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{{Header Nav|game=Chip's Challenge}}


This is a continuation of the walkthrough for [[CCLP2]]. Levels 21 (Block Away!) through 40 (Traps II) will be discussed in this section.
Levels 21 (''Block Away!'') through 40 (''Traps II'') will be discussed on this page.


==Level 21:Block Away!==
==Level 21: ''Block Away!''==
Run up and down to get the chips. On the second to last row, run up first. Push the last block left onto the toggle button. Run up to the row of chips. You can run past all the blocks. Go to the upper right corner and go through the upper chip socket, followed by the teleport. Go: RLR (red key) LRL (red key) LR (pause, then get red key). Ignore the yellow key; you can get one later. Exit left and go to the bottom right. Get the blue, yellow, green, blue and yellow keys. Pause before the last key. Go to the left and enter the *bottom* chip socket. Go 6LU2LD into the exit. All the other doors and sockets are booby-trapped and foil your 264 seconds.
[[Image:CCLP2 Block Away.png|thumb|right|Level 21, time limit 300, 54 chips. Is this where we got ''Blocked Trap''?]]
Three very dangerous sections of ''Block Away!'' include two susceptible to the Transparency Glitch and one with a difficult ''Block Buster'' section. Collect the first column of chips from the top, then zigzag across until you reach the bottom of the fifth row, after which you open the toggle walls using block 1 before collecting the last row of chips.


==Level 22:How Goes?==
This sets in motion a series of block clones that are done automatically by balls rather than touching each button manually, and costs absolutely no time in waiting for bouncing blocks. Collect the last six chips and then move to the northeast corner, where you will open the socket and enter the teleport from the left. To take the three red keys, move >LR RL >LRL D 3R UL >LR [1/2] R 2L; this spring step allows a paramecium off the third red key before Chip lands on it. Ignore the yellow key; you can get one later.
Run up to the key, then go right for chips. Go left for the rest of the chips, and then go down. Unlock the door and follow this route: 3D4L2D5R2D5L2D3L3U2L2U3LDL2DL3D5RD12RUR3UR4U2RDR2DR2D2L3D5R7U4R23U15LU5LD5LU4L2DL exit. This map will lead you to 27.


==Level 23:Traps I==
Out of the telenet, go to the southeast tank section; get the blue, yellow, green, blue and yellow keys, in that order, which drops the total waits required to only [1] on the final key. Run to the left and enter the ''bottom'' socket, then continue 6L U 2L D into the exit. All the other locks and sockets are booby-trapped and foil your 264 seconds.
Go around the first four blocks, and run up. Push the second block right and up to the central row of trap buttons. Run back around and push the block on the left 2R. Push the block above you to the top. Push the right block onto the lower right button, and the other block one button from the last. Return down and push the lower block up and the upper block to the middle row. Push it next to the other block in the middle, then bring it down. Take the last of the top blocks and push it north. Get the next block from below and push both blocks right. Repeat with the next two blocks. Take the last block to the last button. On the left side, pass all the traps and get the chip. Go back to the start and pass the chip socket. Hit the green button to release the teeth. Pass the fireballs and turn right. The teeth has released a glider which cloned blocks to create the dirt. Step on it and run to the top right corner. Get the fire boots and return to the cloning area. Pass the fire above the clones and exit. You escaped the traps and score 254.
{{-}}


==Level 24:Sudden Death==
==Level 22: ''How Goes?''==
Step *down* and get the first two chips out of the teleport. Run right, down (leaving one chip) and left. The trap is open. Run down past the blob, and all the way to to the bottom. Get the left chips (you will simply push against the blocks), fire boot, and the right chips. Turn right and get the chips and green key. Get all of the blob chips except the nearest to the gravel. Backtrack and get the lone chips by the top set of tanks. Return to the very start and get the chip past the fire to the right. Return to the tank area and run through the middle. Get the chips above you and then the last lone chip. Go up, past the tanks, and get the chips and blue key behind the doors. Go back to the blob room and through the green doors to get the last chips. Go through the blue door to the exit. Sudden 305 seconds.
[[Image:CCLP2 How Goes.png|thumb|right|Level 22, time limit 90, 90 chips. I can haz blue wallz?]]
This level consists of only simple moves at the beginning, followed by one monster blue wall maze! Run upwards to the green key, and use this key to take the chips on the left and the right. Continue downwards, remove the first green lock, and follow the map through the blue walls and green locks to the exit. This is a 27.8 route, and is thus flexible enough to allow four mistakes.
{{-}}


==Level 25:Race for the Chips==
==Level 23: ''Traps I''==
[[Image:CCLP2 Traps I.png|thumb|right|Level 23, time limit 350, 1 chip. You mean there's ''more''?]]
Yes. There are two ''Traps'' levels, the other being at level 40. Basically, they are Sokoban levels, where Chip holds down some traps with blocks to reach the single chip.


==Level 26:Work Fast==
Circle past the row of four blocks, then run upwards and move block 3 2R 8U and 4R D, and now collect block 4, next to that, and move that U 2R 9U. Return back behind blocks 1 and 2, and move block 2 2R and block 1 4U, which allows a pushing combo: move block 1 3R further and then block 4 4R into the corner, which allows you to push block 1 D ''on the way back''. Jam block 2 out onto button 6, and now attack the blocks at the very start.
Get the flippers and fire boots, then run right. Get the first chip and go DR3D to the bottom chip. U-turn on the chip path, getting the upper chip on the way. Go back to the pool. Run down and push the left block. Push each succeeding block into the water, watching out for gliders. Follow the ice to the exit. A fast 128 seconds.


==Level 27:Frozen Floors==
With block 6 directly in line to push upwards, start with that one and move it 6U 2R, then collect block 5 and move it R 6U into the old spot. Use block 6 on any button, replace it with block 5, and continue this pattern to hold down all eight buttons. With all the traps held open, run to the left of the chamber and glide over them to collect the level's sole chip. With that objective complete, you are free from this room. Pass the socket, touch the green button, and slip just past the fireballs; meanwhile, you released a caged teeth that releases a glider and clones a gaggle of blocks that bridge your way out of the area.
Be very fast on this level. Get the first two chips on the left, and then turn right. Get that chip and finish the column of chips. Go down through the force floor and wait. Step down off the third force floor and wait. Get the chip, then go up, push up, and step two right. Get the chip above you. Follow the path again, this time pushing through both force floors. Get this chip, and then the last chip above you. Step up and push down to go to the socket. Continue to follow the path to the exit for 276 cold seconds.


