Chip's Challenge/Level Pack 2/Levels 81-100
Levels 81 (Just Enough) through 100 (Torch) will be discussed on this page.
 Level 81: Just Enough
Only four blocks can be cloned before the teeth will escape from the line of toggle walls, which is why there are "just enough" blocks to do the job.
Move the first cloned block R 2U 5R D, then the second R 2U 6R 2D onto the ice, and use the other block to stick it in the ice. As this area was not walled off, this ice rink will allow Chip to collect two of the blocks in this area instead of taking them one apiece, also cutting the return trips drastically. Collect a third block, move it R 2U 5R D as well, and lock a second block into the ice in the same way. Clone block four and use a spring step to push the block R, which alters the slide delay. To avoid another delay, do not touch the red button, which would release the teeth eventually onto the force floor.
Move the block onto the ice strip, wait 2.5 moves, and then follow it. Continue sliding R, which will pick up the first block, then move D and then R back to the original space, and R to collect the second sliding block. Go back to the start to collect the fourth block, then carry it all the way through to the teleport and step UL, and now move this block onto the suction boots with the thin wall under them.
As there are three tiles on the same square, the thin wall will disappear. This was a key development in the level's route, but eventually the bust erased much of the importance. Collect the suction boots, then step RDL to slide all the way to the west, and clone a glider and slide onto the force floors, awaiting the explosion. When the glider destroys the bomb, slide to the exit. 346 seconds are just enough.
 Level 82: The Block Stops Here
In The Block Stops Here, Chip's major challenge is to choose between seven areas with red buttons in them, six of which are deadly!
Run all the way to the southwest teleport and then circle alternately counterclockwise and clockwise through the four rooms, moving U into each teleport, to get the 11 chips in each of the four rooms. Once again, enter from the south to return to the southwest block pyramid, then run 8R to position the loose block.
Step on the entrance to all the chips once, revealing a bomb in each of them, in the order 1, 2, 3, 4, 5, 7, 6, and touch the red button in the sixth alcove, which will detonate all the bombs in turn. Run west and nudge the loose block L before collecting the remaining chips from left to right. From within alcove seven, get in the two-space gap between the gliders and run 5R UR 2D 3R L 2U L, which allows one of the gliders to touch the green button for you as you run straight up to the northeast corner with the exit. The clock stops here at 253.
 Level 83: Warehouse I
This Warehouse is both smaller and shorter than the behemoth successor located at slot 122. The very tight dimensions, however, make precise maneuvers mandatory to complete the level, and to get the 388 bold time, there must be no mistakes. The usual method of block numbering is divided into the four areas of Warehouse I; Chip starts in room 4.
Enter the teleport, run down, and move block 4 in room 1 2D. Move block 5 U 3R to join in room 2, then block 6 in this room 2UR, and block 5 U, which allows for some room. In room 1, push blocks 3 and 2 D and 2D, allowing you to use block 2 in room 4 (D 2R 3D R) and block 3 (U 2R). Now, in room 2, use block 2 on the bombs. With the path to the bombs open, the remainder of the level involves untangling the mess of blocks in the other rooms.
Start with blocks 3 and 4 in room 1, then the block between the warehouse rooms, and then move the block on the right wall of room 1 through and D, to get ready to explode it. First, collect block 1 here and teleport it through, and afterwards, follow with block 1 from room 1 in the same way, then using the remaining block in room 1. With room 1 cleared out entirely, move to room 2. Seven blocks are currently in here; use blocks 6, 5, 4, 2, and then 3, leaving only 1 and 7 which are currently unusable. To allow this, Chip must clear out room 3.
Knock the block lodged in the entrance 2R 2D, then use what is now block 2 and then block 1. When moving block 1 out, Chip will be heading north towards block 1 in room 2; move this 2D before continuing with the push. Now, take block 1 out of room 2, then follow with block 4 from room 4, and similarly, move block 7 in room 2 4U across the east wall as you circle behind block 4. Now, simply take room 2's block and then room 4's remaining block into oblivion, and finish the level to fork-lift 388 seconds into your stock.
