Chip's Challenge/Levels 21-40

This is a continuation of the walkthrough for Chip's Challenge. Levels 21 (ICEBERG) through 40 (FLOORGASBORG) will be discussed here.

Level 21: ICEBERG
To begin with, you can't use the cloned blocks to bridge to the exit "island" — there are invisible barriers. Therefore, move the first block 3R2U from where it's cloned, and follow with a second, then a third, at which point you pause just a tad before following the block on the right turn - otherwise you'll heave the block over the ice turn and drown! Bring a fourth block along, again waiting here, and then move off the ice as such: 6LU10RL2U2R2DLD4RU3RDLUL, and with all the chips, you can take a "back door" to the exit by holding the south key. When you arrive, change to west, and drop into the exit to score 119.

Level 22: FORCED ENTRY
Yikes. ;) You'll hate this one fast. Fortunately, this level is going to be short: only seven seconds for this 293 route. The important factor in this route is that overriding a force floor directly is double your running speed, but overriding by stepping in a perpendicular direction is quadruple your running speed!

This is the route: Hold east, take the chip you reach, and then play as follows: Hold 7D to take the chip, then D5L to reach another chip on the left. The remaining moves are: LDL (chip) D (wait, oppose the west force floor) 5D (slide on the ice) 2D (chip) D2R (chip), hold 5R and slide the ice, 3R to the next chip, L2D to the last, and L2D to be thrown to the exit.

Interestingly, if you press R and just sit back and wait, you reach the exit, although without any chips.

Level 23: BLOBNET
Out of the frying pan and into the fire...This level is a pure monster. There is nothing I can really suggest to you because the higher routes are just way too unlikely to be posted here. Even-step is highly recommended, because odd-step doesn't work very well.

The skeleton route is: 2L D U 3R 3D 7R 3U 2L 5R 3D 3R 5D 2U 3L 7D 3R 3D 3L 7D 3R 2U 5D 3L 3D 5L 2R 3U 7L 3D 3L 3U 7L 3D 2R 5L 3U 3L 5U 2D 3R 7U 3L 3U 3R 7U 3L 2D 5U 3R 3U 5R 2L 3D 5R L 3D R L 2D 2U 4L 4D 2R 2L 3D 6R U R 4U 2D 3R D 5U 3R 2D 2U 4R 4D 2L 2R 3D 5L R 3D L 5R 3D 2L 2R 4D 4L 2U 2D 3L 5U D 3L U 5D 3L 2U 2D 4L 4U 2R 2L 3U 6R D 2R 3U exit.

You can, however, start to be a little liberal at the beginning, as it is in this beginning part: 2LD3R2D5R3U2RD3R2D2R, at which point you have many similar choices to the ones made in this route. Be more and more careful as you continue, however.

There will be many periods where you have a choice of staying on the gravel or cutting across a floor space to reach the same destination (the latter being at least two spaces away from blobs!), and in such a case you will want to use the floor, because you may find that the blob moves out of your way, at which point you can take a quick shortcut. The rest is just nerve and a lot of luck, and it's not something I can convey in a complete route. A 434 route, technically a 435 route that I bungled at the end and thus lost exclusive control of the scoreboard, exists, but it's really difficult.

Level 24: OORTO GELD
Since the walls in the several sections of Oorto Geld are in different states, the only way to get through them is to use the gliders running around the center room to change the walls for you. This can be achieved as such: 2R 2L 4U 2D 3L 3U 3D 2L 3D 3L 2D 2R U R U L R 2U L R U 3L U L D to entrap the first one, then 4R U R D R U D 2R U R 2U R U L. At this point, a button will be pressed every move, so you can just breeze through the room at the top. Continue to circle counterclockwise through each room, leaving the gliders the way they are (on the first room on the left, collect middle, then top and bottom) until the east side, with 12 chips left. Because of the design of the room, move the eastern block on the bottom 2U, then this block all the way east, before collecting the top chip. Knock the block down to the corner and finish this, and end the level with the upper right corner before you return to the exit for 425 seconds.

Level 25: BLINK
It's very easy to get lost in this level, even though there are only eight teleports and there are no blocked edges of the teleports.

Slide in the given directions to collect the chips, and follow other instructions when given to score 435 in a blink.

U chip D chip U chip DU chip D [move left to chip] U [move all the way up to chip] RL chip R 2chip LR chip L chip R chip LR chip D chip U chip D chip UD [circle around to right side] L chip R chip L chip R chip L chip R chip LR 2chip [circle to bottom side] U 2chip D 2chip. Now, slide one last time UDUDU and continue to hold up to pop directly into the exit.