==Level 28:Madness I==
Run all the way to the northeast corner, snatch the fire boots from the paramecia, and use these boots to walk over the fire, which leads to the exit. You escaped the traps and score 254.
Step up and run right. Get that chip. Run down to another chip. Beat the next paramecia to a chip on the right. Run to the bottom, picking up the last chip on the way. Get the first chip by the bees and then go to the lower right corner. Circle around the level while picking up eight chips and hitting four buttons. Get the last two chips in the beehive, conveniently placed above you. Run to the sockets. Blow up the two bombs and put the third block where the first bomb was. Take the last (top) block to the start and push it through the teleport. Slide over the blocked teleport to the exit. Madness! 266!
{{-}}


==Level 29:Fire and Water==
==Level 24: ''Sudden Death''==
Get the lower two chips on the left of the fire. Get the fire boot in the corner. Get the remaining chips and push the block into the fireballs. Run them back to the clone button. Run around the level and get the remaiming chips amid the fire. The exit is in the center. The neutralization reaction produces 169 seconds.
[[Image:CCLP2 Sudden Death.png|thumb|right|Level 24, time limit 350, 61 chips. When has being hit by Silly Putty caused sudden death - {SMASH}]]
Begin this dangerous struggle with D, then U 4R DR 6D, and continue to mesh with the second row of tanks. Chip can just run past these, and then pass the left edge of the blob room (adapt this path to avoid the blob if you need to) and then move to the very south. Turn west first, override the two upper force floors and use the ice to boost your way back up on both sides, and now collect the green key and the remaining chips northwards.


==Level 30:Chase Race==
Remove the remaining chip from within the second set of tanks, take another three as Chip walks north, and then run D 2L U 2L through changing tanks for one more. Teleport back to the start and walk over the hint to collect a chip behind the fire, and then jog all the way back to the key-lock section above the two tanks. After completing this, Chip is set to exit; go back to the blob section and turn east to first collect the remaining eight chips, then to open the blue lock, the socket, and land in the exit. Suddenly, you've earned 305 seconds...
Teleport to the bug area. Run around the ring and get the boots. Wade through below and run up through the balls. Get the two chips at the left and continue the path. Run around the ice and pass to the bee area. Get all four keys and beat the tank through the ice. Run form the paramecia, and then left. The teeth will all drown. Follow the lower path and get the suction boots and last chip. Run over the force floor and run for your life from the bug. Go through the teleport to the thief. Get the ice skates and pass the ice corner. Renegotiate the path again until the tank blocks you. Instead, go through the ice corner to the exit. First place prize: 246 seconds.
 
As clone blocks are read as normal blocks in Lynx, ''Sudden Death'' is the first Lynx-compatible level which is impossible in this mode.
{{-}}
 
==Level 25: ''Race for the Chips''==
[[Image:CCLP2 Race for the Chips.png|thumb|right|Level 25, time limit 350, 51 chips. If Chip runs 10 steps per minute and a teeth runs 100 steps per minute, and Chip gets a 100-step head start, will the teeth ever catch him?]]
 
The premise for ''Race for the Chips'' is one of the simplest in the whole of CCLP2; simply collect the chips from the alcoves, but a teeth makes this job harder! Ideally, play this route in odd step; it works in even step, but the time drops to 269.0.
 
Step 3U first, then run all the way to the left and raid the ladder northwards from here. To avoid the approaching teeth, move 3R outwards from the very top and run south to leave the teeth winded. Go back down the ladder and finish it, then begin collecting the chips on the bottom. After taking the second chip, wait [1] before emerging; when you have chips 24 and 25 (with 27 and 26 remaining), instead wait [2] on each.
 
Take the first two chips on the right side, and before emerging from the second niche, wait for the teeth to reach the end and emerge just as it has backed itself in. Resume climbing the ladder, and wait [2] before emerging after collecting every chip, up until where you have 18 left. By then, you have a big enough lead that you can outrun Mr. Teeth all the way to the top. Collect the first two chips on the top, wait [1] before coming out of this alcove, and Chip can now win the ''Race for the Chips'' without impediment. With this guide, it should take only 81 seconds, leaving a score of 269.
{{-}}
 
==Level 26: ''Work Fast''==
[[Image:CCLP2 Work Fast.png|thumb|right|Level 26, time limit 150, 10 chips. Obviously, with that time limit...]]
There isn't a lot of time in ''Work Fast'', but there are even fewer things to do. Get the flippers and fire boots, swim right, and take the chips from the first and clockwise backwards, including the ones at the top and bottom, then return to the pool and swim south. Push block 1 to avoid a fiery death under block 2, then move the block chain through the water to create a bridge to the ice strip and slide to the exit. That was fast, right? 128 seconds.
{{-}}
 
==Level 27: ''Frozen Floors''==
[[Image:CCLP2 Frozen Floors.png|thumb|right|Level 27, time limit 300, 10 chips. Double the time...but you're moving in double time.]]
Many unusual boosting angles complete this flash-frozen challenge! Begin with L and 4:LDRD to collect the first four chips, and then take the fifth on the right and sixth on the far southwest. The ice area is next.
 
Step down off the ''third'' east force floor and allow yourself to be carried to chip number seven, then keep moving and prepare for the most difficult maneuver in this level: U 2R U, which uses the rule of force floor sides (stepping off the side or against a force floor is faster than going with one) to minimize the time taken in heading up.
 
Take the chip you run into, then turn back to the regular path. This time, however, hold the south key to override the next two force floors. You soon find another chip, and along the path is one final chip. Continue following the path and hold down to be delivered to the socket, and then the exit in turn for 276 ''cold'' seconds.
 
Since Chip is not permitted to override force floors when sliding on ice, ''Frozen Floors'' is impossible in Lynx.
{{-}}
 
==Level 28: ''Madness I''==
[[Image:CCLP2 Madness I.png|thumb|right|Level 28, time limit 300, 15 chips. Funnily enough, this is a reversal of madness.]]
In the set that holds this level, this and ''Madness II'' were reversed in order. ''Madness II'' is deserving of ''Madness II'', as ''Madness I'' is far easier.
 
Run over to the northwest and collect the chips in the northwest and northeast, then move to the paramecia. Release the one on the right, then collect the north chip, the west chip, east, and finally south, and jog straight down to another chip among the bugs. As the remaining chips in the beehive are far away, take the chips on the two south corners on the way over. Move directly under this chip, then take both chips northwards. It looks as if Chip must wait for these bugs, but U 3R U will avoid any entanglements.
 