 Level 84: Crypts of Aganorak
No, I don't know what AGANORAK is; only the level owner does, and I haven't been successful in finding out even from him. Based on the apparent fictional locations in the levelset, it's probably just made up.
Slide south through the teleport, then move up two rows and run west to pilfer the red key. Run to the very top of the level to escape the ball juggernaut, then slide UD through the teleport and enter the red lock to the east, which leads to a blue wall maze containing fire boots and a section of chips. Well? Take both!
When you emerge from this maze, slide LRL through the teleport (slightly faster than just walking) and run south into the fire maze. Move through the rooms LUL 3D RURDRUL, then return to the teleport and step up into it to enter the bug area. With perfect boosting to date, including this one, you can bust directly through the blue lock and slip just past the bug. You can to take the goodies in most any order; you can dive into the center after getting 1, 2, 3, or even all 4 of the corner chips. Go back through the teleport, then zip east...and here's where you might need a bit of assistance from Lady Luck.
There are 4 chips on the left, and 9 chips and flippers on the right. You can afford to lose as many as four moves without loss of a second, but try to get back as soon as possible. Return to the start room, then circle around the teleport and enter from the east to swim to the last chip. Slide RL, pass the chip socket, and turn east (as said by the hint in the fire maze), which leads to a block with a buried exit, while the other block has fire under it! Inside the crypt? A treasure worth 426 seconds.
 Level 85: Follow the Glacier Brick Road
Like Mads' Rush II, which can take upwards of 1,000 attempts, you could be spending an entire week, or maybe a month, or your whole life, trying to collect this bold. It may be that a significant slice of the highest level of Chipsters will never collect this bold. At this writing, there were only four or five that did, me included.
This is the route:
- 3R DR 2D L (LU) DRD 2L 3D R (spot A) 4D URU 2R 2D (2L 2D) RDL 2R 2D LD 2L U, then backtrack all the way to spot A.
- D 4R 2U R (2U 2L U 2R) DR 3D (spot B) 2D (2L U 2L) DRDRD (2L DR) 2R 2D (3R UL) DR 2L 4D 2R D 3R (this is the toughest section) 2U (LU) 2R (2R U) 2U R 3L URUR, and decamp to spot B.
- 5R 2D (L, RD 3R 2U 3R DL) and 3U 2R (2D 2R 2U [2U], RD 2R), and follow the visible walls to the exit.
Now, the crunch? The top score of 306 requires 72 out of 72 boosts! That isn't hard except for the fact that several of the important sections require combination boosts with two spaces in between each ice square (such as the 5R run in the "toughest section"), which are tough to do once, and with more than one in a row, it is a huge feat. And there's twelve of these double boosts in the level. Sometimes they even intersect to make a triple boost.
The more you play it, the easier it gets. All I can say is to move the interchangeable sections around a bit to your needs, and make sure you practice the southeast corner above all!
 Level 86: Creative One-Ways
Yes, yes, Creative One-Ways deserves its name. While it is now a common format, this level was one of the first to use the one-way street. Your goal in this level is to reach the end of the one-ways and take the green key, then use that key to pass by the obstacles blocking the way back, and then finally to use it to get to the exit, which is inaccessible at this point. You'll want to use odd step to save an extra move.
Run past the balls, pass the safe block, and sneak past the gliders and tanks to an ice rink. Follow the fireball clones north to the blue button, then step LDLU 2R to sneak past the tank. Although you probably don't wish to, you have to start cloning the walkers; escape that room and walk past the thief to the bouncing ball below. Wait, then take the longer slide to the south and run past the clone blocks to another thief, and turn left. Wait on this ball to bounce all the way west, then dive into the niche on the right and sneak past the ball as it bounces back west. The final obstacle is the bug below; after he hits the block, push and dodge it, then walk behind him to take the green key. Now it switches directions!
Wait for the bug to clear away from the green lock, as you can't open it quick enough to be released, then open it and wait to be released from the trap, at which point you go back to the west and take the blue key. Use this blue key to avoid the ball at the top, and then move to the block room in the center.
