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{{Header Nav|game=Chip's Challenge Level Pack 2}}
{{Header Nav|game=Chip's Challenge}}


This is the end of the walkthrough for [[Chip's Challenge Level Pack 2]]. Levels 141 (Oracle II) through 149 (Key Color) will be discussed on this page.
Levels 141 (''Oracle II'') through 149 (''Key Color'') will be discussed on this page.


==Level 141: Oracle II==
==Level 141: ''Oracle II''==
Well, now we're in the last section. And we're at the second Oracle. Ugggh....This is another long one!
[[Image:Chips Challenge Level Pack 2 Oracle II.png|thumb|right|Level 141, time limit 999, no chips. Eight more difficult levels coming next!]]
The final stretch of CCLP2 begins with another harsh challenge, much more difficult than ''Oracle I''. ''Oracle II'' has two sections - the west and east. The toggle walls are open on the west and closed on the east at the beginning, and they can only be switched once. Therefore, complete the west section first.


Oracle 2 has two sections - the west and east. The toggle doors are open on the west and closed on the east at the beginning, and they can only be switched once. Therefore, complete the west section first.
Of the 14 in the west section, move blocks 6 and 11 2D, then use 14, 11, 6, and then 2 and 3. Run over to the west, moving blocks 4 and 5 L, and now unscramble the southwest room: 4D 2L (UR) 2D R 2U 2R DL 3U RD, and lead out blocks 10, 9, 12 and 13. Five blocks remain; to open the passageway between the rooms, move block 8 2D, then run block 4 out and into the bombs and return to the southwest. Before moving block 8 to oblivion, drop block 7 R, allowing it to be intercepted on the way around. Use both of these, then enter the extreme northwest, move block 1 DR, block 5 R, and 3D and around to the bombs, finishing with block 1. Now, touch the red button and move to the east section, where 15 blocks await in a much harder puzzle.


2R2DR3DR3DRD3R starts the bombs out, and follow with the block to the left, the block in the center, and the two blocks at the start. At this point, go back to the start, shove the first block L, then the block below it L as well, and resume with 4D2LURL3DR2U2RDL3URD and move this block right. Return to this room, lug the three usable blocks into the bombs, and return to the path at the top. Five blocks remain; shove the block in the entrance 2D, then continue 3UR and move that block to the bombs. Return to the central room, move the  top block R, and use the lower block, followed by the top block. With two blocks remaining, move the upper block D, and finish with LDRLDRUR3D to allow this block, followed by the other block, to explode the bombs. Now, touch the clone button and move to the east section...
Start with block 15 R, block 13 D, and now block 1 4D, with block 13 out of the way. Retreat around block 2 and flick it R for continued access, then run blocks 5 and 10 U, still allowing the use of block 2. Finish the first stage by running block 9 2R out of the way, then block 8 R, and finally use block 11. Now, turn across the left side, push block 3 L out of the way and use block 6, and now run block 3 R 3D L, leaving this here for continuous double-block replacement runs. Return block 8 2L, then run 2R U into a jam, and then run around the east and move block 10 2D back. Continue block 4 3L, then use block 3 and replace it with 8, and now drop block 10 3L D in a similar way. This time, move block 5 D, then run block 9 L, and carry block 2 D 4L, again dropping block 9 D to use as part of this operation. Pull block 5 down and replace block 10 with it, then replace this with block 2 above. In further turns, Chip will be turning across the ice; different moves are required now.


From just above the toggle wall, follow the given route to begin the work: 3RD2R4U2R3D5UR2UL4D2L4D2LU3LU2L2URURU6R, back to the two rows of blocks, and move both blocks U. Finish the lead work with R3D2LUL2U2R2L2D2L2URDRD, and use this first block.
Don't touch block 2 and instead nudge block 15 U out of the way, snake around block 13 and push it back 7L 4U, then run 3L DL, which will now allow this operation to continue. Doing this earlier would spend 4 moves, while doing it now with DL takes two, as Chip is moving towards the south anyways. Here, move block 15 L, block 13 also L while moving block 1, and then push block 1 2U D 4L, drop block 13 D, and now replace block 2 when using it. Again, use the block on the top, this time block 1, to replace the used block 9, and after that, don't move block 1. Here, run block 15 2U and run 3L DL again, and now approach blocks 12 and 14. First, move block 12 L, block 14 2L, and then carry block 12 north, also hitting block 15 on the way. Pull block 12 D 4L to the west, again drop block 15 D, and use and replace, followed with block 12, which is not moved.


