Chip's Challenge/Levels 141-149

This is the conclusion of the walkthrough for Chip's Challenge. Levels 141 (UNDERGROUND) through 149 (SPECIAL) will be discussed on this page.

Level 141: UNDERGROUND
The structure of Underground is composed of 32 strips of four to six floor spaces, with paramecia bouncing around them, and chips in 15 of them. Chip must use what he knows about paramecia, and also the dirt and chips' effect on them, to play through Underground. The level, however, can be completed in 31 seconds!

The route through this level is D8LD [chip] 6U (releasing another paramecium out of the way) 2R [chip] 4UL (as U would cause a collision) 5U2RU [chip] 2U2L4U [chip] 5U [chip] D (the paramecium is holding the right wall, which is above; therefore, go around him!) 6RD (this paramecium now slips to the left) 4R [chip] L6D (to release the paramecium from the blunt side) R [chip] 2R2DRD2R (this paramecium is out of the way now) 3D [chip] D2L (allows the paramecia to circle around without chasing you!) 2D3L [wait] 2LD (you would have to wait here anyways for the chip now collected) 2D4R5D [chip] 2U6R2U (this path to the chip allows the paramecia to move somewhere else) 2R2D2R (this allows safe entry for you and safe exit for them) 2DRD [chip] R5UL5UR [chip] UL7U [chip] 4U2LUL [chip] 2U5R (this is the blunt side; with paramecia directly behind you, any wait would be fatal) 2U2R, and you have won!

Level 142: PENTAGRAM
Begin the route through the pentagram with 2R2DLDL2D, and then play all the way to the east, zigzag northwest, then DLD and left to another chip. Now, continue playing all the way to the far left of the level, then up to the north-west corner, and then east to the top center. Finally, play all the way down to the bottom for another two chips, and then zigzag northwest again, which leads to the exit.

Level 143: STRIPES?
The entire level is composed of invisible walls that are not a maze, but a collection of "stripes" that move from north-west to south-east, with occasional breaks in between that allow you to either pick up a chip and then retreat, or to break through the stripe altogether.

Many moves in this level will thus be zigzags; therefore, on this level guide specifically, each change of direction will be separated. The specific direction for a zigzag is two directional letters after a number, with the first one placed in front (2UR = URUR). The level's route will also contain the usual lettered base spots.

The entire route is as such: D 5L U L 6RD U 4L 4UL L 2D 3DR 3UL 2U 2R 6DR 2D 2L U 2L D 5DR 13LU 4DR 2D 2L 3UL 3L 3UL 3DR 3R 13DR 4D R D 11UL L D 4DR 4LU U R 6RD 3D 4RD D 2L 8UL L (A) 2L 3UL 4U 7LU U 2R 7DR 7LU 3L 2D L 3UL. Go back to A. 5D 7RD D 2L 2R U 22UL 2L D U 3R 2DR 2D (B) 2D 11RD 3D R 2D 2L 7UL. Go back to B. 3L 2D R 11DR 9LU 2L 2D 3RD D L 4LU 2DR 4D 5RD 4R 3DR 3LU 5L 2D R D 7UL R 4D R 3D 3L, which exits the level.

Level 144: FIREFLIES
This is the last level...or is it? Remember Cypher.

The trick to Fireflies is that it is mostly symmetrical, so you should collect the chips on the top end and then play around clockwise to the next. There are only eight fireballs, but they are on very long tracks, which makes it quite difficult to tell when one is attacking you on the road ahead. Therefore, the time going counterclockwise is minimal.

Start moving counterclockwise with the upward turn, then turn when you can for the remainder of the route: UD chip 2U chip LD chip 2U chip LD chip LU chip 2D chip LD chip UR chip 2L chip DR chip 2L chip DR chip (careful) DL chip. Now, return to the first fork at the start, take the east turn, and continue playing: 2R chip DL chip DL chip DR chip 2L chip 2U chip LU chip 2D chip (be careful coming out) LU chip LD chip (careful again) LU chip LD chip 2U chip 2R chip UR exit. At the end of this level, the game "ends" with an animation that includes the exit expanding to "deposit" Chip into Melinda's club - although the Challenge is not actually finished! Either put in TONY to see level 145, or use JHEN from Cypher to skip to level 146.

Level 145: Thanks to…
Thanks to... is notable for being the only level without outside borders, the only CC1 level not in all capitals, the fastest untimed level in existence, and being a commemorative composition - as well as being completely omitted from the Lynx version of CC. Instead, the password MAND will bring you to a Mandelbrot generator, and you have to use the JHEN password from Cypher in order to access the remaining levels of the game.

The password (TONY) could be Tony Garcia or Tony Krueger, and is generally assumed to be the former, although Tony K. was the author of the game. Ed H. (in random force floors) is probably Ed Halley, who was the artist. The other three names are Doug T. (toggle doors), Rob D. (in floor spaces with monsters inside the letters) and Lisa F. (in dirt) receive no other mention.

