Chip's Challenge/Level Pack 2/Levels 101-120

This is a continuation of the walkthrough for Chip's Challenge Level Pack 2. Levels 101 ('Hard as Rock) through 120 ('Frost Rings) will be discussed on this page.

Level 101: Hard as Rock
The involving though simple puzzles and one difficult, unforeseeable puzzle at the very end make Hard as Rock fun and involving down to the end. Even step is recommended.

You have no need for the block, so ignore it. Instead, run D8R3UR [1] and enter this column to take the yellow key. From there, jump to column 1 and follow the lower passage to the fire boots, then move to the ball cloning paramecia in the second column. Wait five moves, release him, and then enter column 1 to collect the chip just ahead of the collective balls. The blue key won't be needed either; wait two moves, step out and go directly through the yellow lock over some ice.

Walk past the fire space, around the walls and past the paramecium clone machine, then open the dirt to release the teeth. Move 2U2R [1] 2L3D and 5R D U 5L 4U to escape the teeth, then swim through the water and hidden walls to reach the blob section. In this large area, dodging blobs should not be difficult, but two moves can be used with a 924 route.

Release the bug and run all the way around to the exit, where the pink ball in column 4 is fortunately about to release Chip from the trap. If Chip missed this, he would be rear-ended. Fortunately, after one move, Chip can spring out and add another 924 seconds.

Level 102: Chip's Fight
Chip's Fight is a series of three different areas partitioned by colored locks, with several puzzles in the way of the three chips.

Start with DURUL, which will explode the bombs, release some fireballs, and collect a couple goodies, then bolt eastward, shove the block onto the ice, and step U [1/2] D to collect the block. Hold left to bridge to the ice area, and jump D R D L D R 2D to pass the fire and get the blue key. Return all the way to the start, sortie blocks 7 and 6 L, and bust through the blue lock to meet a bunch of bees, which won't pose any problem.

Turn west past the invisible walls, and then touch the red button. The first block cloner imprisons the bug for life, while the second is coming up on the ice strip. Wait half a move so you can catch the block, then push it 2L further, remove the two fake walls, and erase the bomb. Continue walking the left fork, leading to a yellow key, and enter the teleport from the west, followed by R3D3U2L. Return back the way you came and run right, passing the bugs above you, and get the chip to the north, then slide across the force floor and squeeze past the balls to the last of the chips. Escape the Creative One-Ways prison by waiting three moves, then move the block 2L to free yourself and retire to the start.

Because you moved block 7 L, the fireballs have been redirected past the blue lock, which makes the final run to the exit slightly faster; move block 1 L2D out of the way, then open the yellow lock, walk to the south, and then enter the far left corridor to find the "real" exit. You fought all that for 371 seconds?

Level 103: Island Hopping
The major authorities on this seafaring challenge wrote the 392 route one way, which was recorded to take 3 hours to confirm the score, while I have found a much easier way to accomplish the same goal. This score was all but unattainable for me until I designed a new way out.

Start by taking the chips and flippers from the blob, then exit to the south. Hold the down key to collect the first chip, then run west to the second one and finally encounter a recessed wall. The goal is to lose exactly three moves, one of which you dropped earlier when you held down instead of DLD, before touching the green button, and then get to the top corner with a perfect or one move from perfect run. I would use Tile World version 1.2 for this section; otherwise, you're on your own here. Do remember that you can override every other force floor.

If the clock says 491 when you take the chip to the left, you're OK for now, but check further north. Pick up these four chips, then sneak past the ball. If the ball is on the first toggle wall, you did it correctly. Take the four chips, then step RURDL to lock the ball in, and continue 11R U 10R 3D R 7D, which starts a block cloning cycle. Fill in two water spaces north from the button, then west to the trap, and remember you can swim. Move one more block onto the trap, then move [1] L [1] LR [1] R to switch the gliders around slightly. Retreat back to the clone machine and stuff block 8 onto the trap, then [1] L, and circle to the lower trap, move the block U, hide on the trap again, and then collect chip 2, the key and chip 1.

