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
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 UD, catching the block on the way down. 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 the lowest block west a move, and bust through the blue door to meet a bunch of bees, which won't pose any problem.

When you can turn left, do so because there's invisible walls to the south! The first block cloner imprisons the bug for life, while the second is coming up on the ice strip. Wait about half a move so you can catch the block, then push it due north of the bomb below you and step D2LURUR4DRDL to explode it. 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 prison by waiting three moves, then 2LU4L and run upwards.

Retire to the start, wait for the fireballs, then straddle the corners of the 5x5 to reach the yellow door. Immediately go to the bottom of the level, 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 level played it one way, which took about 3 hours to confirm, 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 pop-up 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 heading north, two spaces above you, and about to reverse direction, you did it correctly. Take the four chips, then step RURDL to lock the ball in, and continue 11RU10R3DR7D, 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, push it into the two-space gap (important!), and then wait a move before you pad the dirt down. Retreat back to the cloner and stuff block number eight right into the 1-space gap, then move 2R3D5L2U2RUD2LD (wait) UR (wait) UD2L2URL2U2RD3U to clean out the glider room.

Swim immediately east to the chip left behind, which you can see has redirected the gliders in a favorable direction, then resume 3R9DLD2L2URDR, which will catch the four gliders and redirect them down to speed up the process significantly. Move 2L and get the five chips to the left, then tailgate the glider stream, which is exploding a set of bombs to 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 door 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 go back west and then sneak past it as it disappears to the east a second time. From the top wall, continue 3LUDRD2R, then pass the tank after it moves east the second time. Return to the sea, hold north until you reach a chip, then dart west to the final area. On the top is a blue door which leads to two keys and a chip; the red door leads to fireballs (just wait two moves), two chips, the green door, 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
The hint says "You need to hit one button twice", so you don't need to touch it and then restart.

Enter the pyramid and stay to the right, which leads to the far east corner and then a toggle button. Now, because some of the teeth aren't sleeping, follow this route: 3L3U3L3U3LULR2U3L7D3LU3L3D3L, which leads to a tank button. This one is the one you hit twice! Now, hang to the west to take all the required chips, and then walk through the toggle doors that are now open. This leads to a block, which will switch the toggle doors when it gets to the toggle button in the far corner. This is the trickiest part of the level: Getting to the toggle doors just as they're being changed!

Wait seven moves, disembark onto the motorway, then "resist the flow" by stepping down once against the up force floors, and finally hold east, which will send you flying through the open doors! Touch the first toggle button twice, then get the red key to the bottom and emerge back out through the center.

Just past the toggle door passageway is a yellow door, which leads to a row of controllable tanks and a blue key. With the red and blue keys, continue to the east, approach the trap button in the center from the right side, and then jump into the trap to be released into the exit by the ball. (If you came from the left side, you wouldn't make it to the exit in time before the one free pass of the trap is gone.) The treasure of the Bit Busters is worth 341 seconds.

Level 105: Yet Another Puzzle
And it's a very tough puzzle as well. But compared to the other behemoths such as Island Hopping, which require other things, you just need to know what you're doing with your blocks. The bold time? Hey, that's tough.

Sprint north, take the fire boots, and go down and east through the first and second 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" before closing it, because there's no going back. 13 is impossible, while 12 can be done, but this leaves you two blocks behind. But (big hint!) what did I say about monsters passing over hidden tiles?

I think we've got it. Now start loading the blocks in; take the NE corner of the X and move it 2UR, then the south-east corner 5U, and shove the first block 13R before returning to the X. Interrupt this for a moment, and move the center block from X1 through the big maze and into the teleport. You can't follow it directly, so come from the north and move R2U2LDLDRDRU, and follow it through. 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 with RDLDL2ULU3RUR, and shove the block south into the first water without touching the dirt. This will cause the glider to circle endlessly through the pool and also remove two of the hidden bombs, which brings the total to 12 vs. 12. Tadaa! Now that it's solvable, go back to the Xs.

Push the top block all the way east until you can jam the block already in position against the south wall, and then move the other block 9D (remember, you can't touch the clone button yet!) 15LD10R, where it will rest.

Start to raid the second X, starting with the NE corner 2U11R8D15L, then the NW corner, the SW corner, and finally the center, each with a 1-space gap from the previous. Always approach from the right side, and nudge the blocks located below it up one space if necessary. Remove the last of the blocks from the second X and keep it two spaces above the toggle door, then repeat the same pattern on the third X, placing the first block two away from the last, then the second to the left of the clone button, the next two on top of it, and the last one two spaces on top of the 3-block stack. Now, it's time to hold your breath and zip it closed..