What the red buttons do is to hold down brown buttons with cloned blocks, so these four blocks become movable. With all the chips, bust through the sockets and use blocks 3 and 1 to blow up the bombs. Move block 4 UR, then run block 2 upwards and through the teleport, which causes a partial post and allows Chip to simply slide over the teleport to exit the level. ''Madness!'' 266!
{{-}}
 
==Level 29: ''Fire and Water''==
[[Image:CCLP2 Fire and Water.png|thumb|right|Level 29, time limit 200, 36 chips. Okay, it's a cheap level name...it used to be good.]]
An official CCLP2 revision was made at one time, editing the names of this level and ''Fire Bugs'' to avoid confusion with ''Firetrap'' and ''Fireflies'', as they were named identically. ''Key Color'' was also edited to avoid an almost impossibly unlikely bust which would be disastrous to the Chip's Challenge world if it were scored.
 
In the nine-chip square, take two chips including 7 and either 4 or 8, then get the fire boots and remove the remaining seven. Insert the block next to the start into the fireball stream and run it all the way upwards to the red button to completely stop the fireballs from cloning. With nothing blocking the path around the level, Chip is free to run clockwise and collect the remaining chips. Sneak past the water to enter the center of the level and exit for 169 seconds. Although Chip touches a red button, it isn't connected to the nearest clone machine, so he can get in before the fireballs begin cloning in that corner.
{{-}}
 
==Level 30: ''Chase Race''==
[[Image:CCLP2 Chase Race.png|thumb|right|Level 30, time limit 350, 3 chips. Say what? You mean I have to run away from single-cell shrimpy things?]]
''Chase Race'' is a very popular format of level, where Chip has to keep on the move at all times because he is being chased by monsters at every turn. This version is very easy, although it looks quite difficult.
 
Slide U, then continue to the east, past the bug, and through the fire, pink balls, and water to two of the three chips on the left side. A long escape run is ahead; eventually, you come to a bug circle with four keys in it. Collect them counterclockwise and use them to slide over the ice, away from the tank, to another ring with a paramecium in it this time. The next area will clone teeth, but water stops them from being any kind of threat.
 
Continue through the maze to suction boots, then take the last chip and walk through the zigzag, away from the bug, down to the start. Although Chip loses his boots, ice skates are provided to escape the ice corner. Continue walking the path to the ice maze, where the tank blocks Chip; behind the ice corner is the exit, and Chip wins the race with 246 seconds left.
 
As ice corners cannot be passed in Lynx, ''Chase Race'' is there unsolvable.
{{-}}
   
   
==Level 31:Well of Wishes==
==Level 31: ''Well of Wishes''==
Follow the blocks to the thief. Get the flippers and go through the teleport at the top. Get the top chip and swim down to the circle of gliders. Pass it and get the chip at the end of the river. Now get the other chip and return through the teleport. Turn left this time to get the chips at the start. Go back to the thief, then push the block down to the water. Turn left and build a path to the blue button. Return to the fork and build the other way. Go through the thief and get the flippers. Swim through the blocks to uncover the chip under the upper right block. Backtrack and run down to start a path to the exit area. Circle around to the left side and continue the path. Push the extra block right to prepare for the down push. Build left to the lower left area. Push the first two blocks into the water and follow with the third. Take it through to the water and hit the toggle button. Return to the right side, getting any other chips left behind, and push the block into the lower water. Pass the toggle wall and finish: 2R4UR2D2R2DRL2U2L2U3RUDL2UL2RU exit. You got your wish of 365 seconds.
[[Image:CCLP2 Well of Wishes.png|thumb|right|Level 31, time limit 450, 15 chips. Anybody got a quarter?]]
I really wish...but not all wishes come true. Fortunately, this one will with this guide.
 
Follow the blocks, detour L to prepare a small shortcut, and then take the flippers and swim upwards to the teleport. Take only the top chip in this area, then swim through the circling gliders and take the third chip, and now go back to the teleport as you pick up the second. Turn left this time to get the chips at the start, then wade 4D 4R U 2R to take a "shortcut" back to the thief, and now continue to the second half.
 
The first two blocks are forced; this takes Chip to a chip by blobs. If even step is used, Chip will always survive this encounter. Take it and continue moving to the blue button, which removes the tanks, and then retreat back to the initial fork and walk east. Begin with the chip on the top, then move to the area on the right and keep pushing blocks R until Chip lands on one hidden in the northeast. Come back out and build all the way south to begin a path to the exit area, and now return towards the blue button and move east from there.
 
First is a chip, then next is a west-east fork. Move east to prepare this block for the trip to the very southeast, then keep building to the west and use these three blocks to begin a chain which allows Chip to reach the green button. Now, the toggle wall in the far southeast is open; walk over and build into the final area.
 
From the toggle wall, walk 2R 4U RLD 2R, then (2D 2R D) URUDR 2U 2L to the remaining chips and then exit. You got your wish of 365 seconds.
{{-}}
 
==Level 32: ''Tele-Portion''==
[[Image:CCLP2 Tele-Portion.png|thumb|right|Level 32, time limit 400, 44 chips. This post will be truncated for a clue to solv]]
To complete ''Tele-Portion'', Chip has to move to several different areas and pick up chips from some directions, using a few blocks to remove a few bombs. The one problem, however, is that the chips at coordinates [8, 15] and [9, 15] cannot be reached by normal "tele-portion"; Chip will have to use a partial post.
 
Clear out the first room except for the chip U off the teleport and the lowest three, then clone two blocks and push them over the teleport. As the second one has nowhere to go, it moves >R. Push it back L and slide LRLRL to collect 10 chips.
 
Collect a third block, collect the remaining chip in this room, and slide LRLRL to prepare the partial post. Finally, take a fourth block, remove this bomb and take the two chips, and slide LRL and LRL to drop down to two chips. With these finished, go back to the start with R, then U to the final two chips, and backtrack. As you now have all the chips, the intended destination of the socket/exit is passable. Tele-Portion adds 377 seconds.
{{-}}
 
==Level 33: ''The Big Button Quest''==
[[Image:CCLP2 The Big Button Quest.png|thumb|right|Level 33, time limit 150, 1 chip. ing this level. Sorry about that...now there's no hint for this one.]]
As can be heard from the start, there is a pink ball controlling some tanks on the left side, which has to be blocked in order to pass them. The green button does this job, but it must trap the ball on the ''right'' side, or the tanks will be trapped, but in the wrong direction!
 