Take the left fork and move the top block L, use the block below you, then push the block in the western shaft R3DL (yes, move that other block R while you're doing it.) Resume with D2RD2R2ULU2L2RU3R2U3L2DU3L2DL2D, use this block, and replace it with the other one. Step D2RD2R3U3L2R2U3L2DLD, do the same thing, and this time continue with 4URURD4R2D2L2R2UR2ULDRD4L2DU2LUL3DLD, then once again replace the block after using it. Again, collect the block on the very top and use the other block, but this time, instead of replacing the block, continue (from the toggle wall) U3RD2RDRU5RU2RD7LDL4U3LDL (''now'' you replaced the block!)D2RD4RULR3U2L2R2UR2ULDRD4L2DU3L2DLD, and this time replace the block when it's used. Again, use the block on the top, and after that, don't replace the block; step U3RD2R3U3LDLD2RD6R2ULRD2L3U2L2R2UR2ULDRD4L2DU3L2DLD, replace the block, and continue with the block on the top, which isn't replaced. From the wall, again move U3RD, then 9R3UR2U2LD6LD3LDLD2RD2RURDR6UR2ULDRD5LULDL3DLD, which is replaced. Finish the level as such:
Now, sneak around to block 7 and run it 6L, drop D and 3L DL again, and run block 14 north and D ''5L D'', rather than D 4L and dropping block 7 D, as the level is nearly finished. Use and replace, then pick up block 14 and use and replace again, and now pick block 7 up D 3L, use and replace with block 7, and then carry block 7 and the still untouched block 3 to get to the exit. 598 seconds are prophesied to come upon you.
{{-}}


4U2RDLUL3D, replace the block, 3U3RDRD3L2R2U3L2DLD, replace this block, and take the remaining two blocks separately to access the exit. Use the left block and move the last two blocks one at a time to get to the exit. 598 seconds are prophesied to come upon you.
==Level 142: ''Chomper Romp''==
[[Image:Chips Challenge Level Pack 2 Chomper Romp.png|thumb|right|Level 142, time limit 600, 12 chips. WAYT, WAYT, don't tell me: it's a teeth level?]]
There are five sections to this level, four of which contain an army of teeth and four blocks with a chip, a boot you won't need, and two teeth under them, which kill Chip if he pushes the block. The final "windmill" section contains three separate teeth, which will be led to the center to hold out a series of traps blocking the exit.


==Level 142: Chomper Romp==
The trick in the first four sections is to use the one chip on one side to cause dissent in the slowly approaching line of teeth, such that one moves away from its row or column and allows Chip to sneak through. Otherwise, the only way to pass the teeth would be to collect the boot, and then hide as the teeth all die; this can be used for slower routes. Start the route in odd step, as this will release them on the turn that the given moves will take effect.
[Odd-step recommended...]


There are five sections to this level, four of which contain an army of teeth (one of which is cloned) and four blocks with a chip, a tool you won't need, and teeth (!) under the other two.
In section 1, move 6L across the green button, then 5U 2R DULU 4R, take the chip and walk the path all the way to the far east; here, move similarly 5L 3U 5D RL 3D and west to safety. Walk the path to the far north, then 5D 2L U [1] 2D 6R and south to safety. Expend [1] after you take the chip to change the teeth timing in the west section to the proper time, then walk over and flip the southeast section's route into 3D 5U LR 3U and east to safety. From the chip, step 7D to enter the final section. From the force floor, run R 3U (2R) 2U and [2] to trap the teeth temporarily, while Chip picks up the two chips on the far west. After collecting both chips, wait [1] and then onto the force floor and 6D 6R as you run into the teeth on the east spoke of the windmill. Feint out of his way with 2U [1] 2D, then take the remaining chips and 3L D to escape. Enter the traps and hold down, while the teeth eventually reach the brown buttons, releasing Chip into the exit at 518.
{{-}}


The final section contains three separate teeth, which will be led to the center to hold out a series of traps blocking the exit.
==Level 143: ''Trapped''==
[[Image:Chips Challenge Level Pack 2 Trapped.png|thumb|right|Level 143, time limit 500, 1 chip. Why must people insist on making hard levels easy? It makes it so much less fun!]]
The Controller and Boss Glitch was supposed to be eliminated from levelsets, but ''Trapped'' was missed. This is an analog of ''Trust Me'': the blue keys are blocked by various items, many of which are surprise barriers, that would eventually lead Chip through the blue lock into the exit. However, Chip can steal the key from the paramecium clone machine and return right to the exit, leaving a time of 495. Unlike ''Trust Me'', though, this is not guaranteed; the boss of this clone machine is a blob, and it's in a very tight room, so when it moves east or north after you touch the button, the paramecium is coming out. If it can't, you'll escape.