Level 26: CHCHCHIPS
Chips, chips, and more chips. Did I mention eat some tortilla chips while playing this level? :) Actually, don't; there's some obstacles that will leave you saying caramba. Take the row of chips on the top, then move 3D6L to wipe out another seven, and remove the isolated chunk followed by the four on the top and the next three down. Now, take a diversion to the balls on the right. Take four chips, wait a move, repeat, and then take the treasure and continue to walk down through the toggle wall. Remove all the chips except two from the east passageway, then backtrack to the west and finish this area. Keep taking the chips on the bottom, then release the ball before you finish with the final three. Now, you need to watch what's happening, because teeth monsters will clone! Step 4U2RDLD3R2U5R (wait) 6R to lay waste to the paramecium, remove the remaining chips on the right side with U6L5U3RL3U, and then the remaining chips to the left, and finally the chips on the far left. You can now sneak past the ball to the exit with 254 seconds to spare.

Level 27: GO WITH THE FLOW
At least this level is a lot easier. Take the fire boots first by waiting one move for the tank, and wait exactly ten moves before you can escape and slide south. Take the chip by the button, the chip below that, and hold the left key to reach three more. Slide once again to a bunch of blocks, take the first three blocks in one-by-one, and then move the fourth block U before you circle back around and finish the bridge. Now, start the slide again, but hold to the left and swim to the last chip, then take the last way out and exit the level for a score of 147.

Level 28: PING PONG
Below the west force floor two spaces to the right is the only entrance to the main level; slide around and pop through, take the first two chips, and move the third block south, followed by the first block U and the second block into the same area, and then the first block into the next water space down. Decamp to the west, take a couple chips, and follow with the last block, and now continue to the east for two more chips, and also one chip on the far right. This allows you to move to the south-east corner, then to the center again, and dodge U to reach the two chips on the left without being hit. Go up another rung of the ladder, take these two chips and the next two on the right side, and emerge with the next two on the next highest rung. Now, you can return to the beginning room and just sneak past the ball moving east to clean out the last room and pick up a score of 239.

Level 29: ARCTICFLOW
This level is not difficult, but there are a significant amount of tricks to it. Watch out for Thor's hammer!

Start by building two bridges of five blocks to the right, then knock the block in the center of the three blocks R and use the upper block, then the bottom block, and now the one on the far right, to build a bridge on the very top - anywhere else and you won't make it. Walk to the next stage of the level: paramecia! Nudge the block in the center L, wait a move, and build another bridge as the paramecium dies. Below are four of the five chips required, but you need the blocks for another purpose. Instead, use the center block and one of the blocks on the left to reach the fifth chip (this paramecium is not a problem) and walk and slide across the ice to what eventually turns to flippers. The trickiest part of the level is getting back; you can just slide back, holding south to override the up force floor, but it's slower. Just swim and slide instead. The required route is:

L4UL4ULUL2DL2DRDLDLD2L2U3LD2LD5LU2L5U3RUR4U4L4U4RD4R, and now collect the four remaining chips, open the socket in the upper right, and land at the exit with 302 seconds left.

Level 30: MISHMESH
Again, this level is not difficult, once you realize the patterns in which blocks are real or not. But if you don't have a map, this level is going to be another monster! Fortunately, we've provided one.

To start off with, go D R 2D 3L 2D (A) 9R 4D 2L 2D 2R 2D 2R 2L 2U 4L 4U 4D 3L 2D 2L 5R. Go back to A. 2L 4D 5R 2U 3L 3R 2D 3L 2U 2L 2U 2L 4D 4L 4D 2L 2R 2U 2R 2D 2R 2L 2U 2L 2U 4R 4U 2L 2D 4L 4R 2U 4R 2U 2R 5U 2R 3D 3U 2L 4U 2R 2D 4U 3R 2U 3L 3R 2D 3L 2D 6L 2D 2U 2L 4D 2R 3D 3U 2L 3D 2L 2U 2L 3U 3D 2R 5U 2L 4U 4D 2R 2U 2R 2U 2L 2U 2L 4U 4D 2R 2D 2R 2U 4R 2U 2L 2U 2D 2R 4D 2R 2D 4L 2U 2D 4R 6U 4R 2D 3R 2D 2U 3L 2U R 2U 3L 3R 2D 4R 6D 2R 2U 4R 4U 4L 2U 4L 4R 2D 4R 4D 4L 2D 2L 2D 4R 2D 4U 2R 4D 4R 2L 2U 2R 4U 2L 6U 4L 4R 4D 2R 4U 4D 2L 2D 2R 4D 2L 2D 2L 4U 2L 2D 4L 2D (B) 2R 3D 2R U 2R 5D 2L 2U 2D 2R 2U 2R 3U 2R 3D 3U 2L 5D 2R 2D 2L 2D 2R 2D 2L 2D 2R 2D 4L 2U 2L 4U. Go back to B. 3D 2L 3U 3D 2R 2D 2R 2D 4L 2U. Return to B again. 4U 2L 2D 3L 2D R 2D exit. You have mashed your way to 454 seconds.