Now, to complete the level: Step onto the ice, and then exit the teleport either all the way past DOUG and take the fire boots, then slide to the exit, or for a speed solution, walk between the D and O, over Rob's R, and onto Ed's E, which will cause death quite often! Just continue to hold down, and you will succeed about 1/64 of the time. In addition to the faster force floor moves, you can start sliding east faster (at 20 squares a second for perpendicular moving!) and reach the exit in eight seconds. Beside the exit is a hint which also thanks the WEP 4 test team. :)

Level 146: CAKE WALK
The name of the level means something is easy. However, it is one of the most difficult levels in the game. Push the first block on the right in the water on the right of the main pathway. Go to the right until you are two rows to the right of the green key. Go up and push this block up and left. Stop one before the wall and push the block below you left one. Push the top block again. Push the bottom block until two away from the water. Return to the top and block the fireball cloner. Taking the blocks in pairs like on MIX UP, build a double bridge down. From there build a double bridge right 3 units and down 3 units, plus 3 more blocks to get to the remaining chips and red key. Get the green key while you are pushing these blocks, so that you can get the yellow key and chips at the top, plus use the block left of the start in the bridge. Meanwhile, build another double bridge 1 unit, taking it across the start column, and go 1 more unit across. Fill in the 2 ends of the ice strip, and push each block taken here to the bottom end of the strip while you slide from the top. 8 blocks across will get the remaining chips and the blue key. When you are returning from pushing a block here, try going to the middle of the ice strip and going RU2R instead of U3R; it will save you one move each time, although it is harder. After you have all the chips, go through all three doors and push the RIGHT block. Quickly move down and up again. Fill in the water and get the suction boots. Do the same on the left and get the fire boots. Push the block in your possession down and left all the way save one, and then up to fill in the water and get another red key. Be careful of the fireballs! Walk on the force field and use the red key to open the door DIRECTLY OVER THE UP FORCE FLOOR. Go get the last block and push it to the right. When you arrive back at the right, the block will be neatly placed right next to the water, allowing you to brave the glider stream and reach the exit. Your cake is garnished with 709 seconds, although the top score so far is 712, and up to 717 is possible with the best of luck.

Level 147: FORCE FIELD
As mentioned in one of Melinda's special dispatches, this level is not referred to by number, only by "XXX", by a thin reference to its title, and that it will come near the very end. It should therefore come as no surprise that Force Field was the last of all levels to be completed for a large section of the major players of the game. Reports of somebody leaving their computer on overnight with Force Field half-finished (!) exist in CC lore; fortunately, this solution plays out in twenty-nine seconds (!).

In this guide, the force floor sliding will be referred to not in squares, but in lengths (l), which are two squares. lL = 2L, etc. Slides will be indicated in brackets, and simply do nothing to collect the chip when indicated as such.

Immediately play RD, hold to the second chip, and then play L. When you are 2L from the first chip's location, play 2RD [l3DR] U to the next chip, then 2R [lU] R [l2R] D2LD to the next two. Continue with L [lL2U] R [chip] 2L [chip] 2U [chip] D [chip] L [lLUL] U2L [chip] U. This section is a critical jump to the east side of the level; continue to slide lUL2D, then step on the east key full-throttle to break through four vertical force fields. Land on the chip above, then continue DR [l2R] 2DR [lRD] R2U [chip], and then drop back down with L [lL4D]. Finish the top section with R2D [chip] R [chip] U [lUL] U [l2UR] U2R [chip] R [lR2D] LD [chip]. Break through two more force fields below, take the chip in the corner, and clear out the bottom area with UL [l2L] L [lLU] L3D, which leaves one chip left. This chip is in the very top right, which was left behind because it leads directly to the suction boots. Reach this chip with L [lL2U2RU] U [slide to floor] U [lUL] U [l2UR] U3R [chip]. Finally, take the suction boots; U [lU5L5D] 2LD will access them on the right side, and then clamp to the exit on the far left. Feel free to walk around a little bit first, though. :)

Level 148: MIND BLOCK
Clone blocks to kill the bombs. There are 2 chips in the corners and 1 chip in the center of the west and south sections. There is 1 chip in the center and 1 in each corner of the east section. There are 2 chips in the center, 1 chip in the left corner, and the exit in the right corner of the north section. Take your time. Build double "bridges" each way to get to all the chips. Build to the right first, then build down. Take a block back up to just below the clone button, and push left. Push the next block to detonate just 2 below that. Finish the down bridge, then finish the right bridge, then bridge left. Finish to the north.

Level 149: SPECIAL
The grand finale of CC1 has a secret trick to it: First, take the keys and open the doors until you reach the teleport behind the green key, teleport L, and take stock of the situation: The area outside of the keys and doors has nine islands with water separating them from each other, and not all the blocks are usable - some are rather hot. (This includes the one on the west edge of this room.)

But where is the exit? It's not in any of the other corners. In fact, if you build there, one of the blocks in each corner has a hint that says "This spot would be too obvious!"

Therefore, other means must be tried. Build up to the center island first as thus: Play 2D3R3U, use the two blocks on the water above to reach the next spot above, and then play UL4U and shove this block R4UR to begin the bridge, accompanied by the block next to it. You are now in the center of the level; since the corners of the level don't work, the center doesn't, the sides must have the exit somewhere. You are near the top edge (seen from the red door pathway), so build there first; the block you see right when you land belongs R5U, and then play 2D3RD2L to make this block join the bridge. Continue to slide to the north, and notice that the clock is at 955 - the bold is at 955. The first block on the top side has the exit under it (the only level that this occurs on!)

When this happens, as seen in Fireflies, the exit enlarges, Chip does a bit of a victory dance, and Melinda tells Chip congratulations. Chip is then lifted by the club members en masse, and the following message is displayed: "Melinda herself offers Chip membership in the exclusive Bit Busters computer club, and gives him access to the club's computer system. Chip is in heaven!"

Rightly so, I would suppose. The game then also specifies how many levels were completed, your current score, and then allows you to then go back to improve your score if you desire.

And that is the end to a fabulous computer game. Happy Chipping.