''Section 1:'' 6L5U2RDULU4R and north to safety. Walk the path all the way to the far east.
If you want to complete the level as intended, it's green button, blocks through the water, past the bees, take 5 blue keys, around the tanks, create walkers to make a path, get the fire boots. Then back to the fire to get the flippers and all the way back to the ice slide. Take the portal to the ice skates, back through the portal to the ice and get the blue key.  You're home, no chips required!
{{-}}


''Section 2:'' From the toggle button, D5L3U5DRL3D and west to safety. Walk the path to the far north.
==Level 144: ''Wormwood''==
[[Image:Chips Challenge Level Pack 2 Wormwood.png|thumb|right|Level 144, time limit 600, 111 chips. How much wood could a fireball chuck if a fireball could chuck wood? ...okay, maybe that didn't flow well.]]
The famous level 144, and possibly one of the most difficult solutions to figure out yourself. It's easier than you think it might be, but far from obvious. Odd step is recommended, as Chip runs directly into a teeth.


''Section 3:'' From the toggle button, R5D2LUL (to "oof" off an extra move) 2D6R and south to safety. Expend another move after you take the chip, then walk to the far west.
Collect a specific run of chips in this manner: 4R 3D 2R U 5R [D 3L D 3R x2] 2D LULDLU, which allows the teeth out, then 2L 2U 3L UL 2U L 3D R 2D RURDRU 2R U 3D. The idea of this spaghetti setup, with the teeth inside it, is to block the (continuous) stream of fireballs with the teeth, then collect the remaining chips and exit before they can take over the entire room.


''Section 4:'' From the button, U5R (see a pattern? :)) 3D5ULR3U and east to safety. From the chip, step 7D to enter the final section.
Follow to the block, then slide on all the force floors to collect the three chips, and move block ''25'' D for a pair of fire boots, and 7R 7D further onto the force floor, which allows Chip to step R off the floor and take the suction boots. Normally, at this point, you would swing the block all the way downwards and stop the glider cloning the fireballs; you won't need that. Return to the fire room, follow the force floors to another chip, and then emerge back out as the teeth has lost its hold on the fireballs. Quickly, run across the west side and finish 3R 3D 4R 2U 2L 2U RDR [1] UR D 3R U 2L, and exit. In the MS version, you get the ''Fireflies'' "ending" animation here, so just type in the ''Cypher II'' password (MAER, for ''Gauntlet'') to move on. Oh, and did I mention this route is worth 539 seconds?


''Section 5:'' Boost R off the force floor, then 3U2R2L2U, wait two moves, and 4D2LU12LDURU (to wait a move) 12R6D6R (gah!) 3U (to use an extra move) 2D6RU3LD9L2U4L8DR and hold down, while the teeth eventually reach the trap buttons. Tadaa! 518 seconds.
To use the alternate 490 solution, Chip would have to collect ''only'' 19 chips from the beginning room, then stop the fireballs and release them into 19 bombs. A 20th fireball will enter the teleport and block out the exit.
{{-}}


==Level 143: Trapped==
==Level 145: ''Gauntlet''==
2R6D4R4L3UR7L. Ding! :)
[[Image:Chips Challenge Level Pack 2 Gauntlet.png|thumb|right|Level 145, time limit 500, 15 chips. Tough luck, Chip. This is level 145; we don't have any armor this time!]]
The level is easy to complete in general once you've figured out how to pacify the teeth, but actually using the route is extremely hard due to random elements at the end, and quite frustrating because it takes 40 seconds even to get to those random elements. Odd step is ''required'' for the bold route.


Yeah, if the paramecium comes out of the cloner, do it again. The paramecium, bug, and teeth are three monsters that require a "boss" to clone. The "boss" in this level just happens to be a blob, and it's in a very tight room, so when it moves east or north after you touch the button, the paramecium is coming out. If it can't, you'll escape. Anyways, you can complete this level in 5 seconds as above, with 495 remaining.
Move the block, then wait [2] for the paramecia on the other end, and blast south through the teleport, which takes Chip to the gravel after several runs of monsters. Dart into the next corridor to lure the teeth out, and run behind him with R 2U [5] 2D, which lets you sneak through to take the chips and fire boots. Now, you have a teeth next to you and a teeth waiting in the main shaft. You have to keep him to the far right while you also deal with the one next to you; this combines the skills of ''The One Sensible Chip'' and ''Hard as Rock''. Step 3R (2D) 5L 4D, and now bolt all the way west! Now do it again on the next pair of teeth, and in the final room, you only need the chips, so you can take those and just walk to the gravel.