Slide towards the green button and wait ''[10]'' before touching it, which allows Chip to pass the tanks. Continue sliding, collect the yellow key, then use it and take the left fork first to pick up the red key. The second ball heard at the beginning will release the trap; there are quicker ways to partition the tanks off, but they only lead to Chip giving the time back on the trap. Use this red key on the other side of the teleport to find 76 seconds!
{{-}}
 
==Level 34: ''Cypher II''==
[[Image:CCLP2 Cypher II.png|thumb|right|Level 34, time limit 500, 48 chips. Aren't you glad you didn't lose the hint for ''this'' level?]]
Uniquely enough, the original ''Cypher II'' in Dale Bryan's level set was much different. When CCLP2 was released, a new ''Cypher II'' specifically designed as level 34 (the Cypher spot) was designed. After completing ''Cypher II'', the remaining blocks and walls spell ''MAER'', which can be used to skip to ''Gauntlet'', all the way in slot 145! This, however, is very hard to find, and that's assuming you can complete ''Cypher II''. This is ''very'' hard, in comparison to the original ''Cypher''.
 
The map displays that many of the blocks are immovable; the reading order guide will count only movable blocks. All brown buttons will be counted.
 
Push blocks 1 and 2 to buttons 3 and 1, then collect all six of the west chips, move D 2R L, and continue by moving block 5 to button 15 and block 6 to button 5. Walk RUR and take these chips, 2R D and collect the other six east chips and the remaining south chips. Move blocks 7 and 8 to buttons 7 and 8, block 10 to button 16, and block 9 to button 6. The remaining east chips are up for grabs; then, move U 2L R 3L RURURDLDRUR to finish the chips and buttons. Continue to the A area, collect the top chip and key by the red and yellow locks while revealing the lower chip, and enter the green lock to collect the remaining keys. Pick up the hidden chips between the red and blue locks, then take the chips at the bottom of the A, and then teleport to the E.
 
In this area, some blocks are imprisoned and must be reached in a specific order. Use blocks 1 and 2, then move RD to remove a dirt and proceed to do the same with blocks 11 and 12, and then also use block 10 below. Follow with blocks 5 and 3 on the top, then blocks 8 and 9 on the lower end. This frees block 7; move it 2R and use block 4, then block 7 to free block 6, which finishes both chips. Time for the R!
 
Circle to the top right chip under the blue wall, then move 2:[D 3L] to collect two more chips from two bridges. Remove the other two blocks, then circle around through the three buttons, touching the green, red, and then blue button twice, in that order. Remember to collect the final two chips ''on the way'' to the blue button. This sequence allows the tank to escape, removes a bomb which it would have otherwise hit, and turns it towards the exit; now, release it and move U to avoid it, then, with the tank's help, exit the level for a time of 404.
{{-}}
 
==Level 35: ''Mirror''==
[[Image:CCLP2 Mirror.png|thumb|right|Level 35, time limit 500, 21 chips. But the real Chip doesn't have monsters inside him.]]
As the map shows, ''Mirror'' is an ''outstanding'' portrait of the ''Chip's Challenge'' logo.
 
Swim down to the bottom of the pool and enter the dirt, then dig 5R U and through the tanks to several chips. When the tanks switch to right on top and left on bottom, sneak out and take the red key, then dig and swim all the way around to the recessed wall entrance above Chip's arms. Take the first three chips, walk west and then east in the ball areas to collect another six, and then go back to the circling bug.
 
To the left are the remaining chips and a blob nearby; if even step is used, the blob will be no bother. Open the sockets and take the keys, then circle over the top edge and use the blue key to open the toggle walls. This allows Chip to enter through his arms, and then through the yellow lock into the now available exit. You see an image of 446 seconds in the mirror.
{{-}}


==Level 32:Tele-Portion==
==Level 36: ''Spy''==
Get all of the chips in the first room except the one above the teleport and the three on the lower row. Clone two blocks and push them through. The second will cross the teleport. Push it through the other side. Go LRLRL through the ports, getting all the chips. Clone another block, push it through, then cross to the other side. Pick up the stray chip. Go LRLRL. Clone again and push through. You teleport to where you couldn't get before. Get the chips. Port LRL and circle around to the other side. Port LR to more chips. Get two more at the left port. Exit right and port up in the first room. You will get the last two chips at the end of the trail. Backtrack and you will be transported to the exit. A block sure DOES seem to be useful. 377 seconds came out of it!
[[Image:CCLP2 Spy.png|thumb|right|Level 36, time limit 500, 91 chips. You know, there's only ''so'' many tiles that can be made into levels.]]
As in ''Mirror'', ''Spy'' is an image of a spy. The boosting is the main difficulty of ''Spy''.


==Level 33:The Big Button Quest==
Start with U 2R DR 3U 2R DL 2U 2L U 2L to enter the northeast room, then take the south fork when these chips are taken. Continue 3L ULU to a fork; move U 2R URURL 2U 2L DL 2U to the north and LDL 3U L 4D to the west. Teleport again to the exit room, then take as follows: RUR 4U 2R L 2U (2R L, 2L, R) 3D L 2D R, and teleport to the far southeast and collect LU 2D 3L (L, D, 2U R) 2R D 2R U. Teleport east back to the start, then enter the center of the level. Move in a clockwise circle around the room to get the remaining chips, and then take the flippers from the socket. Slide >LR from the start to reach the exit room and then swim to the exit. 447 is pretty good with spies watching you!
{{-}}


==Level 34:Cypher II==
==Level 37: The Mystery of the Seven Chips==
[[Image:CCLP2 The Mystery of the Seven Chips.png|thumb|right|Level 37, time limit 400, 7 chips. Well, how easy can a mystery get?]]
It looks easy, and it is as long as one small precaution is taken. Wait to run out of the tanks, then turn north and move the block 2L, which is the key piece of the puzzle. ''Run! Run! Run!'' Soon, Chip reaches a telenet. Pick up the first chip, then slide >[4U LRL] through the teleports to collect the other six chips and escape. As the glider released will clone many more, escape fast!


