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==Level 147: ''Cloner's Maze''==
==Level 147: Cloner's Maze==
[[Image:Chips Challenge Level Pack 2 Cloner's Maze.png|thumb|right|Level 147, time limit 999, 14 chips. Does this level even look like a maze to you?]]
The hint: "No fast maneuvers or split-second timing required here! Just use your brain."
Like ''Force Field'', ''Cloner's Maze'' is one of the single hardest levels in the entirety of their respective sets. Many different puzzles are in play, some of which can only be solved by ignoring some parts of already solved puzzles until later. In particular, the yellow key is the hardest of all the puzzles in ''Cloner's Maze''; original routes would clone glider after glider, leaving the block in the far north untouched, until they recoiled and exploded the bombs. In this route, a monster collision will bust out the bomb in front of the key. This route isn't the fastest - a 789 route is in existence, but since I'm not the one who developed it and the owner hasn't released it, I can only provide you with this 781 route.


Clone 11 gliders, walk all the way to the block in the northeast and run it 2R 2U 3L U to hold down the trap just to the west. Now, Chip can reach the green key and the chip, then turn all the way to the far west and release gliders 7 and 11. Make two more gliders, release glider 13 into the next trap, and make one more glider which settles into this trap. Release him and follow him to the green lock, then open it for further gliders, and return to the clone machine. The chip just revealed must be left behind to deflect a fireball later. Clone and release another glider onto the button, then only clone glider 16, as the fireball cloned by the glider has a job to do. Release it, which drops into a trap, and ''now'' release glider 16, then return to the fireball clone machine, releasing the new fireball as it becomes trapped. Notice that the block near the start deflects the released fireballs into various areas; clone glider 17, then nudge it U on the way around to releasing glider 17.
...which sadly misrepresents the majesty of this level. Yes, there is split-second timing required for fast scores, and the level is ''ridiculously'' complicated. This route isn't even the fastest route - a 789 route is in existence, but since I'm not the one who developed it and the owner hasn't released it, I can only provide you with this 781 route.


Duck west around the red button island, and release glider 14 2D further, and then return towards the center, through the toggle wall. Clone an additional five gliders to remove the rest of the bomb stack in the southwest, then take the red key which you saw freed on the way in. Continue east to release another fireball, and now release gliders 18 ''and'' 11, to free the blue key. Now, run to the southwest and release glider 17, which runs D and east, and follow it across to the blue key and chip. Continue to walk north, open the red lock, and release another fireball, then clone glider 23, release it, and on the way back to glider 24, drop the block D again. After you release glider 24 into the red button island, enter the northwest area, clone four gliders to enter the blocks, and then punch the blue button twice to cause the tank to switch the toggle walls. To get out quicker, use block 1 to bridge across the water: 4D 6R DR 4U. Now, move to the east and release a fireball, clone glider 25, and move the block 2U before releasing it into the island.
Clone eleven gliders, walk all the way east and north, and shove the block 2R2U3LU to hold the trap. This allows you to pass the trap, visible from this area, up to the top, where this block moves east to access a green key and chip. With this done, move left to where the glider (facing up) is trapped, then continue west to another glider and release it onto the next trap into the bomb, and ''then'' release the original glider. Make two more gliders, release the glider moving left into the next trap, and make one more glider which settles into this trap. Release him and follow him to the green door, open it, and then make another glider to send towards the red button. Once again, make a glider, and then detour to the east and release the fireball, then release a second glider into the clone button, which will clone a second fireball for you to release. With the block having done its job for now, clone another glider and nudge the block north to take a chip before you release it from the first trap.


Now, Chip must move exactly to succeed at the monster collision: 6R D [1] 4R 3D R (releasing one fireball) R 2U 5R (releasing the other fireball) 9L U (releasing the glider) and finally (2U), releasing the fireball and causing the two monsters to collide. At this point, you can collect the chip near the start and prepare to finish the level.
Follow this glider to the button island, duck west, and release the glider below into the second trap before you run east to a trap button surrounded by water. Pivot north, through the toggle door, and clone five gliders before you take the red key that has just been freed by the meandering glider. Continue east to release fireball three, then step U17LUL to release another glider. This time, however, release the ''second'' glider to access the blue key, and then release the upper glider from below the button island. Follow it to the next trap, then step D9R3U to collect another blue key, and 5D5R for a chip.