==Level 144: Wormwood==
Touch the blue button, step onto the other blue button and slide onto the green button, and then walk all the way east when the ball clears out. The blobs could be a problem, but that's why it's a tough level. After sliding off the force floor, detour UDU [1] DU, which will clone three walkers. What needs to happen for this 458 route to work is:
The famous level 144, and possibly one of the most difficult solutions to figure out yourself. It's easier than you think it might be, though, and far from obvious. Odd-step is recommended.


Complete the level as such: 4R3D2RU5RD3LD3RD3LD3R2DLULDLU, which allows the teeth out, then 2L2U3LUL2UL3DR2DRURDRU2RU3D. At this point, you can see the goal of this setup: Block what you'll discover later to be a ''continuous'' stream of fireballs with the teeth monster, then collect the remaining chips and exit before they can take over the entire room.
* All three must turn south.
* Walker 1 must turn north.
* This collision between 1 and 2 must cause walker 2 to turn east. Boom!
* Walker 3 must knock walker 1 east as well.
* And finally, the blobs have to be holding down the trap when you step into it! Otherwise, you'll be held to 457.
 
It's a long parlay, but eventually it should happen. From the red button, step 2R [2] 2R D 5R and hope.
{{-}}
 
==Level 146: ''Run-a-Muck''==
[[Image:Chips Challenge Level Pack 2 Run-a-Muck.png|thumb|right|Level 146, time limit 500, 7 chips. It's level 146 now: don't muck this up!]]
This level, objectively, is a lot of different things strung together in a back-and-forth battle, but the way through each one is different every time. Therefore, this level is ''insanely'' difficult compared to many of the other similarly styled levels. The toughest parts are going to be the tank sequence, which will be listed from just east of the trap (the start) when going east and from the 1-space entrance when going west, and the balls in the ice area. Odd step is required.


Follow the pop-up walls to the block, then step 3L2U4LDRUL to collect the chips, and 6L8ULD to the fire boots. Continue to move the block 7R, then down onto the force floor, which causes you to "oof" off the floor and take the suction boots. Normally, at this point, you would swing the block all the way downwards and stop the glider cloning the fireballs; you won't need that.
''Cycle 1:'' Start the tanks with 3R UR [1] RD 3R DR, east to the ball complex, and wait [4] for ball 3 on the bottom, at which point you step (DL) 2L [1] D onto the other wall, and ''then'' collect the ice skates. You could easily move faster, but this route pays this wait period back. Go back to the tank passage and continue 2L U 2L DL [1] LU and run to the left, then drop to the bottom. Wait [2], then continue with 2R D 2R [2] and right; off the ice, run [1] 7R [3] RD, take the flippers, and retreat all the way back: 5L [2] 4L [1] 2L U 4L [2] 4L [1] 2L U.


Return to the fire room, follow the force floors to another chip, and then emerge back out as the teeth monster has lost its hold on the fireballs. Now, take the chips on the left, and finish with 3R3D4R2U2L2URDR (wait) URD3RU2LR4UR. In the MS version, you get the "win" animation here, so just type in the password you got from level 34 (MAER) to move on. Oh, and did I mention this route is worth 539 seconds?
''Cycle 2:'' 5R UR [1] RD 3R DR through the tanks, pass all the balls, and pick up the suction boots, and then repeat 2L U 2L DL [1] LU and west to reach the center section again. In this spot, move [2] 2R D 2R 2U 8D 2R 2D [4] RD 2L UL 6U 2L, to pick up a few goodies, and return to the tanks.


==Level 145: Gauntlet==
''Cycle 3:'' [1] 6R DR [1] RU 2R D, and you can now nudge the block onto the brown button safely. Notice that both teeth are stuck in the upper left corner of the flipper room; this is vital! The 2U 8D move instead of [4] 6D sent the teeth above the gravel. Return back 4L U 3L UL [1] 2L, then shove the block in the central room 4R, trapping ball 4 and disrupting ball 3. To pass the six-ball room, run U 4R 2D 4R U 5R; now, move past the fire and fireballs, and remove the formerly trapped block onto the brown button west. From the gravel entrance to the six-ball room, step 2L D 6L 2U, 8L over the ice, and finally over the trap and other stuff behind it.
The level is easy to complete in general once you've figured out how to pacify the teeth, but actually using the route is extremely hard due to random elements at the end (especially because they are at the end after you've expended almost 40 seconds). Odd-step is ''required''.