Open the lock at the top to clone a block, then shove the block DL  U 2L U into the water, and approach the ice room. Take the yellow key, open its lock, shove the block L to the corner, and then step DR 2U 2R U to escape the room. Get the red key and use it to enter the passageway to the far right; touch all but the last dirt, then emerge back out, having trapped the teeth, and return to the walker room.
Unlock the green button and wait for the walkers to stop, then pass through the tank again and get the suction boots. The deadline for the bold is 270.0 at this point; this is unlikely but not uncommon. Use these to stand on the force floors, which avoids the fireballs, then either take the ice skates and skate to the blue button, touching it twice, or slide to the button and use a DR quick boost to escape the tanks; neither route is any quicker.
Wait for the bigger gap in the gliders, then jump down to get the flippers. Swim back to the start, get the fire boots, and push the hot block R, which will allow you to free the exit. Go to the bottom and teleport RLRLRL, which allows Chip to use the block against the last two balls, so that you can (finally!) get to that nagging exit. You score 249 if your luck is good enough; keep trying. Remember that odd step will be a help.
 Level 87: The Walker Machine
The Walker Machine is the spiritual sequel to Jumping Swarm from CC1. While the original has received a reputation for being extremely hard, that is because the majority of those players don't have a map, which causes them to spend more time looking for the chips and more walkers come into the level. However, The Walker Machine is a lot smaller, there is water in play, and the chips under blue walls format allows for many routes just like Jumping Swarm. This is just one of many routes through the level that will achieve 20.8:
- RDU 2D LRL D 2R 2L 3U L 3D R 3U L 3D L 3U 2L D 2R U (danger!) 2L DRDRDLULDRLU 2L DRUDL 3U D, clearing the entire south area.
- 4U RL 2D RURDLURUR 2D RURDLURURL 2D RU 3R D 3L URD 2R (center area gone) ULULU 2R DR 3L U 2R UR (2U) 2L (2U) 2L URDLU. Now you have all the chips, so get to that exit up there!
 Level 88: Don't Get Lost
Each of the ten sections of Don't Get Lost contain some chips guarded by pink ball clone machines and other obstacles. Don't get lost!
Wait  to take the first chip, then wait two moves to join the ball stream. Teleport down to room 2 and wait two to join this stream, then drop to the bottom and take the chip in the corner. To get to the south of the teleport, move the block aside, then jump into it and move east to another ball stream. Wait two moves again, then take the flippers and chip to the west. With flippers, you can swim through the center shortcut, then go west to room 4. Continue to spiral through the water spaces and wait for the next clone, then teleport to room 5 and pass this stream to the south for another chip. Wait two moves, then cut across the stream again and take a "shortcut" to room 6 by sliding RL.
Continue to hold the west key, then join this next stream in time, take the flippers and chip, and swim west to another chip. Take another teleport west, join this stream, and temporarily divert north to slide on the force floor and take the chip before going back to the stream. Wait two to join, then break north and get the fire boots to allow Chip to teleport west to room 8. First, take the chip at the top, then return to the center of the room and zigzag across to the teleport, waiting two moves for the stream at each turn. This is the one chip that is not required.
Stop for one move before you run smack into the existing stream in room 9, then slide around the force floors, either dropping one move and boosting or not using the boosting, to another chip on the east. Circle again, then break off at the teleport to room 10. Approach the chip on the top from the right, then walk to the final chip and up to the exit. Your 317 seconds have been found again!
 Level 89: The Ghetto Defender
Don't just stand there, move! Step 2U R 2U 4R to sneak past the teeth, using even step, then run all the way down to fire boots, east to a green key, and 2U 6L 4U to safety.
Pass through the glider and balls, take the level's ten chips, and shove blocks 6, 5 and 3 into the water to reach the flippers. However, since they are not required anywhere else and will not reach the yellow key safely, don't take them! If you do, you lose some crucial time. Sneak past the walker and the two gravel spaces, and take the upper ice slide past some bouncing balls to reach one final important section.
