R2D for the P. That spells CHIP. :)

Take the yellow key on the far right, then the remaining chips, and shove the block on the far left 4R9U. Open the door on the left side, take the two chips, and then move the block through the fire maze (L9U4L5U2R) to the water. Past the next ball is the exit, which certainly looks pretty in this context...it also gives you 260 seconds.

Level 108: BLOCK OUT
The level name is not all-encompassing; you're only "blocking out" at the very bottom.

Play to the ice space and the blocks, step on the ice, and play R3DRD to the red key, UL2UL and down to the flippers in the ice spiral, and then left into the bouncing balls. You can hide between the first and second balls; then, run 8L, open the red door above to collect a blue key, and then step into the second column and then remove the blue door. Once you have the chip, swim south (you forgot about the flippers? I pity you.), and turn 3R when you can. Continue with UDL3U2D6RL, take the three chips, and get ready for a little block out.

You'll need the block to get the chips on the bottom, except for the last one; it can help to use it on the top as well. The first one is available right now with the 6R move; move the block 4R, collect the second and third chips, wait two moves, and then play the block 3R to free the fourth block. Continue with R for the fifth block, 2R for the sixth, and then jam the block 2R just to taunt the ball (:D). Now, you can collect chip number seven, pass the blue door, and slide to the next part of the level. This section is simply ball dodging; you can immediately begin on column 1, then leap to column 6, and then out of this area. Below is a "zipper" of 20 chips broken up by 10 balls; collect the chips on the top, wait two moves, then zip out the next four chips, and repeat to the very bottom two chips. The exit is after that, and that scores 278.

Level 109: TORTURECHAMBER
Like Jumping Swarm, Torturechamber gets a lot of undeserved rants against it; it's not that difficult, and it's also shorter than Jumping Swarm.

Circle clockwise with the monsters to the chip at the end, then play through the DUDU force floor slalom to the next section. When you land, move L2D, wait the tiniest of half-moves (or else splat or the block sticks in the corner, depending on how you miss it), and then slide D to trap the block. A further U will release it a space left; now play the block L3U into the bomb. The hardest part of this level is at this point, but it's not hard either as long as you know a couple basic boosting moves. From the gravel, play D (the fireballs are blocking the L path for now) LD to the chip, wait about half a move to avoid running into the fireball track again, and then play LDL to barely escape the fireball track once again. The exit is at the end of the path; this time is worth 133.

Level 110: CHILLER
Chiller is quite a complex level in its unassuming boundaries; you must collect items from unpredictable bouncing balls, work out a block puzzle, and also move the blocks through a frozen lake on the right.

Work on the second one first: play 2UR2UL5D to temporarily lock the toggle doors, then 4U2LDRUR3DLD2RDL2RULU4R to move the first block almost into place. Now, sneak into the top side and move the center block D, then move 2LUR2DUR5DLD6RU3R. This takes you to the third passage; from the chip, go up to the second chip, then backtrack to the landing. Now, play LD, move the south-west loose block R4D, and now bridge to the south area of the level.

From the dirt space, play to the south-west, east two rooms, and collect only one chip before you move to the slip-slider on the right, which contains a blue key. Now, take the other chip, watch for a returning ball (!), and then turn upwards 3URU2LR, take the chips above, and wait for the ball to be bounced back in by the one below before you play out (from the blue door exit) 2D3L and up to the start again.

Now, resume moving the blocks; take this block 6R, the other block R, and the first one 3U2R, and then don't follow it for now; take the block on the top exit 2D, move the block on the top L into your range, and then resume 5D7R. Now, play the block on landing five onto the ice, take the two chips from it, and then move the other block onto landing 2 and complete it as well. Finally, complete landing 1, then step L5U from the landing (watch out on the left column...), and collect the last block, which belongs in landing 4, 7D8R from its current position. Make sure to play U from the first chip to avoid the bomb! From the landing, play all the way west and exit below. You get 276 cold, hard seconds.

Level 111: TIME LAPSE
Since Time Lapse is untimed (and it has an hourglass formation in its main area), you can fool around. However, to complete it fast, play the block below you L and the one in the upper left 2D2L, then the first one into the bombs, which clears the way for the glider to help you out a bit. Now, use the block on the south-east and then the block on the left to exit the area. Pick up the chips on the left side, then the right side, leaving the toggle buttons undisturbed, and exit.

Level 112: FORTUNE FAVOURS THE
The name suggests something; it means "fortune favours (sic) the brave". The solution is, however, astoundingly simple.

Play north to spot a block, shove it into the fireball stream, and then all the way up to the force floor to jam up the fireball clone machine. The bug clone machine doesn't go anywhere for a while; the boss will always be the newest created fireball, which typically won't be heading east. In addition, a fireball has to be cloning the bug at the exact time a new fireball is not being made, which is a very rare situation. So just dive into the area, take the chips, and then join the circling fireballs on the left side to ride it to the exit on the top.

Level 113: OPEN QUESTION
No, you CAN'T get to the exit by pushing the blocks around; but you can use the blocks. 2L2D3L3U; this will free up the exit and some blocks. The eighth fake block (from the right) is open. Go to the top and get the chips away from the bouncing balls. The exit is back where you started. You score 462 seconds. In the Lynx version, you can beat the fireballs across the water bridge on your way back due to a difference in the monster timing; here you will get 463!

