Chip's Challenge/Level Pack 2/Levels 1-20

This page will discuss the beginning of CCLP2: levels 1 (A Fleeting Memory) through 20 (Ranger Denmark).

Level 1: A Fleeting Memory
The first level of the set is busted, because the chips are not required; this was originally part of the level, and it was fixed later. However, for CCLP2, the bust was reintroduced.

A Fleeting Memory is in a square grid; to complete it, move DRD through the squares to a blue button, then 3R D to another one and touch it twice. Continue RD, hit this button, then the green, blue, green, blue, and finally green twice. This allows Chip to reach the exit for a time of 347 seconds.

Level 2: Naomi's Bug Collection
There really aren't many bugs in this collection; Naomi's Bug Collection has some gliders to worry about.

Start with U, take the goodies above, throw block 1 3L further to change the bug's pattern, and now take the blue key and use it to reach the chip circle. Collect counterclockwise to the yellow lock, then open it and collect these chips clockwise. Come back out to the fire room on the left and take these goodies, then remove the yellow lock and take these chips counterclockwise. Get the goodies from the water, then come back and through the green lock and 2D LD, and zigzag across to the rest of them. To finish, take the lower fork for six chips, then circle counterclockwise to collect all the rest, whereupon you can exit the level with 243 seconds left.

Level 3: Bea's Den
Fortunately, the den is pretty easy other than the rather bothersome blob. Step UR 3D to escape the den with the three chips and run to the left, pick up the tools below the blob, and go back to the start for the fire boots. Now, get the blue key and then the chip, and now go past the blob and move to the corner of the three blocks above.

Play RU and take the three chips on the right, then use the untouched block to access a red key, and now move through the red lock to the final section. Slide onto the ice and move U 2R DR to get the green key from the fire, then retreat back out to the water, pass the green lock and swim to the exit. You stole 109 seconds from the Bea's Den.

Level 4: Force World
A good source for rudimentary block skills, Force World is clearly quite simple.

Remove the chip in front of the block to the north, then move behind it and slide with the block through the water. Nudge block 1 here L for fire boots, block 2 onto the force train for suction boots, and move through the teleport to a choice of five blocks, four of which can be seen to have fire under them. Move the free block 2 and then follow the path to the exit for 237 seconds.

Level 5: Suction Ride
The difficulty in Suction Ride is the boosting across the lower area; the core of the level is very simple. Blow up the first bomb, then push the newly freed block onto the floors and follow it into the bombs. Repeat this, and on the third time around, before you follow the block, touch the blue button. Although this is reachable quicker from the fourth pass through, the tank will redirect a glider into a bomb over several seconds, such that doing it later will cause Chip to get there before the bomb is exploded.

Finish the repeating train, then walk below you and get the chip that was formerly blocked by bombs, and take the outside force floors around to the exit. You score 377 seconds.

Level 6: Fixing the Toggle Switch
Obviously, take the teleport. This will cause you to touch a blue button; step RL to touch it a second time, then move [3] RLRL [1] RL, which will remove some of the unnecessary fireballs to synchronize the toggle walls slightly better.

Wait for the fireballs to pass by, then run block 1 2R, block 3 2D, block 4 D, and step right and push block 3 to the edge of the water, allowing Chip a shortcut back to the start. Now, as the fireballs touch the green button, pass the changing toggle walls to the exit. Plumber Chip is paid 163 seconds.

Level 7: Slightly Mad
Contained in this swirling ice spiral are 15 islands of 4 chips, which require different approaches to maximize speed.

Take the first four islands, then move ULU on the fifth to reach island 6 quicker than if Chip collected all four chips now. Go back to island 5, take the fourth chip, and slide to island 7 and play D 2L. Island 8 is the next major intersection: first move UR and then U to islands 9 and 10, then R to island 11. Play 2R over this island to remove islands 12 and 13, then move UR on island 10 and DRD on island 14 to finish with 14 and 15. Now, run back over islands 14, 10, 8, and 7 to collect the remaining four chips, slide to the flippers, and then continue back to island 4, where you can now swim to the exit to score a slightly mad 254.

Level 8: Use the Fish
The first four blocks are forced; the fifth needs to be pushed to the right. Blocks 6 and 7 are forced, and Chip is now at an ice spiral. Take the top path, pad block 8 down, and jam block 9 into this pathway from below. This allows you to teleport to the center of the level, where blocks 10 and 11 are forced. You are now near a block in an ice circle; push this one U and to the left, and repeat for block 13. Block 14 goes downwards, and 15 is forced. Step on the ice strip, where you touch block 16; move this to the right. Blocks 17, 18 and 19 are forced moves; the only trick is to drop the boost before moving block 19, as a nasty cross-check awaits.

You will encounter a block cloner; push the first block into the water below the cloner, and then build a bridge all the way to the right across seven water spaces to reach the exit. Your time will be 302 if you got every boost correct.

If you follow the hint and "translate anything initially not ice or water from SGA", you discover an easter egg message, stating "DOPE FISH LIVES". This means nothing, and is simply an extra referring to the Commander Keen series enemy, Dopefish.



