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

This page will discuss 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.

It otherwise works similar to MEMORY from the original set, but since it's in a square, I will specify to go through the "squares" of the level.

Run down and press the tank button, then run right one square and down one more square to another blue button. Continue three squares to the right, then go down to the button below and press it twice. Go right one and down one, and you see a toggle button past the tank button. Press the tank button, then the toggle button, tank, toggle, and finally the tank button, which will open the exit. You will pass over the toggle button once, so hit it a second time to clear the way fully before you run to the exit. I remember.....347 seconds.

Level 2: Naomi's Bug Collection
Push the upper block onto the yellow key, then pick up the chip and the yellow key as you push the block all the way to the left to interfere with the bug. Pick up the blue key and use it to go to the left side of the level, which is a bunch of chips and tools guarded by gliders. Circle clockwise to collect the chips (plus the fire boots) until you are standing 2 spaces above the yellow door, and there should be 2 chips left in the circle at this point. Enter the second room and circle clockwise again to collect these chips, then return to the first room and pick up the last two en route to the start area.

You can now enter the fire room on the left without interference from the bug. Pick up the goodies and then go to the right side of the level to collect the chips in the first room. In this room, collect the first three chips on the top, then step down and circle counterclockwise to collect the boots and the other chips, again leaving two for later. Collect the goodies in the water, and use the new green key to enter the final room. Take the first chip, then the ones on the left, and zigzag around to collect the remainder. Pass the red door below you, get the chips below you, and then circle counterclockwise to collect all the rest, whereupon you can exit the level with 243 seconds left.

Level 3: Bea's Den
Step UR3D to escape the den with the three chips and run to the left, hopefully not into the blob. Collect the yellow key, then the flippers and chip before heading back in the other direction. Swap the yellow key for fire boots, then beat the ball to the blue key. (If you get the chip first, you won't be able to make it out as fast.) Now collect the chip and squeeze past the ball, and run all the way to the left, across the fire, and to the top of the level. Push the two blocks on the right side right and up, respectively, out of the way and get the three chips. After this, you can push the unmoved block directly to the left and get the red key, then use it on the door beyond the fire. Swim to the ice, and you pick up a chip. Step U2RDR from here to get the green key from the fire. Go back the same way you came, and unlock the green door and swim to the remaining chips. The exit is just past the blue door. You stole 109 seconds from the Bea's Den.

Level 4: Force World
Run upwards to collect the chips, take the chip above the block out, and then push the block onto the force floors. Move the top block one space left to pick up fire boots, then move the lower block onto the force floors to collect the suction boots. Follow this block and move through the teleport, and continue right to collect all the chips. Push the second block from the left down to get the flippers, and follow the path through the chip socket to the exit for 237 seconds.

Level 5: Suction Ride
Blow up the first bomb, then push the newly freed block onto the floors and follow it into the bombs. Repeat with the second block, and then a third time. But before you follow the block this time, go to the top right and switch the tank. Push the third and fourth blocks into the bombs in a likewise manner. Go below you and get the chip that was formerly blocked in by bombs. At this point, take the outside force floors around to the beginning, and collect the last three chips en route to the exit. You score 377 seconds.

Level 6: Fixing the Toggle Switch
Obviously, take the teleport. This will cause you to touch a tank button; step on it a second time. Wait three moves, and step on it two more times. Wait one move and touch it again. Wait for the fireballs to pass by, then push the closest block 2R, the block that was below it 2D, and the block now beside that one D. Step right and push the block on top to the edge of the water, then go back to the start and pass the changing toggle walls to the exit. Plumber Chip is paid 163 seconds.

Level 7: Slightly Mad
Follow the ice path, picking up the chips, until you hit an intersection. Take the upper path to pick up 4 chips, then go back and turn left. At this fork, leave the upper left chip and continue, then on the next one, leave the lower right chip and continue up. Pick up the 8 chips, then backtrack and turn right. Continue, collecting the lower chips, and follow the lower path. Institutionalize these and return to the upper right path this time. Leave one chip and get the next four, then backtrack while picking up the eighth chip. Return all the way back towards where the chip socket was, collecting all three of the chips left behind. Now, slide into the socket and get the flippers. Return all the way back to the beginning and 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 six and seven are forced, and you are now at an ice spiral. Take the top path, pad block eight down, and jam block nine 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 up one space 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, and 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 a message that says "DOPE FISH LIVES", which is of no particular concern.

Level 9: Maze of One Way
This is also busted. Step 5RD, 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?
Hit the tank button to start, in order to free a glider, and pick up the single block in the middle of the level 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 (thanks, glider.) Pick up that chip and nudge the block one space to collect its hidden chip. Run all the way back to the right side of the level and enter the top area from the right. Raid the exit by opening the chip socket, then cut to the left. Above you are three blocks; move the third one all the way down next to the bomb, and then the second block into the bomb below it. Meanwhile, you can move the third block under the exit corridor, and then collect the first block. Move this one through the bombs and blow up the bomb under the block at the right. This allows you to use the last block to bridge to the exit. You need 368 to be on the clock!

Level 11: Deconstruction
This is a fairly complicated route. U2RL2U2D2L4U3DRU and go through and left through the port. Push up, 4DLR2DLU4L4R2D4L3RUL, and go through the port. Teleport down and push left. Move 4RDU2RDL and push down. Run back 4U2R4D3ULD and go through the port, coming out east. Push this block down and repeat the same pattern on the right. Here, push the second block all the way to the top right. Get the chip, go 3D3LD5R3L2D2L3U2D2LD, and push right. Take the next block up and finish the work in the top right corner. Take the last block to the left and get that chip. Get the chip below you. Run 3R2DR and push up. Push the top block left and get the lower chip with the other block. Push up and get that chip. Repeat the exact same pattern on the bottom and on the right. When you get down to 2 chips, pick them up one by one. Go left through the port and exit. You constructed 411 seconds.