Continue 4LUL3D3U2LDRUR2DU3RULD3RULR2UL2DRD4LRUR3L4D to eliminate the first three, finish the three block to the east, then go all the way to the block on the far left and shove it directly to the water. This causes one block to be nudged 2R; take that one next, and then do the exact same thing with the block on the left and the block on the right 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
This route is full of "bounces", and it's only eight seconds, but that doesn't make it easy. The route, which must be followed with no mistakes to succeed, is:

RUL3RDULRDU2LRD2ULDUR2LDRLUD2RLUDRLUD2RD3R. This frees the toggle walls up, and provided there's no mistakes, you can sneak into the exit before the glider blocks you off. This will score 342 seconds; otherwise you'll be stuck with 340.

Level 107: Joyride I
This is a very fast level, which is simply a ride of force floors. However, there's a key shortcut: Step RU rather than slide left, which will teleport you past some of the force floors. 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 down out of the way. Follow with a push R, then L just before you make the turn. Continue with D, then U after passing between two bombs. 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 six seconds left.

Level 108: Tricks
Every trick in the book here..Watch out. Step L2R2D2LRL2D2RLD and pass the gravel, then continue moving 2LUL2RULR to collect three chips and two keys. Further surprises await at 2U2RD2R, hiding a blue key, and at this point, resume 2L2UR to teleport to a new area. Hold south until you pass three blocks; shove the center block on the button and hold to the far south of the level, where you start to barrel through fake walls. After the second one, bolt north and slide to a tank area with a green key in the north-west corner. Take this key, then return to the shaft of green doors under the teleport and collect the fire boots (with the trap having been released earlier).

Another set of blocks is to the west; move the one on the left onto the button, then hang to the north, where another booby-trapped green door is now safe. Continue 3LU2LU4R2D, return through the open side of the teleport, and take the blue key at the beginning by shoving the block on the east side 2L. Teleport back through, hold down, and then turn sharply left, which will lead to the remaining chips, the two doors, the chip 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 the level even once that you can't sit on your butt - you're going to get smashed in two moves! All the "open floor" spaces in this force slide are invisible walls, so be careful.

Start with 2LR, jump to the west after passing the second water, then squeeze back E through the two walls, and then finally jump 2L after passing the next water, which will take you north to the teleport. Continue holding up, move the block above the existing row of buttons (revealing another row), and jam it against the north wall past the glider cloners. Resume 5D3LR3LDL5ULU2R, wait for this glider to turn east, then nudge the block east another space and wait for both of the gliders to turn north before you step RU2LU3L, sliding to a new area.

Continue with D4L6DLRULUDR2U3L2R to pick up all ten keys (ignore the ice skates), then 5U3L, which picks up a suction boot. Continue 14U to arrive in the final area, then LUDR, and wait for the tanks to switch before opening the dirt on top and retreating DR. Wait for the tanks to switch twice, then open the third dirt. The tanks will clear next switch, and you can pass to the exit. 565 seconds are available.

Level 110: It's A Kind of Magic
This level is a rather unique one in that it's complex in its simplicity. The design isn't dazzling, but it will scratch your head a bit when trying to complete it. However, the route itself is hardly difficult.

Begin with 2DL2DR3DRDL4UR2UL4DLDRU, which will prepare the massive combo, and then slide UD through two teleports to collect two chips at the end of the bridges. Slide U one more time, then wait a move before continuing D in order to be transported to the correct area. Resume DL2DR2D2UL2UR, collect the chip below, and instead of going straight up into the teleport, dodge 4UL2UR2U due to an approaching ball! Slide UD, then DLD4RU2R4DRDLDL2D to begin the bridge to the exit. Continue with the next block above, the block far above, and then the last block left in the room.

Go to the teleport on the left side (hold to the north wall while you do this; a ball is coming out!) and whiz UD to two chips, and again wait between the third up and third down to allow the ball in the way to move. This time, turn to the east and take the two blocks to the water, and the ball will come out and in before you return to the teleport. Go UD one more time, push the block 3D in total (including the first push) and left into the central line, and take it down to the exit. 456 seconds appear before you.

Level 111: Monster Factory
You can use odd-step or even-step, but for conformity, I have used odd-step for this route.

Start with 3U4LU (wait) L, in order to stop the tank from cloning any further. This allows you to pass south; take the yellow key, then move L4U5LR3U3R and open the red door below. Take all the goodies, open the toggle door, then stand next to the fireball cloner to get the teeth to touch the trap button, and step immediately down in sync with the teeth. This trap button releases a pair of fireballs; wait for both, then swim through the first water space and bust through the bottom wall. Raid the chips, then jump in front of the glider cloner and run around the walls to a chip, followed by fire boots. Step through the fire, then teleport to a huge lions' den.

Run up and get the first chip, then go left and take two, and keep running to the east, taking the almost-straight sow of chips. In the south-east 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 chip socket, touch the tank button, and then silence it again with a second press before walking east and south to the exit. 375 seconds, all factory-produced.

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.