Release both gliders from the southwest corner, using the brown button under the bomb stack, to collect the chip, and now move northeast and take the chip from above the brown button island. Now, run further northeast to another free chip a little southwest of the fireball clone machine, and now clone glider 26 and release it, and in addition release the glider facing south as a result of the collision. Walk all the way to the top of the level, take this chip, and then move east to take the yellow key and the remaining chips to the east. Chip can now exit through the south, with the previously noted time of 781.
Continue to walk north, open the red door, and release fireball number four before you return to clone another glider and release it from trap one. Now, return the block to its original position, clone and release another glider, and shift up to the upper left corner, where four bombs can be dispatched with four clones. Touch the tank button twice to cause the tank to switch the toggle doors, then move 4D6RDR4U to take a "shortcut" back to land. Release fireball five, clone a glider, and then push the block up into the ''corner'' before you release the glider to the left. At this point, you'll have to follow my instructions to the move in order to succeed at this split-second maneuver: 6R2D (thus pushing against the wall once) 4R3DR (releasing the fireball) R2U5R (releasing the other fireball) 10LU (releasing the glider) 2U2D (releasing the fireball and causing the two monsters to collide.) At this point, you can collect the chip near the start and prepare to finish the level.
 
Release the first, then the second, gliders from the south-west corner, take the chip, and then take the chip from above the trap button island. Resume with D4R7U2R2D to another chip, then clone and release another glider to the left. Walk all the way to the top of the level, take this chip, and then move east to take the yellow key and the remaining chips to the east. Exit with 2L9D4R2U2L.
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==Level 148: ''Neptune''==
==Level 148: Neptune==
[[Image:Chips Challenge Level Pack 2 Neptune.png|thumb|right|Level 148, time limit 600, 15 chips. Now, remember that Pluto is no longer a planet...this should be the ''last'' level!]]
This level has a series of tanks on the sides that cannot be modulated by yourself; something else has to do it. The fireball stream at the top is required, but this can be ''quite'' a handful!
This level has a series of tanks and toggle walls blocking further progress through it, and they cannot be modulated by Chip; something else has to do it. The fireball stream at the top is required, but this can get out of control very easily.


Enter "Neptune" with 6D 9R; Chip only requires 15 of the 16 chips here, and in addition to collecting the chips, he has to move some blocks around to direct some loose fireballs around. Move through Neptune as follows: D 2R 2D 2L 3U (2L) DR 3D L 2D 4R 2L 2U R 2U 2R 3U DLU. Jam block 6 all the way up, then run 2L U 2R to direct the fireball stream through Neptune's axis, and also to multiply it for quicker switching. As you slide south, you will collect block 39; drop this 8D, then step RD [2] and continue moving it 8L. Above you is a glider-cloning apparatus that requires collisions to work; do so by touching the red button, then move R [1] L twice, which destroys the two bombs. Dash all the way to the red key, wait [2] for the tank, and emerge all the way back out.
Enter the "planet" with 5D9R, then take the chips as such: D2R2D2L3U2L2RDR3DL2D4R2L2UR2U2R3UDLU. One chip is not required, as you see, and you have to do a bit of preparatory work. Finish this area with L7U to block the stream, then 2LU2R to multiply and redirect it. Slide all the way to the bottom of the planet, shove the block you encounter 8D, and continue moving it 8L after the first two fireballs turn left. Above you is a glider-cloning apparatus that requires collisions to work; do so by touching the button, then move RD (oof) L twice, which destroys the two bombs. Dash all the way to the red key, wait for the tank to move, and emerge all the way back out.


On the right side of the level, step on the red button and use an identical pattern: L [1] R five times, then walk through the corridor. After the first tank, wait [1], then run to the top, get in the toggle wall, and wait [2] for the tank to switch, at which point you follow the path through the red and yellow locks to exit the level at 548...and get ready for the ending!
On the right side of the level, step on the button and perform the same trick (LD (oof) R) five times, then walk through the corridor. After the first tank, wait 1 move, then run to the top, get in the toggle wall, and wait two moves for the tank to switch, at which point you follow the path through the red and yellow doors to exit the level. 548 Neptunian seconds.
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==Level 149: ''Key Color''==
==Level 149: Key Color==
[[Image:Chips Challenge Level Pack 2 Key Color.png|thumb|right|Level 149, time limit 600, 38 chips. After so much buildup...this is all you come up with for a name? ....I take that back, this level is ''hard!'']]
The grand conclusion to this magnificent level set couldn't have been effective anywhere else. All your skills come together...
The grand conclusion to this magnificent level set couldn't have been effective anywhere else. All your skills come together in ''Key Color'', including a miniature ''Switch Hit'' and two separate locked block sections with color-coded blocks, making it very fun to throw the blocks around.
 
One important notice concerns the edit made to ''Key Color'' itself: gravel was added at [24, 14] (and also at [26, 17] for other reasons) in an official revision, to preclude the admittedly astronomical possibility of the blobs wandering into the blob area, removing a bomb for Chip. Any score based on this bust is invalid and will not be taken.
 