==Level 35:Mirror==
Pass the second tank "iron maiden", then slide onto the ice and then R, D, L and U. In the far northwest is the controller for the tanks. Open the toggle wall to release the paramecium, then shut him away from the blue button permanently by pressing the button again. Now, take the turn to the right across the top edge, past the opened passageway, and then walk around and into the exit. Mystery solved! 322 seconds is the result.
Swim down to the bottom of the pool and enter the dirt. Go right to the tanks. Run through and get the chips. Wait for them to change again, then pass through. Pick up the red key at the left and run right. Exit the land and swim up. Pass the toggle door and go to the beehive at the left. Get the three chips below, but leave the others. Turn left to the chips, and then right for more. Return to the beehive and get the remaining chips to the left. Then run up to the sockets. Get the two keys and exit to the pool. Swim right to the blue door and open the toggle walls. Re-enter the center; this time pass the yellow door and balls to the exit. You see an image of 446 seconds in the mirror.
{{-}}


==Level 36:Spy==
==Level 38: ''Mads' Rush I''==
[[Image:CCLP2 Mads' Rush I.png|thumb|right|Level 38, time limit 30, no chips. So it's not quite ''Madd Maze''...so what?]]
This first ''Mads' Rush'' is a lot simpler than the second one, and probably one of the easiest levels in the set...but it's only worth 19,030 points, so you get what you pay for.


==Level 37:The Mystery of the Seven Chips==
Step U and slide to the green button, then take both boots and the yellow key, and use this to pass around the gravel to the sliding pink ball. Slide over ice ''5'', collect the green key, and then wait for the squabbling paramecia to clear up. You have only 15 seconds now, and you can hear the ticking! Fortunately, the exit is out there past the green lock, and 11 seconds remain.
Wait to pass each of the tanks. Take the upper path and push the block L. Wait for the glider to hit it, then push it again. Run! Take the down, then the left fork. Get to safety on the gravel. Get the first chip and go up through each of the first 4 ports. Then go left, right, and left. You now have all the chips. Beat the gliders to the near gravel, and pass the next set of tanks. Go RDLU through the ice and run up. Pass the gravel and hit the toggle button TWICE. You must stop the paramecium from passing the toggle door and hitting the tank button again. Run past the gravel and take the other fork. A path is now open for you (from the block). Pass the first set of tanks. Go into the room with the rwo of tanks. The exit is at the left. Mystery solved! 322.
{{-}}


==Level 38:Mads' Rush I==
==Level 39: ''Yike-o-Matic''==
Very simple. Follow the ice and force floors to the boots and get the yellow key. Pass the thieves, glider, and yellow door. Circle right and pass the sliding ball to get the green key. Return and pass the green door. Hurry, now! Run down and left to the exit. The rash rush has paid off: 11 seconds!
[[Image:CCLP2 Yike-o-Matic.png|thumb|right|Level 39, time limit 300, 10 chips. Oh, shut up, hint. It's not a sphere (HISSSSS)]]
This route contains several distinct sections, with teeth, balls and a fireball which needs to be redirected to allow Chip to exit. To get past the teeth quicker, start in even step.


==Level 39:Yike-O-Matic==
Walk L 3U 2L 2U R, which will take two chips and strip the left side. Wait [1], take the chip above and the next one to the right, then take the remaining chips from bottom up, and now pass the thief and the booby-trapped exit. Continue to the random force floors, take the chip, and wait for the balls to reach the far east side and sneak past them. The structure of this section means that nothing else gets Chip through. Note that using odd step, although it is one move behind, will almost always make no difference. The chance that Chip fails to get to the balls in time, though very small, will be increased.


==Level 40:Traps II==
In the ice rink, slide U to a landing, then step URLRUDL. Chip has to hit the green button an odd number of times, and he needs the flippers. From here, turn U and take this block out the same way. When you land, move the block 3D further, and L to catch the fireball before it drowns. Walk across the ''north'' edge of the wall and water and shove the block 2R D 7L U, and now run all the way east to the wall, collect the chip, and enter the toggle walls as they change slowly to eventually reach the exit with 231 remaining.
{{-}}


==Level 41 and beyond==
== Level 40: ''Traps II'' ==
For the next 20 levels, go to [[CCLP2 Levels 41-60]]
[[Image:Chips Challenge Level Pack 2 Traps II.png|thumb|right|Level 40, time limit 300, 1 chip. If there's any more of these, I'll sue for copyright infringement.]]
Unlike ''Traps I'', ''Traps II'' contains only the trap section. Levels such as this are what are known as ''Sokoban levels'', after a game with a similar object. There are two major formations in ''Traps II'': the ''pyramid'' on the left, and the ''9'' area in the north.


For the 20 levels after that, go to [[CCLP2 Levels 61-80]]
Start with block 9, next to Chip on the right, then move to the pyramid and throw the top into the bottom of the 9. Move pyramid block 3 3R, then continue 2D L 2U L U 5R, and move the block on the right R and then this block to the bottom of the 9. When you return, move the east block down.


For the 20 levels after that, go to [[CCLP2 Levels 81-100]]
To gear up for another identically patterned run, move the loose block in the center U 3R, then return to the pyramid. Nudge the top block 2R, then the other two blocks all the way north to their respective buttons, and then move the last pyramid block east and repeat the maneuver used earlier. With the 9 and the southeast corner filled, push the block from the start onto its button, and with all the traps opened, run over them to collect the chip. Release the fireball with the socket and then exit for 249 seconds.
{{-}}


For the 20 levels after that, go to [[CCLP2 Levels 101-120]]
{{Footer Nav|game=Chip's Challenge|prevpage=Level Pack 2/Levels 1-20|nextpage=Level Pack 2/Levels 41-60}}

Latest revision as of 05:48, 29 January 2011

Levels 21 (Block Away!) through 40 (Traps II) will be discussed on this page.

Level 21: Block Away![edit]

Level 21, time limit 300, 54 chips. Is this where we got Blocked Trap?

Three very dangerous sections of Block Away! include two susceptible to the Transparency Glitch and one with a difficult Block Buster section. Collect the first column of chips from the top, then zigzag across until you reach the bottom of the fifth row, after which you open the toggle walls using block 1 before collecting the last row of chips.

This sets in motion a series of block clones that are done automatically by balls rather than touching each button manually, and costs absolutely no time in waiting for bouncing blocks. Collect the last six chips and then move to the northeast corner, where you will open the socket and enter the teleport from the left. To take the three red keys, move >LR RL >LRL D 3R UL >LR [1/2] R 2L; this spring step allows a paramecium off the third red key before Chip lands on it. Ignore the yellow key; you can get one later.