From the gravel, run 5L4U or any other route necessary to avoid the monsters without losing time, as there is a walker in this room. Sneak back out of the room, past the bouncing balls, and through the yellow lock, which leads to an exit with a trap in front of it. However, you can just barely make it off into the exit to score a time of 381. This was the first world record time I explicitly developed a route for; the previous record was 379 and took the unnecessary flippers, wasting enough time to not make it off the trap.
Also note that the section to the west of the start is a trap because of the hidden wall; while there are ten chips there, Chip can collect the required ten faster on his normal route, and Chip can't escape this area due to the teeth.
 Level 90: Marjolaine's Maze
Marjolaine's Maze is a maze, although it is composed of several disparate sections with a couple of secret shortcuts.
Pass the thief to the south, then teleport DUD to take a slightly shorter route through the maze, also collecting a blue key. Collect everything but the red key, then slide UDU through the teleport. Because the red lock blocks Chip, this slide takes Chip back to the blue key, where he can jump over the ice corner and unlock the fire boots. Wind back through the maze to 13 blocks; eight of them are actually clone blocks. Blocks 1, 10, 11, 12 and 13 are movable, but block 1 is unusable.
Move block 13 out of the way, then shove block 12, or any of the other blocks, 3D 12L (or 11L/10L) 6D, take the chip to the right, and then 5D2R further to bridge to another chip. Walk out onto the ice, take the remaining chip and now skate to the fire area. From the chip, walk 4D3RU  URU past the bugs, then take the chip and backtrack out the same way, then clamp down to the green key. To finish, slide LR through the teleport, take the three chips above you, and then slide LRL to take the one last chip on the way over to the exit...204 seconds await.
 Level 91: Tutti-Frutti
Tutti-Frutti is one of the two levels credited to Christian Stahl, but which was actually made by Anders Pemer, according to Christian himself. Like Smorgasbord, Tutti-Frutti has a slight Scandinavian design reflecting their origins, and it is one of the common itemswapper levels: trade X item for Y item. You'll be getting pretty much everything. This job is tediously long, with several shortcuts (atypical for levels of this type), but with this map, the level is much easier.
Collect the fire boots first, then go to the red key, ice skates, blue key, flippers, 65 chips, and then the green button which is guarded by a thief. Fortunately, the toggle wall leads to the glider and exit section, which allows Chip to teleport back to civilization. Take the two keys, then go through, and note this for later.
Continue with the suction boots, yellow key, yellow key two and fire boots, flippers, and now, with one yellow key, fire boots and flippers, chip 66. Move towards the fire boots, then turn east and open the chip socket to collect the green key. Now, Chip can either swim through the water and arrive at the exit safely, or use a daring shortcut through the teleport. As this teleport leads directly into the glider circle, luck and/or timing is required. Enter the teleport at 471.2, or as late as 470.6, and then open the green lock to exit. 468 different flavors!
 Level 92: Abandoned Mines
The route for this level required a long time to optimize to the limit, which was enough for me to raise the existing record of 456 to 457 and 458 with further refinements in the last section, until more diligent work in that very section from a team of two sent the record up to 459, where it stands. For any quick route, odd step is required.
Get the suction boots, open the blue wall on the right to release half of the blobs, and meanwhile collect the chips. Move 6L 2U 3L 2D, then L or R and take the next one, then the chip in the back of the next bug, the two in the center, the chip in the back of the northern bug, and now 4R 2D 5R 2U to trap the fourth bug. Collect the remaining chips and walk out to the blob area, where the blobs have hopefully cleared out. Get the flippers and now step LULU 2R 3U past the blobs!
If you're still here, keep swimming, jump onto the force floors, and override the west force floor at the top. Remove the four chips on the solid land, then move 2D to reach the next circle. (Note that you can move L instead, decreasing the strain on the boosting and using a move Chip has to expend anyways.)