Take the blue key on top, open the blue lock, and use block 1 first, then 2 and 3 to reach the red key. The red lock is obvious: 2, 1 and 3, but their placement is less obvious. Push block 2 directly west, stunt the stream with block 1, and then carry block 3 over the red key's square and 2L to permanently end the fireballs and allow Chip to reach the yellow key. Open the yellow lock now and run block 3 2L, then block 2 D and block 1 out onto the first trap. Use block 3 to free this so it can move onto the next trap, and then drop block 2 onto the first trap to initiate a chain which enables Chip to pick up the green key. Although Chip might run into blobs, this is unlikely as they clone only every 16 moves, they have a 50% chance of cloning directly into water, and even if they survive, they still have a 1/3 chance of drowning on the next turn. Now, move both blocks 3 and 2 to the traps, open the green lock, and use block 1 to continue the block chain. Off the trap, throw yellow block 3 R 4U L, which turns Chip into another area. Note that Chip is significantly more likely to run into blobs here! You have no further need for the remaining blocks, as you are now in another room of locked blocks.


Open the green lock, as you already have this key, and move block 2 UR and through the ''Switch Hit'' section to remove the first water space, take chip 5 to the west, and then swap the walls and return back out. Push block 1 2D, block 3 2R, and block 1 4L into water for later moves in this section. Now, move block 3 into ''Switch Hit'', swap the walls, then move the block 5L further and switch again. Pick up chips 2 and 1 in this area, throw the block DL while this wall is open, and then switch to allow Chip to access the other goodies. Open the yellow lock now, then move block 3 2L and block 1 2D 8L, ready to use in the beehive. Collect yellow block 3 and push it out D 5L U, then jam the other block through the beehive and pick up all the goodies behind it. As when coming in, the bugs will be ignorable when Chip pulls the block out; now, pick block 3 up and enter the teleport.
Take the blue key on top, open the blue door, and step R2ULD to allow all three blocks to be used one by one to reach the red key. Begin with the block above the red door, then the one L from the door, and then UL, to break through the water on the west, stunt the stream, and then stop it completely. Now, Chip can reach the yellow key with the other block. Open the yellow door and move 2L, drop this block onto the first trap, and hold down the trap with block 2 to allow yourself to move block 1 4R. Replace block 1 with block 2, then put block 3 on the button to allow yourself to take the green key (watch out for blobs.) Now, move ''both'' blocks to the traps, open the green door and use the top block to create a block chain that allows Chip to reach the turn to the west. You have no further need for the remaining blocks, as you are now in another room of locked blocks.


Immediately step L, then spring step [1/2] RD to catch the block, and now pull block 1 in and back out to the teleport, and now move R [1/2] 2L in the same way. Now collect the chips on the right side, slide through the corner and across the area to the left side, where you pick up two chips, slide R as a small shortcut, then run back, using the same shortcut, and now open the red lock. First, use block 2, and then block 1, to free the remaining chips in the bomb room to the south while collecting the six accessible ones. No more blocks are needed down here; move red block 3 out to the east side and bridge to the ending room. Note that the blob clone machine may be an impediment; two moves can be lost without dropping a second.
Open the green door and go ULU, then take the block through the maze to remove the first water space, take the chip to the west, and then swap the walls and return to the green door blocks. Push the left block 2D and the other 2R, then move D6L to open a pathway for later. Now, move the other block into the toggle door maze, swap the walls, then move the block 5L before switching again. Collect the chip at the top, the chip in the north-west corner, and push the block DL before you switch the walls again and pick up the goodies with the block. Open the yellow door now, then move 2L2UR2DRD7LULD to prepare a block for use below. Collect the other block and move it all the way across into the beehive, pick up the red key and chips, then move the block back out and use the block under you. Throw the other block into the teleport and follow it, step L out of the way, then R and back out. Finally, move into the red door.


To finish CCLP2, collect chips 7 and 5 first, then circle counterclockwise through and jump into the exit. Your score is going to be 408.
With the top block, run into the teleport and move R [wait] 2LU, and now collect the chips on the right side, slide through the corner and across the area to the left side, where you pick up two chips, slide R as a small shortcut, then run back, using the same shortcut, and use the ''higher'' of the two remaining red blocks to finish the job started in the bombs. You can now collect all the chips; with no need for the blue key or its blocks, or the loose yellow block, use the final red block to bridge to the exit section above. Since this level has been played for a while, if you see that Chip needs to drop as many as two moves, go ahead. To finish CCLP2, collect the two chips on the left side, then circle counterclockwise through and jump into the exit. Your score is going to be 408.
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{{Footer Nav|game=Chip's Challenge|prevpage=Level Pack 2/Levels 121-140|nextpage=Level Pack 3}}
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