Level 31: KNOT
There's only twenty-nine seconds allotted in this level, so you have to be careful. When I played this level for the first time, I was walking along and I ran out of time! Then I looked at the time limit...Oh, no.

Fortunately, the level isn't hard. Start with 2R and work URDLDRURURDL2DLU2RU at each turn, and above is the exit, which will leave you with six seconds.

Level 32: SCAVENGER HUNT
This level is another classic maze hunt, and there are seven places where you're trying to reach: the three chips, the boot that will allow you to access each one, and the exit. At each successive intersection (even ones with obvious dead ends) go: DLR2DU, then follow the path to the fire boots and return, following with LUDR and get the suction boots. Backtrack all the way to the start, take the other way, and then RD to reach the chip behind the force floor. Backtrack to the last intersection and continue ULUR to the chip behind the fire, and from that intersection DLDUL to the flippers. Once again, return to the previous intersection, and move 2D (the exit is right there) RD to the last chip behind the water. With this free, go back to the exit. Don't get lost and you will get 379.

Level 33: ON THE ROCKS
A relaxing break: take as much time as you need to make bridges out of the unlimited supply of dirt blocks you have. However, I'll provide you with the fastest route known through this level:

Build six blocks down, then one east from the chip, and stuff a block into that open space (9DR, counting the ice as one space), followed by removing the water underneath it and thus allowing you to do both at once. Add a fourth floor space on top of the east row, move another block 9DR, and take another block 8D, followed by moving R4D2U2LUR and stuffing another block 10DRD, right in the outcropping. Fill in the water above, put another block 9DR, and then move a third block all the way down, followed with 2RL6U. Shove another block 9DR and move another block 9D, then maneuver R2D2LUR2D3R, take the chip, and remove another water space going up. Follow with two more spaces and slide two blocks onto the ice, causing the second to rebound back up. Meanwhile, step R, fill in the water with L, and take another block and move it R while removing the dirt. Now, move the other block 2R while you move the other one L, the first block 2L while the other one R, and then 3L to take the chip, and 4R to expose the island.

Build two spaces down from this island to free a chip, then move the block into the next island and shove it north to the water. Continue until you can reach the next cloner, then build DR (without stepping on it) and stuff two blocks 3D and 2D respectively. Now, step 2RU2L3U3DL, take the freed chip, and build all the way east to the next chip (seven spaces with the ice boost). Move an eighth block where the chip was and U, then a ninth where it was and R, and finally a tenth where it was, followed with U3RL3DULU, the replacement of the two blocks in the center row, and the repetition of this cycle two more times, to leave one block and one water space at the top, ready to exit when necessary, and now reaching another cloner. Build 14D4L, collecting all three chips in the process, and now move the single block at the top to reach the exit. This will yield a score of 683 with a theoretical 999 time limit.

Level 34: CYPHER
Well, this level really isn't a challenge at all; just walk through the rooms, avoid the bugs if they're there, and take the chips. Only two special situations arise: In the "J", with seven chips left, there's a chip in the lower left corner (everywhere else, you can see the chip as you're coming towards it), and at the exit area, you can sneak past the bug to the left if you haven't made any mistakes. The "J" is not a unique letter; you walk through twelve letters which spell out passwords to later levels: "llio" (across the top), "hppx" (middle), and "jhen" (bottom).

Level 35: LEMMINGS
As the title suggests, you need to shift the fireballs into the water. However, the solution I'm going to give was probably not intended.

Step 3D12RDR6URU4LDL2U to interfere with the lemmings, and continue to move the block 4U3L to cause the fireballs to block themselves and clear out of the circle. Continue [2] 2U [2] 2U, and continue to move the block 2L and take one chip alternately. The fireballs are now moving around to the left; throw the block L twice when you can fit it, and now take the block all the way down along with the remaining chips. Open the socket and then play RU out of the way, then go to the exit for a score of 576.