You arrive in a teeth room next. Waste one move on the north wall if you didn't use it, then take the first chip and run 6R 5D 6L D  3R D, which will lead to the last and toughest section: the back-and-forth force floor room! The route through this? Step on the ice and then move as follows:
L 3R 2D [1/2] R 2D LDUL 2D [1/2] R 3L 2U [1/2] L 2U RUDR 2U [1/2] U, and then slide the ice strip to the left to the exit. It may be that as much as 459.8 could be possible, as the current solution is 459.4 and has two mistakes.
 Level 93: Exit Chip
The owner of this level boasts that you will never be able to complete Exit Chip, where it's located in the set where it is taken from. That may be because nothing is how it seems here...
Step L 2D, which will reveal a hidden chip, run all the way east to reveal another chip, and sprint all the way to the northwest corner, which has the last chip. Keep walking east, which reveals a pair of flippers, and then walk into the open passageway in the center of the level. This reveals a bomb and four locks, a socket, water, and a block. Keep pushing the block all the way right until you can run north, because another space east is a buried wall which will make it impossible to move the block west. Walk through the dodgeball area, then stay to the north wall, past the single ball, the bomb, and then through to the next ball area.
Hang to the north, then walk down, wait, and sneak through to the very southeast and a short thin wall maze. Don't economize too much - the short way is mined, so walk around the entire maze. Wait one move to avoid being smashed, then slide to the top and get the suction boots in the upper right corner. Backtrack all the way to the lower ball section, uncover the hidden block, and push it east and north to the bomb. Now, move the original block towards the west, collect the hidden keys behind the force floors, then remove the water and the locks.
There still remains the bomb, but fortunately, there is another hidden block by the water in the first ball area. Use that block to explode the bomb, then return to the start and uncover the hidden exit to exit Chip with 388 seconds.
 Level 94: Checkerboard II
There are four distinct sections of this level to each side, as well as the checkerboard in the center. This time, there are only 25 blocks, each of which would be used one at a time on each chip, with one to reach the exit. The north section requires holding down traps, west contains bombs, east water, and south requires Chip to stop cloning fireballs before touching the red buttons. Each room has an exit as well.
Thankfully, this level is much simpler than Checkerboard I, especially when you use synchronized balls to speed the process up.
South section: Move 6RD and hit one of the buttons to free the checkerboard. Shove block 18 D, then resume L 2D UL 6D and drop block 21 above this block. Shove block 24 6R and block 21 L, then move the corner block, block 25, 2L 5D 3R. Return to the checkerboard, push block 22 L, then move 2R URU 3R 2L and move this block 7D, and pile block 23 on top of it and then R. Divert north and move block 14 3R, then open the blue wall to the east to begin the next phase.
East section: Collect blocks 10 and 14, move them to the third column, and shove them respectively 10U and 7U. Follow with the two blocks remaining in the diagonal line at 4U and U, then move block 4 2D and step UL 2D 6R DRU. Now, collect block 3 and move it 2U on the way up to the blue wall blocking out the north section.
North section: Stuff block 3 north to the walls, then return and move block 2 R, block 6 3R, and block 2 7U further, then place the block at 9L similar to how you did it on the east section. On the way down, block 13 will run 2D; continue to move it R, then blocks 9, 5 and 1 U and blocks 5 and 9 R. Drop block 9 to the 6L position, then retrieve block 5 and put it at L on the second row to the north. To enter the west section, move block 8 L and then open the blue wall.
West section: From here, push block 15 U 4L 12D R and clone one pink ball, which will switch the walls every other turn. The work here is done for now; Chip will exit from here. Move block 8 4U and block 1 out to 3L on the first row of the north section.
Now, start collecting the chips; push the stuck block onto brown button 5 and then collect block 8, which belongs directly on the top row without sideways movement. Continue 3L, then alternately push block 1 west and move the stuck blocks north onto the brown buttons until only block 1 is left. Move it underneath button 1, then step DL  U 2L, which will cause the toggle walls to now switch every move except every fourth move. Open the last trap, then hold to the north wall and take all the chips from the open traps except the seventh, which you can open with the remaining block. The north section is now permanently done. You will now be collecting the chips in a clockwise circle and going to the exit in the west section
Take the loose block on the right of the checkerboard and move it into the east section, then pick up the block on column 2 and move it north, stopping to stuff the blocks at U and 7U into the toggle doors. Stop the block at the 13U position, step LURU to fully synchronize the three balls to change once every move, and clean the chips out from top to bottom. On the way out, hit a green button.