Swim northeast to the chip left behind, which you can see has redirected the gliders in a favorable direction, then move the existing block L, clone another, move the first one D, and the second one R, which will catch the four gliders and redirect them down to the bombs. As you wait, take the five chips to the left, then tailgate the glider stream, which will allow you to get the fire boots (and the chip faster) without having to build a bridge all the way down.

Now, the remainder of the level is breezy work. Freestyle to the west, open the yellow lock and slide on the ice, which will take you to a cozy fire with tanks bouncing around to the north. This tank is moving east; wait for it to switch back to the east the second time, then walk 3L U D R D 2R, and this time pass the tank after it moves east the second time. Return to the sea, assimilate the chip to the north, then dart over to the blue lock and pick up the goodies. The resulting red lock leads to fireballs, two chips, the green lock, the socket, and a teleport which takes you directly to the exit. That should make you rather happy - this was a very tough one to get. The bold time is 392.

Level 104: Pyramid
Easily the hardest part of Pyramid is, of course, the pyramid. Some of the teeth are moving, and not all 84 chips are accessible.

Enter the pyramid and stay to the right, which leads to the far east corner and then a green button. Now, because some of the teeth aren't sleeping, follow this route: 3L 3U 3L 3U 3L U L R 2U 3L 7D 3L U 3L 3D 3L, which leads to the blue button. Punch it two times, hang to the west to take all the required chips, and then walk through the toggle walls that are now open. This leads to a block, which will switch the toggle walls when it gets to the green button in the far corner. While the pyramid was difficult to complete, this timing piece makes the bold time just as difficult. The fastest route is 341.0. and to do this, Chip must slide to the toggle walls just as they're being changed!

After pushing the block, wait 7.5 moves and then follow; the half move is easily accomplished by attempting to move backwards on the north force floors. Hold the east key, push the next green button twice, then get the red key to the bottom and emerge back out through the center. As the tank behind the yellow lock started in the open position, this button had to be touched twice. Climb the tank ladder for the blue key, then use both keys to reach the brown button. Touch it from the east side in order to have enough time to reach the trap before the pink ball releases it, as this is the single chance to get to the exit. The treasure of the Bit Busters is worth 341 seconds.

Level 105: Yet Another Puzzle
However, Yet Another Puzzle is a very tough puzzle. This level is often dismissed as impossible, but there is a way to complete this level by using transparency.

Sprint north, take the fire boots, and slide DR through the two teleports, then pass through the giant "maze" to the 3 "X" formations of blocks. You currently need 14 blocks to build a bridge to the tank button due to the bombs under all the water spaces, and you only have 13 usable blocks. In addition, you face the puzzle of fitting 13 blocks into the "sardine can" section before closing it, because there's no going back. 13 is impossible, while 12 can be done, but this leaves you two blocks behind. The secret, however, is in the bombs hidden under the water. Gliders can pass over water.

Start loading some of the the blocks in; take block 2 R2U, block 11 5U, and block 2 13R before returning to the X. Interrupt this for a moment, and move block 7 through the big maze and into the teleport. You can't follow it directly, so come from the north and shove the block DRU through the teleport. Pass over the fireball, then stick the block in the path of the glider, which causes it to head south to the water, and then return the block into the teleport and follow directly. Continue the block L2UR, then 2R further and all the way south to a water space, which will force the glider west over [17, 25] as well as [17, 30]. Now that only 12 blocks are required and 12 are remaining, go back to the Xs.

Shove block 11 15R, then block 2 5R against the south wall, and then block 11 9D 15L D 10R, where it will rest. Start to raid the second X: move block 4 2U 11R 8D 15L, then place blocks 13, 8, and finally 3, each 2R away from the previous block. Next, collect block 12 and move it 2U off the toggle wall by the sea, and now move blocks 6, 15, 9, 5, and 14 out in the same way: move block 6 to 2R off block 12, block 15 L off the red button, 9 and 5 on top of that, and then 14 2U on top of this stack. Now, it's time to hold your breath and zip it closed!

Start with block 15, then block 11, and now shove block 6 L to make room for block 9, which goes L as well. Move block 5 towards the water, push block 9 back R, and then use block 5, followed by the remaining blocks on the east side. Of the six remaining, move block 1 towards the water, push block 6 2R, use block 1 and block 6, and then repeat this same maneuver with 2/5 and 3/4 to finish the bridge. With the tank out of the way, sneak into the exit at the west of the room. All that work for yet another 200 seconds!