Out of the telenet, go to the southeast tank section; get the blue, yellow, green, blue and yellow keys, in that order, which drops the total waits required to only [1] on the final key. Run to the left and enter the bottom socket, then continue 6L U 2L D into the exit. All the other locks and sockets are booby-trapped and foil your 264 seconds.

Level 22: How Goes?[edit]

Level 22, time limit 90, 90 chips. I can haz blue wallz?

This level consists of only simple moves at the beginning, followed by one monster blue wall maze! Run upwards to the green key, and use this key to take the chips on the left and the right. Continue downwards, remove the first green lock, and follow the map through the blue walls and green locks to the exit. This is a 27.8 route, and is thus flexible enough to allow four mistakes.

Level 23: Traps I[edit]

Level 23, time limit 350, 1 chip. You mean there's more?

Yes. There are two Traps levels, the other being at level 40. Basically, they are Sokoban levels, where Chip holds down some traps with blocks to reach the single chip.

Circle past the row of four blocks, then run upwards and move block 3 2R 8U and 4R D, and now collect block 4, next to that, and move that U 2R 9U. Return back behind blocks 1 and 2, and move block 2 2R and block 1 4U, which allows a pushing combo: move block 1 3R further and then block 4 4R into the corner, which allows you to push block 1 D on the way back. Jam block 2 out onto button 6, and now attack the blocks at the very start.

With block 6 directly in line to push upwards, start with that one and move it 6U 2R, then collect block 5 and move it R 6U into the old spot. Use block 6 on any button, replace it with block 5, and continue this pattern to hold down all eight buttons. With all the traps held open, run to the left of the chamber and glide over them to collect the level's sole chip. With that objective complete, you are free from this room. Pass the socket, touch the green button, and slip just past the fireballs; meanwhile, you released a caged teeth that releases a glider and clones a gaggle of blocks that bridge your way out of the area.

Run all the way to the northeast corner, snatch the fire boots from the paramecia, and use these boots to walk over the fire, which leads to the exit. You escaped the traps and score 254.

Level 24: Sudden Death[edit]

Level 24, time limit 350, 61 chips. When has being hit by Silly Putty caused sudden death - {SMASH}

Begin this dangerous struggle with D, then U 4R DR 6D, and continue to mesh with the second row of tanks. Chip can just run past these, and then pass the left edge of the blob room (adapt this path to avoid the blob if you need to) and then move to the very south. Turn west first, override the two upper force floors and use the ice to boost your way back up on both sides, and now collect the green key and the remaining chips northwards.

Remove the remaining chip from within the second set of tanks, take another three as Chip walks north, and then run D 2L U 2L through changing tanks for one more. Teleport back to the start and walk over the hint to collect a chip behind the fire, and then jog all the way back to the key-lock section above the two tanks. After completing this, Chip is set to exit; go back to the blob section and turn east to first collect the remaining eight chips, then to open the blue lock, the socket, and land in the exit. Suddenly, you've earned 305 seconds...

As clone blocks are read as normal blocks in Lynx, Sudden Death is the first Lynx-compatible level which is impossible in this mode.

Level 25: Race for the Chips[edit]

Level 25, time limit 350, 51 chips. If Chip runs 10 steps per minute and a teeth runs 100 steps per minute, and Chip gets a 100-step head start, will the teeth ever catch him?

The premise for Race for the Chips is one of the simplest in the whole of CCLP2; simply collect the chips from the alcoves, but a teeth makes this job harder! Ideally, play this route in odd step; it works in even step, but the time drops to 269.0.

Step 3U first, then run all the way to the left and raid the ladder northwards from here. To avoid the approaching teeth, move 3R outwards from the very top and run south to leave the teeth winded. Go back down the ladder and finish it, then begin collecting the chips on the bottom. After taking the second chip, wait [1] before emerging; when you have chips 24 and 25 (with 27 and 26 remaining), instead wait [2] on each.

Take the first two chips on the right side, and before emerging from the second niche, wait for the teeth to reach the end and emerge just as it has backed itself in. Resume climbing the ladder, and wait [2] before emerging after collecting every chip, up until where you have 18 left. By then, you have a big enough lead that you can outrun Mr. Teeth all the way to the top. Collect the first two chips on the top, wait [1] before coming out of this alcove, and Chip can now win the Race for the Chips without impediment. With this guide, it should take only 81 seconds, leaving a score of 269.

Level 26: Work Fast[edit]

Level 26, time limit 150, 10 chips. Obviously, with that time limit...

There isn't a lot of time in Work Fast, but there are even fewer things to do. Get the flippers and fire boots, swim right, and take the chips from the first and clockwise backwards, including the ones at the top and bottom, then return to the pool and swim south. Push block 1 to avoid a fiery death under block 2, then move the block chain through the water to create a bridge to the ice strip and slide to the exit. That was fast, right? 128 seconds.

Level 27: Frozen Floors[edit]

Level 27, time limit 300, 10 chips. Double the time...but you're moving in double time.

Many unusual boosting angles complete this flash-frozen challenge! Begin with L and 4:LDRD to collect the first four chips, and then take the fifth on the right and sixth on the far southwest. The ice area is next.

Step down off the third east force floor and allow yourself to be carried to chip number seven, then keep moving and prepare for the most difficult maneuver in this level: U 2R U, which uses the rule of force floor sides (stepping off the side or against a force floor is faster than going with one) to minimize the time taken in heading up.

Take the chip you run into, then turn back to the regular path. This time, however, hold the south key to override the next two force floors. You soon find another chip, and along the path is one final chip. Continue following the path and hold down to be delivered to the socket, and then the exit in turn for 276 cold seconds.

Since Chip is not permitted to override force floors when sliding on ice, Frozen Floors is impossible in Lynx.

Level 28: Madness I[edit]

Level 28, time limit 300, 15 chips. Funnily enough, this is a reversal of madness.

In the set that holds this level, this and Madness II were reversed in order. Madness II is deserving of Madness II, as Madness I is far easier.

Run over to the northwest and collect the chips in the northwest and northeast, then move to the paramecia. Release the one on the right, then collect the north chip, the west chip, east, and finally south, and jog straight down to another chip among the bugs. As the remaining chips in the beehive are far away, take the chips on the two south corners on the way over. Move directly under this chip, then take both chips northwards. It looks as if Chip must wait for these bugs, but U 3R U will avoid any entanglements.