Of the six blocks remaining within the checkerboard's borders, move block 6 6D, then move L and drop this block to the third row of toggle walls. Emerge with U3RUR and block clone machine 4, then continue the block 3U further and block out clone machine 5. Continue to move the block 5R, then block off clone machine 7, take the chips from here and cloners 5 and 4, and then touch red button 3 to begin a stream of fireballs. As this will continue infinitely, it must be stopped at some point; move 4U 2L 2U RLR 5D to block off the stream. Take the chip from clone machine 3 when it's safe to move east, then throw the remaining block in front of the entrance 8R and use it to stop clone machine 6. Finally, run across the lower edge and use this block to stop clone machine 2 to take the last chip. At this point, the fireballs are starting to explode some of the bombs in the west section.
Run directly north, touching the green button, then move the block in the southwest corner 4U 5L 3D  6D  3D and west to remove the unexploded bomb. Across the first column of toggle walls, run U  2U to the third,  2U  U to the fourth, and now take the last two at normal speed. The exit is a bit further north.
This route will yield 776; this is an embarrassing 12 seconds under the current record time of 788. Although 779 has been confirmed, this route is also unknown.
 Level 95: Learn
Another very easy level after an epic. Even step will be required.
Step R and run to the gravel, then east all the way into the teleport. Step on the trap, which will be released by the teeth, then take the chips and return to the bombed-off room with the teeth in it. Once it kills itself (it makes no difference which bomb is used), take the chips, then go back through the teleport and enter the bug stream. Five spaces down on the right, you can walk directly west to take the eight chips, rather than taking the entire circle. Further to the east is a pair of balls with a walker yorkhouse to the north; as many as five moves can be taken waiting here. Do a little hoping and use some of your walker strategies, take the chips, then hang to the west and to the south to escape these balls. Only two simple barriers of balls remain; pass these to learn a new lesson and score 314 seconds.
 Level 96: Glider and Fire
The goal of Glider and Fire is to use the limited block supply to send the gliders through the mazes of fire in order to remove the bombs. The difficulty is that there will be some right turns, requiring more blocks. As noted in the hint, use them carefully!
Start by redirecting the gliders north by using the first block, then sprint all the way north and take the fire boots when the gliders free them. To the east are the other six blocks in the level, all ready for use; shove block 1 2L, block 2 8L3D, block 4 L, and block 3 7L. The gliders are now directed north; move block 1 UL to allow them to explode the bombs, then continue RD 2L ULU  R, take these chips, and finally move the block 2R D before taking the chips in the east shaft.
The north section is now complete; start directing the gliders south. Direct the stream south by moving the block 4D2L, move R 2D LDRUR 2D to place the first block, and UL 3D RDL, which diverts this stream temporarily to explode a key bomb to the east. Reopen the path downwards with a R shove, then continue the block 9D  and take the two chips. Pick the block up again and continue 4R, then walk directly north and take the chips in the central shaft before you take the last block in the level 10D 2R, whereupon you can take the two chips in this shaft.
Continue to throw the bottom and top blocks 5R, taking the chips, until you reach the fourth shaft. When you reach this, move the top block 6R instead, then the lower block 2R, and use the upper block to explode one of the bombs blocking the mass of chips. Go back to the last shaft and take the chips, then sidle the remaining block R and run all the way to the north to collect a bundle of chips on the west side. Enter the east room when the bomb explodes and take another 16 chips, then wait for the approaching glider to slip north and sneak past it.
Finish the level by using the last remaining block to access the chips on the far right, then divert to the east, open the socket, and slide U  U to reach the exit at 398.