Level 9: Maze of One Way
This small force floor maze would be annoying to complete, but it is busted. Step 5R D, and because of the ice square, you can step off the second force floor and get the suction boots from behind without picking up the chips. The exit is at the bottom, and this is a one-way ticket to a score of 197.

Level 10: Who Needs a Flipper?
To complete Who Needs a Flipper?, Chip has to move some of the blocks through the upper section, removing the water.

Hit the blue button to start, in order to free a glider, and pick up block 4 from the lower section and move it 5L, then up to get a chip. Follow by collecting the chip to the left of that, and run back to the right, where there is now an open space in the bomb line due to the glider released by the tank. Pick up these chips and nudge block 1 L to collect its hidden chip, and with all the chips, enter the upper section from the far right and remove the socket.

Above you are three blocks; move block 3 all the way down next to the bomb, block 2 into the bomb underneath it, and block 3 under the exit corridor. To use this, move block 1 through the opening and under block 3, allowing Chip to bridge to the exit. You need 368 to be on the clock!

Level 11: Deconstruction
Deconstruction contains a circle of blocks which must move around to the outside layer of the level's area, to collect a run of chips. In addition, there are bugs circling, but these can be taken care of quickly: U 2R L (2U) will direct them into the water. Slide DR through the teleport and move through the east area of the level: R 2D U (2R) 2U R (3R) DR and >[LD]. Push similarly in the south area: D 2L R (4D) 2R D (3D) LD and >[UL]. Repeat these same moves on the west area, rotated 90 degrees: L 2U D (4L) 2D L (3L) UL >RU, and begin mopping up. Collect one chip to the east with (8R) and now start collecting as follows:


 * ULU (3U) RUR 2U D 8L 3R 3D R 5U 3D 2R D 6L 3R 3D 3R 8U 6D 3L 2R D 6L 3R 6U, in the northwest.
 * Run due south, then 2U 3R 2U and rotate all moves in the southwest: 5L 3R 2U R 6D 3U 3R 3U 8L 6R 3D 2U R 6D 3U 6L. Similarly, move all the way east, 3L 3U L and rotate again: 5D 3U 2L U 6R 3L 3U 3L 8D 6U 3R U 2R L 6D 5U 3L U 6R, which completes the southeast.
 * Continue all the way north, then finish with 3D 3L D and a slightly different path: 5R 3L 2D L (6U) L 3U 2D L, pick up the remaining chips and slide west towards the exit. You constructed 411 seconds.

Level 12: Mazed In


How to escape? Start by moving to the yellow key in the map, then walk all the way to the start again, and duck under the start to open the yellow lock and reach the blue key. Now, go back towards the yellow key again, but detour through the blue lock instead, and now continue north and across the right side to reach the green key, which allows you to unlock all of the chips when you encounter them.

Start backtracking away from the socket, with three chips and a red key immediately on the left side, and then enter the northeast corner and run across the top to one more chip. Return towards the blue lock and then turn left to get two more chips open, then follow this with the chip near the yellow key. Reverse further all the way to the bottom edge, then turn east to one chip and west to the southwest corner and another three chips.

Keep backing up and open the red lock, then collect the three chips seen in order, and then turn back out and move to the north, where there is one more chip near a thin wall. Circle around to the other side of this thin wall, where there is another one waiting, and then go right to the edge of the beginning and take the final two chips. All the chips are yours, so return all the way to the socket, a couple of turns from where the green key was at, and then open it and walk 6L 2D to the exit. You mazed through to score 354.

Level 13: The Serial Port
If you didn't have that map to Mazed In, you'd find it terribly hard. Therefore, this easy level comes next. Simply run the path, past the balls, to collect the chips, then step on the ice and continue U 2R D to get to the green button, and then go back west to the exit. This route is worth 342 seconds.

Level 14: The Parallel Port
Unlike all previous levels in CC1 or CCLP2, things are hidden in unusual combinations not allowed in Lynx. Here, Chip encounters boots, keys, a spy, and a chip all hidden under blue walls. Collect all of these goodies except the suction boots, which you don't need; wait for the tanks to reverse to the left and squeeze past the one below you. Climb up the ladder, noting the pattern, to collect a blue key, and at the top, [1] and proceed down the ladder to collect the remaining keys.

When you drop to the very lowest row, wait [4] and then continue through to the flippers, fire boots, and then through the recessed wall, elements, locks and exit the level for a time of 258 seconds. You don't need the suction boots because the force floor is pointed at the blocked side of an ice corner, allowing Chip to override it.

Level 15: Debug File
It's pretty obvious that Chip has to flee this area quick! With the flippers in tow, run out to the east area and enter the block room. The most important part of this level, which is required to reach the bold time of 237, is a glitch in the programming known as the Mouse Panel Glitch. When there is a block on top of any space which acts as a wall to Chip, clicking the mouse in any direction which would cause Chip to initially attempt a move onto the block's square will cause both the flick and the move will be made on the same turn. Not using this would mean Chip has to play -L first and then U to move.

Click *L-U on block 1, and repeat this maneuver with at least two more blocks, which preferably means all the odd-numbered blocks. Any fewer means you get 236, but all six will not get a 238. When you are done collecting the chips, go to the socket above you, which debugs the exit beneath you.