Level 106: Bounce
In Bounce, along with similar such levels such as Frostbite seen later, Chip has to collect chips with ice under them, sliding continuously. To make it quickly through such levels, many "bounces" are required. In levels such as this, walking one space in the opposite direction and then boosting two spaces the other way collects an extra chip without using time, and is a frequent strategy. The full route through for 342 requires perfect boosting:

R U L 3R D U L R D U 2L R D 2U L D U R 2L D R L U D 2R L U D R L U D 2R D 3R. This frees the toggle walls up, and provided there's no mistakes, you can sneak into the exit before the glider blocks you off.

Level 107: Joyride I
This two-part Joyride series is two quick levels with force floor slaloms which are almost completely identical. Joyride I requires Chip to dodge between bombs without getting killed, and has a very strict time limit in addition. There are several different ways to score the same time; many of these are simply dodging a bomb in the opposite direction when there are two identical, convergent paths.

To decrease the chance of running out of time, teleport and step U rather than slide left, which will skip you 2/3 across the first stretch in 1/5 of a second. At the turn, push L, then sneak behind the next bomb R, and avoid the next bomb you run to with L. Push U and wait, and then D out of the way. Follow with a push R, then L just before you make the turn. Continue with D between the two bombs, then back U. At this point, the clock can be heard ticking, meaning 15 seconds remain! Step L to avoid the approaching bomb, then R as you are about to turn, and follow with U, then D before the next turn.

Continue sliding around the inside edge until the clock is about to tick to 8, then squeeze through the two bombs and turn south. Push down one last time, then push over the last floor in the sequence, which gets you to the exit a lot quicker than sitting there and then moving 2RU across the floor. With the shortcut, you have 6 seconds left.

Level 108: Tricks
Tricks contains every trick in the book, so caution is recommended!

Pick up chips 1, 2, 4, 3, 5 and 6, then move across the top row of balls to the gravel. Take the yellow key, move UL to two chips, and then the red key, and then push the block with the blue key and teleport R into the red lock. You need the yellow key later, so going in any other direction kills the level. Walk south, move block 2 onto the brown button, then enter the blue wall maze and walk through the tank room to the green key. Move to the south, wait for the tank to change, then walk back out and open the green locks to collect the fire boots. (Although connected traps on the lower layer do not function when Chip first reveals them, Chip will pass them again.)

Now, push block 2 in the area west of the exit to release another trap, then pass over this trap into the fireball room. Continue among one of the many routes through, such as 3LU and then out, and then go back to the start area. With the fire boots, Chip can take the other blue key. Now, turn sharply left from the teleport, which will lead to the remaining chips, the locks, the socket, and finally three paths. South and east lead to death, while west leads to the exit. A little tricky, right? That's what the 344 time is for.

Level 109: Blocked Trap
It should be obvious from playing Blocked Trap even once that you're about to be smashed by a cloned block! The challenges do not stop, as Blocked Trap is one of the most difficult levels in the set, with hidden items, buried traps, and a monster tank section at the end.

Stay to the right side of the force slalom until the very top, then move 2L north into the teleport, and move the caught block across the row of hidden red buttons and 5U. Another block has been cloned; move this 3L, clone two more gliders RL, and then pick the block up again 2L5U2R. When the glider from the green button passes, move R, then lock the two gliders in the blue button corridor with R after they turn north. Now, move to the next room.

Pass both ice spaces, then collect all the yellow keys: 6D L R U L U D R 2U 3L 2R, and the suction boots 5UL. Pass the yellow lock section, and now open dirt 1 and after the tanks switch, open dirt 2. Hide DR, and after they switch twice, open dirt 3 and wait for the next switch, allowing Chip to pass to the exit. 565 seconds are available.

Level 110: It's A Kind of Magic
This level is a rather unique and quite difficult solve, despite a simple design. Chip must move the blocks at the top of the pyramid to the center line, and the other blocks directly to the south to reach each of the chips.