 Level 97: Roller Coaster
Roller Coaster contains many different obstacles in an itemswapper sequence which will take you on a wild ride. Get ready!
Begin by riding the roller coaster all the way to the bottom, then take the flippers on the west side and duck underneath the socket to get a green key. Open the green lock on rung 1, then stomp on the green button at the very end of the mess of blobs. Note that Chip does not have to be perfect. Travel to rung 7 and walk to the extreme south of the level, then swim upwards to the red key behind the now-open toggle wall.
Go back to the roller coaster, open the red lock on rung 4, and walk to the second red key. In order to pass this section, you have to open the only locks that will let you recover the keys. Do this by moving 4L 2D, which frees another key, then open the lock 3R from the other red key to collect it. The red button is now available; open one last lock on the way out, then return to the southeast corner and use the block cloned to blow the bomb guarding the blue key.
Use this key to enter the walker section of the coaster, and run to the blue button and dash out! The hard part of this is that survival, much less perfection, is not guaranteed. If you're alive, retrieve the yellow key from the southeast, then use it to teleport to a fire maze.
When you reach the south edge of the fire, you will discover a bug approaching; wait for him, then go to the teleport and enter the little fireball room. The 265 bold time will require entering this at 303.4. Knock the block south, which will divert the fireball into the bombs, then teleport back to the fire maze, walk all the way back to the other teleport, and return to the southeast corner. As you approach this, you will find that you can now take the chip and slide back out intact. Once you have this, pass the chip socket on the coaster to swim to the exit. This route is worth 265 seconds if anything less than twelve moves were expended waiting for random elements.
 Level 98: Loop
There is little to suggest the name of Loop, but the random force floor area will definitely cause such an occurrence! Odd step can be used here to save a move on the teeth, but it is used anyways waiting.
Pass the flippers and fire boots, lure the teeth across the corner, and then collect the red key as you wait for the teeth to burn. Afterwards, walk out, take the ice skates from his den, then use the red key to trade for a blue key and yellow key, and now pass the toggle walls to collect the 20 chips. Enter the west side of the pool to swim out, then pass the zoo of teeth, the yellow lock, and three of the balls. Wait only for the fourth pink ball, then enter the random force floors, aiming for the green button. Once you're there, exit to the east and step into the open toggle wall. At this point, a time of at least 70.0 is required for the bold of 37.
If it doesn't or just want to get the 36, take the two keys, open the green lock, and take the yellow key. Past the green buttons is a blue key up to the top; walk back to the buttons and touch exactly two of them, then open the blue lock and walk through the toggle walls to a pair of fire boots. Beyond the socket and the fire is a hidden exit; this is worth 37 optimally.
 Level 99: One-Block Sokoban
Unlike most Sokoban levels, One-Block Sokoban uses only one block, the same block on each target, and in an unconventional manner.
Blast through the teleport and jam the block on the wall, then walk around to the red key and regress back to the block. When it reaches the red lock, collect the second and third chips to the south, open the lock, take the other chips, and then move the block all the way east onto the blue key, which due to the transparency of the blue key, erases the water underneath! You can do this on all the keys, which will source the basis for the rest of the level.
Return the block around to the center and east to reach a blue lock, then move the block to either side, open the lock, and destroy the water to take the yellow key. However, you won't be able to move the block out to the side at the yellow lock/green key portion, so stow the block to the unused side of the room above the yellow key and unlock the green lock before you collect the block and do the same to the green key.
To finish, take the block to the center, collect the remaining chips to the east, and shove the block back to the west to access the exit. For only one block, 269 seconds is a great haul.
 Level 100: Torch
Torch is one of the easiest levels in the 100s section of CCLP2. Other than avoiding fireballs in a structured pattern, near nothing is necessary to win.
Follow the path of the chips, waiting as needed, except at some point between collecting chip 6 and before chip 12, where a four-move wait is in order. In balance, this pays back with interest. When you reach the end of the chips, walk back to the start, take the fire boots, and wedge into the exit just to the west. It's that easy! This route will work for 345.