Level 12: Mazed In
Go through the maze 4RU2R4U5L2D4L3D2L5U2R2U9R2U12L2DL15D6R2D8L7U2L6U2R6UR. You get the yellow key. Go back to the start and go under the start square. Pass the wall below you and get the chip and blue key. Travel back to where the yellow key was, but this time pass the blue door. Continue up and: 19R2D2R7D2R11U2R15D2L10D3L2D5R7U. You pick up the green key. Travel back up and left to a chip. Go right and 4U2L to open up a chip and a red key (up and down). Go back around and up to another chip. Travel 2D2R and up to the top right corner; continue 2L2D2L2U and left to another chip. Back up and all the way back to the left. Step 5D and left to get two more chips open. Go back, passing the former blue door, and get the chip below on the right. Backtrack down and 3R2D. Go right to another chip. Go left to the wall and up to another chip. Step 3D2L and get two more chips. Retreat back towards the center and get the chip above the red door. Get the chip next to the door and pass it. Run right to a chip and 5D3L2D to another. Turn right to one more chip. Retreat further into the center. Get the chip at the top. Continue to retreat and get another chip. Pass just to the right of the first door you reached (NE of the start). Step 2L and get the chip. Go back to where you got the blue key (below you) and get the last chip. Go all the way back to the lower right corner and turn left. Pass the chip socket and go 6L2D to the exit. You mazed through to score 354.

Level 13: The Serial Port
Follow the path through the chips and balls until you have all the chips. Go LU2R and down to get to the toggle button. Press it and backtrack. This time, turn left to the exit and collect 342 seconds.

Level 14: The Parallel Port
R2DR2DR2DR3D, picking up boots (you can ignore the suction if you want); pick up the chip under you. Now continue D2R3UR2UR2U2R. Repeat 2DR, picking up the three keys, until you get to the very bottom row. Now wait for the tank, and go R2U, picking up boots, until you get to the pop-up wall. Step R2D to the chip socket, and go through the tiles and doors to the exit. 258 seconds.

Level 15: Debug File
Get the flippers and RUN to the right. Go to the right of the uppermost block past the gravel and listen closely: There is a thin wall under the blocks, and chips under the water. Here's the difficult part: CLICK one square up and two squares left of your location. You will push the block into the water and go up at the same time! Step on the dirt and repeat with the next block (optional, though you do not need to do so to score 237). Get the chip under the last water and step on the next dirt. Repeat until you have all the chips. It is important that you click on several of them. When you are done, go to the chip socket above you, which debugs the exit beneath you.

Level 16: Paw-Print Isle
Push the top block up and get the chip. (Whenever you push into the water, get the chip.) Push the block to the right and return. Push the second block below you, and then the blocks SW of it. When you come up from here, step right and up to go back to the right. Push the block one space to the left up two, and then push the other block right. Finish the other block by pushing up. Travel along the top ice to the block at the left. Push it left, and push the next block left. Get the block on the bottom and push it next to the socket. Push the lower block of the two on the left over to the left side. Push the lone block up two spaces, and then the top block of the "snake" three spaces right. Repeat with the next upper block, but push all the way right. Push the upper right block in the corner down two, and then the upper block left. Push the last unmoved block down. Return up and push the block right. Push all the way up and all the way left. Take the last block and push upwards to the last chip. The chip socket is next to you, and the exit at the end of the ice. The paw-prints say "313". :-)

Level 17: Double Trouble
Step down immediately. Go right into the teleport. Wait, pick up the chip and go back left through again. Repeat. This time get the chips. All the walls are fake. Go through again and repeat. Go through again and run down. Wait one move and get the lower row, then the upper row. Teleport again and get the chip. Teleport twice more and get the chips by the gliders. QUICKLY teleport 5 times. You will go back to the first corridor. Hurry right. You can just beat the paramecia. Run up and all the way left to the exit. You score double 128 seconds=256 seconds.

Level 18: Elemental
Follow the water and turn right for chips. Continue to the left. Follow the gravel through the fire and turn up. Get many chips up there. Go back and turn right. At the next choice, go left and get 2 chips. Continue by going down and taking the left fork. Get more chips, go back, and take the right fork. Get the chip and go down. Turn left for a chip. Circle back around and get more chips. Move all the way right and finish the chips. The exit is in the lower right corner. You score 237 seconds.

Level 19: A Sample of Things to Come
R2U7R; wait for the teeth to bomb. Go down and left. You can beat the teeth to the rest of the keys from the top. Wait for all the teeth to blow up before picking up the fifth chip on the right. Go through the red doors. Wade the dirt and go to the bottom. Push over the random force floor and get the keys. Exit to the center. Go through the green door at the top and get the paramecia chips. Circle back over and go to the right blue door. Beat the gliders to the flippers. Go back left and go through the RED door. Swim down and get all the chips. Finally, go through the blue door and get the remaining chips by the ball and walker. Go to the lower right corner. Get on top of the first row and step 2R2DR3DR; now wait. Continue 2RD2R and open the sockets. Press the red button three times. Run back through the balls. Return to the toggle wall passageway in the start room. Walk over the traps and beat the balls above you to the exit. Free 301 seconds.

Level 20: Ranger Denmark
Circle all the way around the area to the fire boots. Go to one below the ice and push left. You are now in the middle area. Get the chip and ignore the ice skates. If you die, try again. Slide back out to the right and exit. 293 seconds on the range.