Level 16: Paw-Print Isle
In this small island, Chip has 17 blocks which have chips both under them and past the dirt each will make. All the blocks are numbered in forwards reading order.

Move block 5 into the water and collect, then move block 2 east and collect. Jump 2D off the ice on the return, and continue L and collect below you. Repeat this with the other two (16 and 17), and on the return from the third chip, step RU rather than running up to save a move. Continue running 2U L 2U and right to collect, then finish pushing block 11 upwards and run 2D LDRD, collecting on the far left. Take block 3 west and collect a second chip, then move block 8 4U to get it ready for a long chain.

Continue 2R 3D L and continue pushing west to collect another chip, and move the loose block 4 2U. Keep moving DR (4R) DR and push to the east to collect again. Push block 13 2D, then move U and run to the left to collect again. Finish by collecting with the last unmoved block, this being 15, then the remaining block right. With three chips left, you have furtively set up a fast sequence to collect them when moving earlier: L 4U [chip] D, then run left to collect one more chip, and then use the last block to push up one space and collect that chip. Now, pass the socket and ride the ice to exit with 313.

Level 17: Double Trouble
Step down immediately to avoid being squashed, then 2R [1] R, and >L again. Collect another chip, then move back into the teleport force field and collect the two sets of chips within the blue walls. Slide through again to the fireball room; pick up the chips counterclockwise, then teleport to another chip, and twice further, where you also collect the chips in the glider room counterclockwise.

With all the chips, you need to find the exit. There are two ways out, each through one of the central corridors. The faster route is through the paramecia corridor; however, this will require perfect timing. Step >L into the teleport and now continue 4:[[1] >L], and then run just past the paramecia to exit the level in the far northwest. You score double 128 seconds, or 256 seconds.

Level 18: Elemental
This simple fire and water maze, with ice in some corridors for a small boosting challenge, requires little more than a map. Take the first chip, turn right and take two chips, then walk along the gravel for another three, and continue to the top area. Follow the path across the top of the level, then go to the right side and negotiate the two ice mazes for two chips apiece. This northeast section is now done, so go back to the center top area and now turn right.

Three chips are found before an intersection appears. Turn west first for two chips, then 2D to reach a second major intersection. Again, in the very southwest are two chips, and now move over the ice into the next area.

Commandeer this first chip, one to the left, and one to the right, and then move further to the right with a wall of fire moving north, and here collect one more chip to the south before climbing the wall. Take the chip on the very bottom, then slide over the exit area, and slide north to the remaining chips. You score 237 seconds when it's all done.

Level 19: A Sample of Things to Come
In this level's original set, it was the leadoff level, which showed a "sample of things to come" in the set. Here, it's not as descriptive. Play the route in even step for ease of use.

Start the level with D 2U, which will see the teeth explode, then 8R [1] 2D. Collect the keys to the left, then all the rest of the keys and four of the chips, and wait [3] for the final teeth to commit harakiri before you exit this area through the lock corridor. If it stays alive, your entry back through will be blocked.

Dig through the dirt, past the stationary gliders, and then to the very bottom, which has a random force floor in the front. Chip can use up to three moves entering it, and up to one move exiting it after the keys are taken. There are two different routes that you can take, one dependent on being perfect on the exit and one that allows for one mistake; the guide will continue the route for one mistake because it is more likely to happen and an alternate route that loses no time can be used.

Assuming you got out with at most one move lost, return to the center and open the blue lock to the right side, collecting the flippers while missing the gliders easily. (If you go here when you were perfect, you'll lose it here anyways.) Next, open the green lock and collect the chips from the paramecia in a counterclockwise circle, then open the red lock and expropriate the winding turn of chips inside. Finally, open the second blue lock, and take the circle of chips without running into the walker. Take note of simple walker strategy when unable to wait: if a walker is headed towards one end of the circle and Chip will die after collecting it, go the other way. A 1/3 chance of death is better than a certainty.

Now, you have all 65 chips and can look for the exit. The one place left unexplored that you can reach at the moment is the southeast corner. You'll need some fancy footwork...Slip 3R across the top, then continue 2D R 3D R [1] 2R D 2R into the socket. Press the buttons with RDULR, then walk 4L across the top before being stopped, and make a bolt for the beginning of the level. With the toggle wall open and the traps being periodically released, Chip can enter the exit area. Step 2L [2], then repeat 3L [1] until you can walk up to the exit. Free 301 seconds.

Level 20: Ranger Denmark
This level contains several monsters imprisoned inside a blue wall square. If you look closely, it's basically Lesson 8, with a bunch of other stuff added to it. A rule of CCLP2 submissions was no CC1 copies, but Ranger Denmark was overlooked.

Play 2R, then collect the fire boots, and walk 3U 2L to bypass the force floor and break through the fake wall. Ideally, the best route is LD 4L 2D, but you may have to change it around slightly to get there, or wait [1] or even [2] if using odd step, as the blobs will cause havoc often. However, don't touch the ice skates - this automatically lengthens the route by 2 moves! Slide back out to the right and exit...293 seconds on the range.