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; this did not occur in its original level set. A Fleeting Memory is in a square grid; to complete it, move DRD through the squares to a blue button, then 3RD 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.

Take the goodies above, move the block west, and now take the blue key and use it to the chip circle. Collect counterclockwise to the yellow door, then open this door and collect these chips clockwise. Come back out to the fire room on the left and take these goodies, then remove the yellow door and take the first three chips, then D and circle counterclockwise, leaving two chips behind. Get the goodies from the water, then come back and through the green door and 2DLD, 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 UR3D 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 door, water, ice, onto the chip, and U2RDR to get the green key from the fire. Go back the same way you came (D2LDL), and unlock the green door and swim to the remaining chips and 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 chips in front of the block, then move behind it and slide with the block through the water. Nudge the top block L for fire boots, the other block onto the train for suction boots, and move through the teleport to a choice of five blocks. Move the second block and then 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

 * Begin by moving U2RL2U2DL, then go through the teleport to the exit room.
 * Move right through this port, then R2DU2R2L2U4R3LDR and back to the port. Go down from the exit room and repeat this exact maneuver on the south side.
 * When this is complete, go back to the exit room, left through the port, and repeat on the west side. Now go back to the exit room again and go up through the port to begin mopping up.
 * Run all the way to the right to collect a chip, then back on top of the teleport. UL4U3DRUR2UD8L3R3DR5U3D2RD6L3R3D3RU8U6D3L2RD6L3R6U (Now the upper left section is complete.)
 * Sprint all the way to the bottom, then 2U3R2U5L3R2UR6D3U3R3U8L6R3D2UR6D3U. Collect the last chip on the left side, and this section is now complete.
 * Continue all the way east, then 3L3UL5D3U2LU6R3L3U3L8D6U3RU2RL6D5U3LU6R. This completes three corners, and the level is almost done. 5 chips should be left.
 * Take the first one by hugging the right wall, then finish with 3D3LD5R2L2D2L6U6DL3U2DL, followed by collecting the final two chips. Go left through the port and exit. You constructed 411 seconds.
 * Note: The bees should be of no concern.

Level 12: Mazed In
How to escape? Start by moving: 4RU2R4U5L2D4L3D2L5U2R2U9R2U12L2DL15D6R2D8L7U2L6U2R6UR [yellow key].

Return all the way back to the start, but duck underneath the thin-wall square: 2D2L2D4R2U [blue key]. Backtrack once again, heading towards where the yellow key was, and take a detour through the blue door instead. Continue up and: 19R2D2R7D2R11U2R15D2L10D3L2D5R7U [green key]. At this point, you can now unlock all of the chips when you encounter them. Immediately after you backtrack away from the chip socket, there is a chip on the left; collect this, then move right and 4U2L to open up a chip and a red key. Continue to back up and collect the chip. From here, travel 2D2R and up to the top right corner, then 2L2D2L2U and left to another chip.

Return towards the location of the blue door, but two squares away from its old position (5 spaces from the downward turn) turn left to get two more chips open. Go back, passing the former blue door, and get the chip in the old yellow key corridor. Reverse further 4U2L6D2R7D3R, then bust through with 2D. Go right to another chip, then left and up for a second one, and finally 3D2L, opening up two more chips in both directions.

Retreat back towards the center, but detour to unlock the red door (and collect the chip above that door). Continue all the way right to one chip and 5D3L2D to another, then turn right to one more chip before retreating further into the center. The first chip you see is one next to a thin wall; collect that one, then circle around to the other side of this thin wall, where there is another one waiting: 2D2R collects that one. Now, return towards the center further, and you will encounter a green door located in what seems to be a corner of a blue-wall corridor, approximately four squares diagonally from where you began the level. On the right, however, is a fake wall, which you can step through and collect the chip. There is one final chip, which is located close to the old yellow door. Turn left, and it's yours.

All the chips are yours, so return all the way to the chip socket, a couple of turns from where the green key was at. Pass the chip socket and go 6L2D to the exit. You mazed through to score 354.

Level 13: The Serial Port
Run up and jump behind the first ball, collecting 5 chips. Wait two moves for the next one, and collect six more. Wait three moves, then collect three more chips. You cannot beat the fourth ball at its current position, so wait for it to squeeze to the left. Get on the force train and collect more chips, but again wait for this ball to squeeze to the right. Pick up the last three chips, then step on the ice and continue U2RD to get to the toggle button. Press this, then return to the ice and take the left fork to the exit. This route is worth 342 seconds.

Level 14: The Parallel Port
Unlike all previous levels in CC1 or CCLP2, you will begin to see things hidden in unusual combinations. Here, you will see boots, keys, a spy, and a chip hidden under blue walls. Step RD, wait for the tank, then DR2DRDU2DR3DUD. At this point, you have three boots, except suction shoes, which you don't need, and the one chip required. Wait for the tanks to reverse to the left and squeeze past the one below you. Continue from there 2R4UR2UD [blue key] UDU (wait) U2R2D. Zigzag R2D repeatedly, collecting the keys, until you reach the very bottom row, placed two spaces from a tank. Open the wall, then wait four moves, and Now wait for the tank, and go R2UD to collect the flippers. Wait for this tank, then continue this zigzag pattern to the fire boots. Wait for this tank to reverse, then step UR2U2R2D [chip socket] and exit the level. 258 seconds.

(While it looks like the suction boots are needed, you don't because the force floor is pointed at an ice corner, allowing you to step down off it.)

Level 15: Debug File
Get the flippers and RUN to the right, then take safety at the gravel below you.