Move block 1 out and block 3 3DL, then block 1 4DR out of the top, and then teleport UD, UD, and U [1] D to reach two chips and then one of the two-block chip areas. If Chip didn't wait, he would run into a partial post here and go to another room. Move blocks 8 and then 5, coming from the left, to the water to take the chip, then dodge UL off the gravel as a ball is coming out of the teleport! Follow the ball UD into the teleport, then throw this block D4R further, and then move block 1 4DL and start the bridge to the exit with block 10.

Continue with blocks 1, 2, and finally 3, emptying the room. Only one block remains unused; go to teleport 2, watching out for a ball coming out, and teleport UD, UD and U [1] D a second time. Use block 12 and approach block 6 from the right side, then follow this pink ball back UD through the teleport. To finish the level, continue block 4 2D4L and south to the exit. 456 seconds...it's magic!

Level 111: Monster Factory
In this slight Monster Lab rehash, Chip will solve a couple of puzzles similar to Monster Lab, but then also move into one final teeth den, with three teeth chasing Chip through about 60% of Monster Factory's entire area. Odd step has been used to test this route.

Start with 3U4LU [1] L, in order to stop the tank from cloning any more pink balls. This allows you to pass south; take the yellow key, then move L4U5L to the red key, and R3U and out to the red lock. Take all the goodies, open the toggle wall, then stand next to the fireball cloner to get the teeth to touch the brown button. As the teeth touches it, move D instantly, as this will clone fireballs onto your location. After two fireballs pass, swim through ahead of more fireballs and snatch all the chips, and then continue the path as the gliders start cloning behind you. Take the chip to allow the gliders to move out of your way, then the fire boots, and slide into the teleport to reach the final section.

Run up and get the first chip, then go left and take two, and keep running to the east, taking the almost-straight row of chips. In the southeast corner, step R and take the pair of chips to the north, then move 5D and run directly west through the baffled teeth! You pick up two chips, then arrive just under a third; take that one, walk up to two more, and hang near the walls as you pick up the remaining chips above you. Open the socket, touch the blue button, and then silence it again with a second press before walking east and south to the exit. 375 seconds, made with no artificial preservatives, and straight from the factory!

Level 112: After the Rainstorm
Level 112 is full of puzzles, one after the other, and full of water.

You begin in a room of blocks, which can be simplified down to this route: 8R2ULDU2LDRD4L2URDLDRUR2D, which will sort the blocks out. The block in the center continues the bridge south to the second water the third goes in the third water, and the next two go in the fourth water and the water space to the west, but without stepping on the dirt. With the last block, shove it to the east and down to the fifth water in the downward stream, which will also remove the dirt to the west. The idea is that the fourth water contains a thin wall on the north side once the dirt is removed, and that the very last block, which you will find to the west, must be ready to move down when you step over the dirt. Move 6L3U5LU3RUR2DLD5RUR2DLD2R, then open the dirt, to accomplish this objective. You can now take the flippers!

At this point, you have a Mixed Nuts meets Venice construction to pass; start shoving the blocks up one and right one until you can move the last block south to the water. You'll need all of these, so be careful! The objective is not to make a bridge, because you can swim, but rather to get these blocks south to a bomb. Remove the closest block L, then circle around to the other side and shove the next block into position before you fill in water space two. Go back to the Venice canal, knock two blocks L, and circle around, which will move three of them south. Take the last of them 3DL, then shove three blocks left and all four of them south until you reach the edge of the water again. Fill in the bottom water with the original block, and then repeat this pattern, building down from that space, until you get the very last block into the bomb and take the level's three chips.

At this point, you have a simple double-wedge trap for each of the next three rooms; move the top block, then the bottom, and step up to reach the next room. However, the third room's top block has a force floor under it, so aside from springing back to the west when you push it, after you move the center block onto the force floor, "set" the block by "oofing" up one further space - otherwise, the block is going to slide off the force floor and kill you! (The use of the mouse here will save a move, but it is not required for this route.) Resume with R (if you didn't use the mouse) 2URU3LDLD, then run left to remove the pesky chip socket from the path of the blocks to come, and hold the up key through the teleport to remove one water space. Sneak to the west, which allows you to return to the block room one more time, and steal the block from the force floor to finish the path to the force jumble above.