Level 114: DECEPTION
Go all the way down and right and continue right at the bottom. Beat the teeth to the key and chip. Go through the pop-up wall where you arrived and get the chips. The second and fourth chip from the bottom are free to get on this side. Go through the other pop-up wall and get the other chips on this side. The exit is beyond the yellow door. Scratch one more level and add 172 seconds.

Level 115: OVERSEA DELIVERY
You need to bring all four blocks through the 16 islands safely. Don't follow directly after a block except on island 16, where you build the bridge to the exit off the coast. On a few of the last 8 islands it helps to know what directions are safe to teleport the block through. Just don't follow for any reason (except going from 15-16)! ISLAND 10: You must push the block U. ISLAND 12: Ditto. ISLAND 13: You must push L. ISLAND 14: You have no choice but to push R, but that's where you want to go. ISLAND 15: Push down and follow. Build the bridge right from the resulting dirt.

Level 116: BLOCK BUSTER II
Step RURD and push the block up two spaces. Push the block to your right off and step D 2R. Push this sliding block up and get the chip to the left. Go on the dirt and get three more chips. Go to the bottom of the section and step 2R and U to open up three more chips. Step on the nearest button and go left to get a string of chips. End at the bottom and step RURD2U from the lowest button. Get the chip to the left and the chips and key at the top. Return to the bottom and get the chip behind the doors. Follow this corridor to the top section. This part gets even harder. Step right at the second-from-bottom ice landing. Run over both buttons in the row and step down quickly. Use the stuck block to push up to the top and get two chips. This is the difficult part: Go underneath the block and go 2U2D without getting hit (you should catch a block on the return part of it) then step LUD2UDLD. Blocks should now clog the eastern part of the section, but you don't need that anymore. Push the block you just retrieved from the block mess through the two open buttons in the middle. Get the top two chips and key, then step on the top dirt and go LDLU to get another chip. Backtrack and get another chip to the left, as well as two more on the next row down. As you return to the bottom, step left one space to travel up to one more chip. Open the blue door and exit. This time blockbusting carries a bigger reward: 714 seconds!

Level 117: THE MARSH
Start: 2D 4R 2D 4R 3D 3R 2D 3R 3D 6L 2D 4L 7D. You are now near a bridge apparatus. Build a bridge to the right on the top. At the end of this bridge: D 2R 2D 2R U and bridge to the right all the way. Bring another block over and fill in the next water. Circle around from here and fill in the water below. Do so again, going all the way to the top of this island, and fill in the water to the right of the previous. Push the next free block 3R 3D and retrieve another block. Push all the way to the right, but don't fill in. Use the other block to fill in water to the right. Retrieve one more block and put this in the same spot. Fill in the water with the other block. Push the other block down and exit.

Level 118: MISS DIRECTION
Go down, then up. Continue up until you get to the green key. Go back down through the buttons. If you are stopped by a paramecia, keep trying. The controller (works like a boss, but for traps) is in the big monster area and there are random monsters, thus it is difficult to predict the direction of the controller. (Bosses/controllers are only necessary for bugs, paramecia, and teeth. All others clone/release in direction pointed.) Get the blue key in the lower right corner. Return to the start. Go up this time. Get the red key and the flippers. Go through the red door and the first teleport. Go up through the next teleport and wade the puddle to the exit for 260 seconds.

Level 119: SLIDE STEP
2L 2D R D; you are now in an ice arena. Exit to the left and get the left chip, going down. Get the other chip and step right. Step back left and go up. Get the two chips, then step right. Override the force floor by pressing down. Step quickly U L, then later D R and push over the force floor to the other chip. Get off the force floors at the left of the two chips to the right; go back left and get the two to the left. Go up and travel the ice. Get each pair of chips as you come to them in the paramecia room. In the bug room, go D 2L U from each chip until blocked by the bugs; then go U 2L D. When you come to an end, get out to the left. There are chips to the bottom and at the left turn of up (you don't need the fire boots at the right turn). Go back to the ice arena and mirror your previous actions on the right side, getting the rest of the chips. Enter the teleport from the right and the exit is just below you. Slippity 210 slide.

Level 120: ALPHABET SOUP
This level looks like alphabet soup — the letters A-I in a water pot boiling on the stove. I will deal with each letter separately.

A: Get the blue key and enter the A from the right, but go up through the teleport. B: Go through the blue door and beat the teeth to the chip. They should not be following you through. C: Get the red key and be careful which direction you go through the teleport. I recommend going up. D: Hurry left to avoid the teeth. Go up and right. Get the two chips. Push the BOTTOM block (the other one is mined) and get the yellow key. Go LEFT through the teleport. Any other direction and you are locked out of the E. E: Go through the red door and get the chip. Move the block to get the green key. F: Get the four chips and fire boots under the block, being careful not to release the teeth (probably stuck on the trap). G: Go down and get the three chips and ice skates (not really necessary, but what the heck, it's faster). H: Nothing to do here, just go back down to go to I. I: Hit all the brown buttons to free the tanks, blowing up the bombs. Enter the stove. Stove: Go through the green door and get the flippers at the top. Go through either one of the yellow doors and the chip socket, and then go to the exit on the right.