Level 36: LADDER
Start climbing up and down...start with the blue key, and climb down the ladder to the left, clean out all sixteen chips, and continue to walk down to another ladder with chips. Wipe out the first five, take the blue key, and then interrupt this area to move into the corridor between the ladders. Open the blue door, which still leaves you with one key, then release the tank and pass into the room to the left. Touch this toggle button twice, then knock the second block onto the trap button, return to the toggle button, and continue to move the blocks onto the buttons and swap the doors until you reach the chip. Now, free yourself by moving the top block onto the button, release another tank, and take care of this section in the exact same manner, except with no more need for toggle doors, escape by touching the toggle button twice instead. Now, free three more tanks to reach a chip at the top, swap the blue key for a red key, and walk all the way to the lower ladder. Take the chips left behind and exit the level past the red door and chip socket. You score up 232 seconds.

Level 37: SEEING STARS
Seeing Stars is both long and difficult to figure out, but when you play it, it's not as tough as that.

The level contains two main sections; you'll deal with the bottom section first. Fourteen blocks are required, and only twelve exist in this area, so you will have to move two extra blocks (out of the four that exist) from the upper area to complete both areas. Enter the lower section by moving the block on the right to the water, and below that are two more blocks; move the left block D and the right block 2D, then continue LD3LRU2L and use the bottom block before you shove the block on the right of the top block 3L. Now, run all the way to the right and move this block R, the other block 2R, and use the top and bottom blocks. (You will be required to "take in pairs" often in this level.) Now, continue all the way west from the bottom to move a block across to another pair of two, and move the bottom L, the top 2L, the bottom D, and the top 2U, and finally the third block 2U2L. Now, move to the right and shove the second block up to the water, and move the first block D3LU3L, then continue 5ULR2D4LDL3URU4L3R4D4R3DU. Now, go back to the center of the area (to the right), move the second block to the water to take another pair of chips, and move this block U8LU3L before you collect the chips below; move the lower block 3L3D4L and the upper block 3U3L3U before you go all the way back to the start, collect the last block hanging at the entrance, and move this UR8D9LU3L2D.

With no more blocks in the bottom area, probe the top area by moving the block on the right 2U, freeing the first of the two extra blocks required. This moves 10D9LU3L, then the block below that 3D, and finally retrieve the block from the top and shove it 3U4L4U. This allows you to initiate a string of blocks leading all the way to the far west of the area, picking up an additional six chips. The second extra block will perform a similar action on the bottom; start to mine the top.

When you reach the top section, begin by moving the block you see into the water to collect two chips, then following (from the second chip) with U3LUL3UL2DRD2L. Now, leave this block alone for now, take the east and north spokes (which moves the block in the center UL in the process) and then shove that block D, followed with 3LDL2URULD5LD5L. When you come out of this section, you will be able to move the block on the top east, then set off a string which allows you to use the last remaining block on the bottom section. Continue to move 2D5U, use this block, and move D3L3DL2URU2LD3L2DR2U to begin the positioning. Collect the chips above, circle all the way around to collect all the chips from this area (ignore the block in the center) and move the loose block to the east 6R, followed by taking the chips and then resuming the movement 4DLD to take more chips. Circle around the block closest (it's not required) and move the east block 4D, finish the bridge to the chips, and move the other block 2R13D9LU3L2D4L4D to initiate a string of blocks similar to that on the top part of this section. Now, go back to the exit to see 597 seconds added to your total.

Level 38: SAMPLER
The level is composed of nine rooms with all nine monsters, nine different obstacles, and nine different goals past these obstacles. Start with the green key, slide UDUD, take the suction boots, and slide U followed by LRLR to reach the chip, hopefully without blob impediment. Now, slide L, then UD, pass the socket and take the red key, then slide UDUD to reach the blue key. Continue UDUD, then LR to reach fire boots, and R to reach flippers, and then LR and DUD to reach the toggle button. You can beat the teeth successfully, so continue without interruption with UD and R to reach the yellow key. (However, even with perfect boosting, you're one move short of getting in and out with no interruption; so wait to take the key...) With that done, slide LRLR to return to the exit and earn a free 462-second sample.

Level 39: GLUT
This level has only 20 seconds on the timer, but it's a fast one. You can walk to the center and exit, which gives you 14, or you can perform this quick and easy speed route (with odd-step): 6R4DU2LD (wait) 2R2D. Ding! That will yield 17 even with even-step; to use even-step, either wait one move or perform it one square further east.

Level 40: FLOORGASBORG
Due to the compact size of this level, it will only take five seconds to complete, but it's also difficult to control your movement. Run 3U, then override the first R force floor, then the next D force floor, and immediately step D to be carried to the fire boots. Continue L6D2R to reach the flippers, LU (to the left is a thief!) 6L, and then the tough part: 3U and hold left, which leads to a random force floor which will allow you to override the east force floor to score 195 - if it takes you south at the first opportunity! If it moves west, you can still win by quickly pressing the south key, but it's going to be a lot less reliable method of success.