Override the first down force floor, instantly continue R2U, then override the next down force floor to the east and take the path downwards after exiting this area, which leads to more blocks. After you touch the first one, step LDLU, throw this block to the west, and get behind it as soon as you can, then push it onto the force floors and through the teleport. Negotiate the force floors again, then push the free block in the south-east corner the water below and take the marathon run to the very west, and finally end the level with 8U4R5D, which is worth 144.

Level 113: Oorto Geld II
Thankfully, this level is a lot simpler in its idea, however, the paths are tough to calculate and the walkers can be a real pain.

North: R6URU4L3UL2D2R2U2RDLD2RU (wait) UR2DL3D, then east to the walkers, which you can't lose moves on. Slide back over the teleport, then:

East: From the toggle wall, move 4R3U3RU2L2D2R2DLUL2DR (wait) RD3LU2L, and this time, up to three moves can be safely lost on the walkers.

South: Again, from the toggle wall: 4D4RD3LD2R (wait) RD6L (wait) 2URDRUL3U, and left to the walkers, with a one-move limit. Finally, move to the west.

West: From the wall, move 4LU3LU6D2RURUL (wait) LD2U2RUL2U3R, then take the last chip from the walkers without losing any moves, and enter the teleport from the west side to just barely squeeze out 671 seconds.

Level 114: Joyride II
This time, chips replace the bombs; you won't need them all, but you can't backtrack! Just before you get each chip, step onto the line of it just before getting it, if possible, and if it is on a different line. The teleport goes nowhere, so step left. This takes you to the first chip, and then continue L, then: U chip D chip U chip L chip L chip R chip R chip chip 2U chip 2D chip U chip D chip 2R chip 2L chip D, and then step D again after turning. Step either U or D to collect either chip (no difference), and then return back to the center for the next one. Follow this with U2L chip R chip R, and force U on the turn to reach another. Next is U chip 2D chip U, then force R to a chip and step down to a second one. R2L2D takes chip 27, then 2U and L for 28. Continue U2R, take this chip, then resume 3RD2L chip LU, which will reach the exit. This time, you score 81 seconds.

Level 115: Counter Clockwise
Start the level with 3R2D2R, then move counter clockwise to collect the other two, and drop south and take two chips from the next two squares in the same way. Before you emerge from the third square, wait for the glider, and then take the two chips at the square below and the square to the east of that. Wait for the glider here, then collect only the chip at the top, and take two squares above. Wait again and get the third square above, then the one to the left, and step from the last chip (two remain) 2L4D2R2D2L6D2RDR to safety. Wait for the gliders, then step R3DR (wait) 3R4D4R2D2R2D4R2U2L2DR2D to exit the level. Interestingly enough...the score is 353, which is a palindrome!

Level 116: Turn Turn Turn
This level is something you probably won't figure out on your own, but when you finally get the route, it's a breathtaking display of talent.

The goal of this level is to send the eight balls located to the east into many different directions, opening traps and switching tanks and toggle doors, but also doing it at the right times to avoid instant death from the tanks! Most of this level is going to require raw directions to describe, and....just do it.

Begin as such: 9U16R3DLDR5DR2DL6U14LULD, which opens the north-east corner and will soon allow the tanks to start switching. To open this long path, begin with 5U5LDLD3LD2UL4D2RD2L, down to the first dirt space, and resume with 2DRU2DLU2D2RULRD2UR3DRUDU before running all the way to the next dirt. Finish the dirt with RURUD3R4ULURUR2U, and wait for the ball (a couple chips now while waiting isn't going to save time later, so for simplicity, leave them alone now.) Step left, then 3D2LUD3LUD5LUL2D, which frees the way for that poor ball to run all the way to the toggle button at the bottom!

Now, take the block on the far left of the ballroom 3D7L, then resume moving the other block 4D, and go back to move the other block 6LD. You're almost done with the positioning, so go back to the top and shove the block near the start 5U (locking the ball into place), and continue 12RUD3RDR, then collect the chips and get on top of the middle block on the bottom row. Continue 6D11LUL3D to entrap the ball in the toggle button, then move 4U3L and wait for this ball before locking it in. Now, it's time to go to the exit.