What the red buttons do is to hold down brown buttons with cloned blocks, so these four blocks become movable. With all the chips, bust through the sockets and use blocks 3 and 1 to blow up the bombs. Move block 4 UR, then run block 2 upwards and through the teleport, which causes a partial post and allows Chip to simply slide over the teleport to exit the level. Madness! 266!

Level 29: Fire and Water[edit]

Level 29, time limit 200, 36 chips. Okay, it's a cheap level name...it used to be good.

An official CCLP2 revision was made at one time, editing the names of this level and Fire Bugs to avoid confusion with Firetrap and Fireflies, as they were named identically. Key Color was also edited to avoid an almost impossibly unlikely bust which would be disastrous to the Chip's Challenge world if it were scored.

In the nine-chip square, take two chips including 7 and either 4 or 8, then get the fire boots and remove the remaining seven. Insert the block next to the start into the fireball stream and run it all the way upwards to the red button to completely stop the fireballs from cloning. With nothing blocking the path around the level, Chip is free to run clockwise and collect the remaining chips. Sneak past the water to enter the center of the level and exit for 169 seconds. Although Chip touches a red button, it isn't connected to the nearest clone machine, so he can get in before the fireballs begin cloning in that corner.

Level 30: Chase Race[edit]

Level 30, time limit 350, 3 chips. Say what? You mean I have to run away from single-cell shrimpy things?

Chase Race is a very popular format of level, where Chip has to keep on the move at all times because he is being chased by monsters at every turn. This version is very easy, although it looks quite difficult.

Slide U, then continue to the east, past the bug, and through the fire, pink balls, and water to two of the three chips on the left side. A long escape run is ahead; eventually, you come to a bug circle with four keys in it. Collect them counterclockwise and use them to slide over the ice, away from the tank, to another ring with a paramecium in it this time. The next area will clone teeth, but water stops them from being any kind of threat.

Continue through the maze to suction boots, then take the last chip and walk through the zigzag, away from the bug, down to the start. Although Chip loses his boots, ice skates are provided to escape the ice corner. Continue walking the path to the ice maze, where the tank blocks Chip; behind the ice corner is the exit, and Chip wins the race with 246 seconds left.

As ice corners cannot be passed in Lynx, Chase Race is there unsolvable.

Level 31: Well of Wishes[edit]

Level 31, time limit 450, 15 chips. Anybody got a quarter?

I really wish...but not all wishes come true. Fortunately, this one will with this guide.

Follow the blocks, detour L to prepare a small shortcut, and then take the flippers and swim upwards to the teleport. Take only the top chip in this area, then swim through the circling gliders and take the third chip, and now go back to the teleport as you pick up the second. Turn left this time to get the chips at the start, then wade 4D 4R U 2R to take a "shortcut" back to the thief, and now continue to the second half.

The first two blocks are forced; this takes Chip to a chip by blobs. If even step is used, Chip will always survive this encounter. Take it and continue moving to the blue button, which removes the tanks, and then retreat back to the initial fork and walk east. Begin with the chip on the top, then move to the area on the right and keep pushing blocks R until Chip lands on one hidden in the northeast. Come back out and build all the way south to begin a path to the exit area, and now return towards the blue button and move east from there.

First is a chip, then next is a west-east fork. Move east to prepare this block for the trip to the very southeast, then keep building to the west and use these three blocks to begin a chain which allows Chip to reach the green button. Now, the toggle wall in the far southeast is open; walk over and build into the final area.

From the toggle wall, walk 2R 4U RLD 2R, then (2D 2R D) URUDR 2U 2L to the remaining chips and then exit. You got your wish of 365 seconds.

Level 32: Tele-Portion[edit]

Level 32, time limit 400, 44 chips. This post will be truncated for a clue to solv

To complete Tele-Portion, Chip has to move to several different areas and pick up chips from some directions, using a few blocks to remove a few bombs. The one problem, however, is that the chips at coordinates [8, 15] and [9, 15] cannot be reached by normal "tele-portion"; Chip will have to use a partial post.

Clear out the first room except for the chip U off the teleport and the lowest three, then clone two blocks and push them over the teleport. As the second one has nowhere to go, it moves >R. Push it back L and slide LRLRL to collect 10 chips.

Collect a third block, collect the remaining chip in this room, and slide LRLRL to prepare the partial post. Finally, take a fourth block, remove this bomb and take the two chips, and slide LRL and LRL to drop down to two chips. With these finished, go back to the start with R, then U to the final two chips, and backtrack. As you now have all the chips, the intended destination of the socket/exit is passable. Tele-Portion adds 377 seconds.

Level 33: The Big Button Quest[edit]

Level 33, time limit 150, 1 chip. ing this level. Sorry about that...now there's no hint for this one.

As can be heard from the start, there is a pink ball controlling some tanks on the left side, which has to be blocked in order to pass them. The green button does this job, but it must trap the ball on the right side, or the tanks will be trapped, but in the wrong direction!

Slide towards the green button and wait [10] before touching it, which allows Chip to pass the tanks. Continue sliding, collect the yellow key, then use it and take the left fork first to pick up the red key. The second ball heard at the beginning will release the trap; there are quicker ways to partition the tanks off, but they only lead to Chip giving the time back on the trap. Use this red key on the other side of the teleport to find 76 seconds!

Level 34: Cypher II[edit]

Level 34, time limit 500, 48 chips. Aren't you glad you didn't lose the hint for this level?

Uniquely enough, the original Cypher II in Dale Bryan's level set was much different. When CCLP2 was released, a new Cypher II specifically designed as level 34 (the Cypher spot) was designed. After completing Cypher II, the remaining blocks and walls spell MAER, which can be used to skip to Gauntlet, all the way in slot 145! This, however, is very hard to find, and that's assuming you can complete Cypher II. This is very hard, in comparison to the original Cypher.

The map displays that many of the blocks are immovable; the reading order guide will count only movable blocks. All brown buttons will be counted.

Push blocks 1 and 2 to buttons 3 and 1, then collect all six of the west chips, move D 2R L, and continue by moving block 5 to button 15 and block 6 to button 5. Walk RUR and take these chips, 2R D and collect the other six east chips and the remaining south chips. Move blocks 7 and 8 to buttons 7 and 8, block 10 to button 16, and block 9 to button 6. The remaining east chips are up for grabs; then, move U 2L R 3L RURURDLDRUR to finish the chips and buttons. Continue to the A area, collect the top chip and key by the red and yellow locks while revealing the lower chip, and enter the green lock to collect the remaining keys. Pick up the hidden chips between the red and blue locks, then take the chips at the bottom of the A, and then teleport to the E.