The most important part of this level, which will score 237 rather than 236, is this: There is a thin wall under the blocks, and chips under the water. Step next to the top block, then CLICK on the square above the water. You will push the block off the thin wall and go up at the same time!

Step on the dirt and repeat this maneuver with at least two more blocks. Any less means you get 236, but all six will not get a 238. When you are done collecting the chips, go to the chip socket above you, which debugs the exit beneath you.

Level 16: Paw-Print Isle
Move the top block into the water and collect, then push the highest block on the right east and collect. Jump 2D off the ice on the return, and continue L and collect below you. Repeat this with the other two blocks close to the water, and on the return from the third chip, step RU rather than running up to save a move. Continue running 2UL2U and right to collect. Finish pushing the other block upwards, then step 2DLDRD and collect to the left. Take the closest block west and collect a second chip, then move the leftmost block 4U.

Continue 2R3DL and continue pushing west to collect another chip, and move the loose block 2U. Keep moving D5R4LDR and push to the east to collect again. Push the upper right block in the "corner" formation down two, then move up one space and run to the left to collect again. Finish by moving the last unmoved block down, then the hanging block right. With three chips left, you have furtively set up a fast sequence to collect them when moving earlier. Step L4U [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. Step 2DLU to pass the chip socket and ride the ice to....hmm, the exit maybe? 313, maybe?

Level 17: Double Trouble
Step down immediately to avoid being squashed, then 2R into the teleport. Wait, pick up the chip and go back left through again. Collect another chip, then move back into the teleport force field and collect these chips. (All the blue walls are fake ones, so don't worry about the route. A clockwise or counterclockwise circle will do it.) Go through the teleport again and repeat this on the bottom, then return to the matrix again. At this point, you will be in the fireball room; wait, then collect the top row of chips, followed by the bottom row. Teleport again and get this chip, then twice more to collect the same chips in the glider room.

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. Teleport 5 times and run to the right. (If you made even one mistake doing this, you can't beat the paramecia and you will have to wait, docking your time to 253.) If you succeeded, run up, then all the way left to the exit. You score double 128 seconds=256 seconds.

Level 18: Elemental
Follow the water, collect the closest chip, and turn right to collect two chips, then continue to the left. On the left are two more chips; pick those up, follow the gravel through the fire (one more chip) and take the top fork. The first two chips are directly on the path; the top fork is only two chips in easy reach, but the lower fork is a bit trickier. Step on the left ice path and hold the up key until you collect the chip, then be prepared to step L2R fast. When moving off the right ice path, hold the right key to collect that chip, and the other two chips in that fork should be easy to spot.

Return to the fire/gravel path and take the east fork. You run into four obvious chips before you have a decision to make; begin with the west fork and collect the two chips on the north and south paths, then return to the south fork. You immediately have another choice of forks: take the west fork and you are left with a west and south path that lead directly to two chips. Return to the east fork and hold the right key to collect another chip; immediately step down and left, holding the left key, to return to a controllable situation. Pick up the next two direct chips, then step on the next ice strip and collect the visible chip below you. Resume walking around the fire, atomize the chip at the end of the strip, and gear up for the most difficult part of the level...

Step on the ice strip, then move: 2RULU2DU2R3LR2U2R, to collect all but one chip. Return to the main ice strip, holding the down key, to move to the very last chip near the exit. Do I need to direct you to it? :)

You score 237 seconds.

Level 19: A Sample of Things to Come
To get the teeth to land on their bombs, step DR2U7R. (They have to stay stationary for two moves for this to work; otherwise they'll go too far too soon.) Wait one move for the teeth on the left to run into this bomb, then step 2D, collect all the keys on the left, and retreat to the gravel. Move out of range, then jump back in and swipe the remaining keys, plus only the top four chips. Wait until the last teeth monster gets to the last bomb, and just as it commits harakiri, pick the chip up and unlock your way out of the place.

The gliders don't move, so they won't bother you unless you step on one; just dig through the dirt. Drop to the bottom of the level, push over the random force floor (you can safely expend as many as three extra moves getting past it) and get the keys. Push over the random force floor, and here there are two different routes that you can take, one dependent on being perfect on the exit and one that allows for one mistake; I will continue with the route for one mistake because it is adaptable to a situation where you get everything right, plus we don't need both routes here.

Assuming you got out with at most one move lost, return to the center and open the blue door 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 door and collect the chips from the paramecia in a counterclockwise circle, then open the red door and expropriate the winding turn of chips inside. Finally, open the last door, the second blue door, and take the circle of chips without running into the walker. (If you find the walker is heading towards either the chip below or the chip next to the one you first collect, and you will get hit if you take it, go the other direction; it may decide to turn, but it's only a 1/3 chance compared to a certainty of death if you take the other path.)

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 past the top ball (you should be three squares away), then step 2R and wait for this one to pass, whereupon you run all the way to the right side and explore the corner, which consists of chip sockets blocking a toggle button and clone button. This should let you get into that north-west corner..

Touch both buttons, then wait one move before touching the red button a second time. Run back to the top of the room, pass three balls, and wait for the fourth, before you make a bolt for the beginning of the level. With the toggle wall open and the traps being periodically released, you can enter the final room. Step two spaces to the left, wait for the balls, then step 3L, wait, and repeat until you can walk up to the exit. Free 301 seconds.

Level 20: Ranger Denmark
Circle all the way around the area to the fire boots using the force strip (wait until you're by the ice for maximum effect). Step 3U and double-press to the left to bypass the force floor and break through the fake wall. Ideally, the best route is D4L2D, but you may have to change it around slightly to get there, or wait a move (you can expend two in odd-step). However, don't touch the ice skates - it will make it slower! Slide back out to the right and exit...293 seconds on the range.