Pass the chip socket and run all the way up (8U), then wait one move and continue R (wait) R, then hold down until you reach the bottom and wait two moves for this tank. Wait for the tank to switch (after about four cycles of on-and off walls), then run all the way up to the exit. You just turned onto route 425.

Level 117: CircleMaze
This is a speed route, which will require significant amounts of luck, followed up by absolutely perfect boosting, to max out.

Exit the circle-maze with 2L2U4R5DLD (wait) RURURULULULU, and swim to the very top and west to the only chip in this level. Pass the thief, then move 3L3DRDL and keep holding south to the fire boots. (Clock should be at 486.2 when you take them; if not, you lost traction somewhere. Keep holding south.)

Return to the west motorway, push up onto the second random force floor from the left, and get the blue key above, then return to the track. This time, step down onto the fifth random force floor and move 2R (overriding a random force floor and a west force floor, with the help of two random force floors sending you east) 3D3RD (wait) L, and take the lower left path to the exit. The maximum with this route is 476, although it is easy enough to get 475 by taking an alternate route around the random force floors or by using less of them.

Level 118: High Security
It's indeed high security, with puzzles left and right. This is likely one of the funnest levels in the game. Use odd-step for this purpose, even though it makes no difference due to a long wait.

Move over to the left, push the second block into the teleport, and follow it. Now push the block with R, then go back and move the other block north, collecting a red key, and open the door above to reach the fire boots. Circle around the green doors and enter from the left, freeing the teeth from its prison, and then lure it into the bomb: Wait three moves from the hint, then play RU (wait) 2R and take the chips. The teeth is now on his death march; slide over the ice, then D (wait) D, and pass the ice slide to a pop-up wall maze.

Step left and circle clockwise to collect six more chips, then move RD (wait) 2D, pick up the remaining chips in this area, and finish it with R4U3RU (wait) 4DRU. Wait one final move for the fireballs, then collect the three chips to the east and slide one final time to the north.

Take the first four chips from the tanks, then the one at the top, and fit through the tank in this corridor as it finally wedges into the alcove to the east. Take shelter in the first depression in the corridor, take the ice skates in the second, and when this tank squeezes east, finish thus: U4L6UR3URD6R (wait) U5RL4D5L (wait three moves) R3D8L, and south and 2L to exit the level. CHIP HAS ESCAPED...189 SECONDS STOLEN!

Level 119: Teeth
[Odd-step recommended.]

Wait for the teeth in three directions to blow up three of the bombs, then instantly move 3U4LD2L, which will send you sliding and back while the teeth blunders into the bomb blocking the chip. Take this chip, then open the other green door and wait a move before sliding. After you reach the teleport, go back (2L and north) for a second slide, and then go through the last green door. Walk R7D3RD, wait a move for the teeth to switch the tanks, and step on the random force floors for a nice ride! If you got the suction boots at anything less than 330, you're not going to make 280. The take for this 280.8 route was when Chip picked them up at 330.8, which requires odd-step. 331.2, however, will lead to a 281.2 route that, as of this writing, not scored.

Enter the next teleport, wait a move if you're an odd number of moves off, then move R3D5RD (wait one) DU3R3L3R3LRLD (wait one) D to "brush your teeth". Do this again, then emerge to the east where the teeth should now be exploding the bomb. Follow the zigzag to the force floor, turn 2L, and resume with 3DLDLRUR3UR3URU (wait) U, which causes the teeth monster to step up in synchronization with you at the top of the ice strip, and then step back onto the tank button, allowing you to pass the tank. Walk all the way north, through the fire, and onto the suction boots, then escape with 4UR2U7L. Take the last chip, then the yellow key past the socket, and slide back to the beginning room, where you see a yellow door that leads to two more keys and another yellow door. Continue to the green door, then step left to the ice skates and skate to the exit.

Level 120: Frost Rings
This level is so easy a caveman can do it! Move L2DLRU4L4D2RD2U2R and repeat this pattern in the east ring, then the south ring, and instead of using this in the west ring, move 2L2UR2L and circle counterclockwise to the exit. 335 seconds.....ON ICE.