In this area, some blocks are imprisoned and must be reached in a specific order. Use blocks 1 and 2, then move RD to remove a dirt and proceed to do the same with blocks 11 and 12, and then also use block 10 below. Follow with blocks 5 and 3 on the top, then blocks 8 and 9 on the lower end. This frees block 7; move it 2R and use block 4, then block 7 to free block 6, which finishes both chips. Time for the R!

Circle to the top right chip under the blue wall, then move 2:[D 3L] to collect two more chips from two bridges. Remove the other two blocks, then circle around through the three buttons, touching the green, red, and then blue button twice, in that order. Remember to collect the final two chips on the way to the blue button. This sequence allows the tank to escape, removes a bomb which it would have otherwise hit, and turns it towards the exit; now, release it and move U to avoid it, then, with the tank's help, exit the level for a time of 404.

Level 35: Mirror[edit]

Level 35, time limit 500, 21 chips. But the real Chip doesn't have monsters inside him.

As the map shows, Mirror is an outstanding portrait of the Chip's Challenge logo.

Swim down to the bottom of the pool and enter the dirt, then dig 5R U and through the tanks to several chips. When the tanks switch to right on top and left on bottom, sneak out and take the red key, then dig and swim all the way around to the recessed wall entrance above Chip's arms. Take the first three chips, walk west and then east in the ball areas to collect another six, and then go back to the circling bug.

To the left are the remaining chips and a blob nearby; if even step is used, the blob will be no bother. Open the sockets and take the keys, then circle over the top edge and use the blue key to open the toggle walls. This allows Chip to enter through his arms, and then through the yellow lock into the now available exit. You see an image of 446 seconds in the mirror.

Level 36: Spy[edit]

Level 36, time limit 500, 91 chips. You know, there's only so many tiles that can be made into levels.

As in Mirror, Spy is an image of a spy. The boosting is the main difficulty of Spy.

Start with U 2R DR 3U 2R DL 2U 2L U 2L to enter the northeast room, then take the south fork when these chips are taken. Continue 3L ULU to a fork; move U 2R URURL 2U 2L DL 2U to the north and LDL 3U L 4D to the west. Teleport again to the exit room, then take as follows: RUR 4U 2R L 2U (2R L, 2L, R) 3D L 2D R, and teleport to the far southeast and collect LU 2D 3L (L, D, 2U R) 2R D 2R U. Teleport east back to the start, then enter the center of the level. Move in a clockwise circle around the room to get the remaining chips, and then take the flippers from the socket. Slide >LR from the start to reach the exit room and then swim to the exit. 447 is pretty good with spies watching you!

Level 37: The Mystery of the Seven Chips[edit]

Level 37, time limit 400, 7 chips. Well, how easy can a mystery get?

It looks easy, and it is as long as one small precaution is taken. Wait to run out of the tanks, then turn north and move the block 2L, which is the key piece of the puzzle. Run! Run! Run! Soon, Chip reaches a telenet. Pick up the first chip, then slide >[4U LRL] through the teleports to collect the other six chips and escape. As the glider released will clone many more, escape fast!

Pass the second tank "iron maiden", then slide onto the ice and then R, D, L and U. In the far northwest is the controller for the tanks. Open the toggle wall to release the paramecium, then shut him away from the blue button permanently by pressing the button again. Now, take the turn to the right across the top edge, past the opened passageway, and then walk around and into the exit. Mystery solved! 322 seconds is the result.

Level 38: Mads' Rush I[edit]

Level 38, time limit 30, no chips. So it's not quite Madd Maze...so what?

This first Mads' Rush is a lot simpler than the second one, and probably one of the easiest levels in the set...but it's only worth 19,030 points, so you get what you pay for.

Step U and slide to the green button, then take both boots and the yellow key, and use this to pass around the gravel to the sliding pink ball. Slide over ice 5, collect the green key, and then wait for the squabbling paramecia to clear up. You have only 15 seconds now, and you can hear the ticking! Fortunately, the exit is out there past the green lock, and 11 seconds remain.

Level 39: Yike-o-Matic[edit]

Level 39, time limit 300, 10 chips. Oh, shut up, hint. It's not a sphere (HISSSSS)

This route contains several distinct sections, with teeth, balls and a fireball which needs to be redirected to allow Chip to exit. To get past the teeth quicker, start in even step.

Walk L 3U 2L 2U R, which will take two chips and strip the left side. Wait [1], take the chip above and the next one to the right, then take the remaining chips from bottom up, and now pass the thief and the booby-trapped exit. Continue to the random force floors, take the chip, and wait for the balls to reach the far east side and sneak past them. The structure of this section means that nothing else gets Chip through. Note that using odd step, although it is one move behind, will almost always make no difference. The chance that Chip fails to get to the balls in time, though very small, will be increased.

In the ice rink, slide U to a landing, then step URLRUDL. Chip has to hit the green button an odd number of times, and he needs the flippers. From here, turn U and take this block out the same way. When you land, move the block 3D further, and L to catch the fireball before it drowns. Walk across the north edge of the wall and water and shove the block 2R D 7L U, and now run all the way east to the wall, collect the chip, and enter the toggle walls as they change slowly to eventually reach the exit with 231 remaining.

Level 40: Traps II[edit]

Level 40, time limit 300, 1 chip. If there's any more of these, I'll sue for copyright infringement.

Unlike Traps I, Traps II contains only the trap section. Levels such as this are what are known as Sokoban levels, after a game with a similar object. There are two major formations in Traps II: the pyramid on the left, and the 9 area in the north.

Start with block 9, next to Chip on the right, then move to the pyramid and throw the top into the bottom of the 9. Move pyramid block 3 3R, then continue 2D L 2U L U 5R, and move the block on the right R and then this block to the bottom of the 9. When you return, move the east block down.

To gear up for another identically patterned run, move the loose block in the center U 3R, then return to the pyramid. Nudge the top block 2R, then the other two blocks all the way north to their respective buttons, and then move the last pyramid block east and repeat the maneuver used earlier. With the 9 and the southeast corner filled, push the block from the start onto its button, and with all the traps opened, run over them to collect the chip. Release the fireball with the socket and then exit for 249 seconds.