Step R2L2UR and hold down through the teleport, and reach the gravel, then move 2D3R4DR4UR (to waste a move) 4D11L3U2R to take the chips and fire boots. Now, you have a teeth monster next to you and a teeth waiting in the main shaft. You have to keep him to the far right while you also deal with the one next to you; combine the skills of The One Sensible Chip and Hard as Rock. Step 3R2D2U5L4D, and now bolt all the way west! You're safe. Now do it again on the next pair of teeth. ;) For the third teeth monster, you only need the chips, so you can take those and just walk to the gravel. (Actually, you didn't need the other tools either, but they were in front of the chips, so you had to take them too.)
''Chip intermission'': Move 3D RD off the gravel to pass the circle, then collect chip 6 and move 5U-L for all the remaining chips, uninterrupted by any balls.  


Touch the tank button, step U3RD2R, and then walk all the way east when the ball clears out. The blobs could be a problem, but that's why it's a tough level. After sliding off the force floor, detour UDUL (oof) DU, which will clone three walkers. What needs to happen for this 458 route to work is:
''Final tank run:'' 2R D 2R U 2R 2D, and continue all the way to the socket at the far east. Drop into toggle wall ''three'', then move R and through the toggle walls to reach the final section. Start with 2D 11L off the hint; in this area, Chip must use some of the blocks to reach the red buttons, the bottom one removing the bombs in front of the exit. However, half of the blocks are actually clone blocks; block reading order includes only real blocks.


* All three must turn south
''Checkerboard'': DL 2D 3L 3U R 2D 2L, and drop block 8 into the ice and return directly for block 15, moving this U. Continue 2R 2U (2L) 2R 2D, then carry block 16 4L U and use it. Block 1 is easy: drop it D and take it out, then run the moved block 15 2L D and use it as well. Finish by sneaking between clone blocks 1 and 2 as a shortcut to block 2, and now touch the lower button three times to open the path to the exit, at the end of the road underneath. This is just worth 317 when done exactly correct; it's a very difficult route!
* Walker 1 must turn north
{{-}}
* This must cause walker 2 to turn east. Boom!
 
* Walker 3 must cause walker 1 to turn east as well.
==Level 147: ''Cloner's Maze''==
* And finally, the blobs have to be holding down the trap when you step into it! Otherwise, you'll be held to 457.
[[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?]]
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.
 
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.


It's a long parlay, but eventually it should happen. From the clone button, step 2RL3RD5R and hope.
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.


==Level 146: Run-A-Muck==
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.
This level, objectively, is a lot of different things strung together in a back-and-forth battle, but the way through each one is different every time. Therefore, this level is ''insanely'' difficult compared to many of the other similarly styled levels. Odd-step is required (I think.)
{{-}}


The toughest parts are going to be the tank sequence, which will be listed from just east of the trap (the start) when going east and from the 1-space entrance when going west, and the balls in the ice area.
==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 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.


Start the tanks with 3RUR (wait) RD3RDR, east to the ball complex, and wait for the ball on the bottom to bounce onto the wall again, at which point you step DLRU2LD2RU and ''then'' collect the ice skates. You could easily move faster, but this route through has been proven to minimize the overall wait time throughout the level. Go back to the tank passage and continue 2LU2LDL (wait) LU and run to the left, then drop to the bottom. Wait for the first ball to move UD, then continue with 2RD2RU2RD and right. Stop for one move, then 5RLR (wait) RD7R to take the flippers, and step back with 5LR5L (wait) 2LU4L (wait) 2L (wait) 2L (wait) 2LU. Repeat 3RUR (wait) RD3RDR, pass all the balls, and pick up the suction boots, and then repeat the 2LU2LDL (wait) LU and west to reach the center section again.
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.


Again, wait two moves, then 2RD2R2U8D2R2D2U2DRD2LUL6U2L to collect a fire boot and a chip. Wait one move, then proceed with  and push the block up until you can turn left. Skate back to the trap, and this time move 6RDR (wait) RU2RD, and you can now nudge the block onto the trap button safely. Notice that both teeth are stuck in the upper left corner; this is vital! 4LU3LUL (wait) 2L will allow you through again, and return to the ice room in order to shove the block 4R. This traps the final ball and distorts the harmony of the other balls; resume with U4R2D4RU5R, down through the fire, and past the fireball circle. To the west is a block that has been freed with the last trap button; hold this trap button down (you'll have to wait anyways, and it's not worth your time later to send the fireballs onto the trap button) and now return to the gravel. From the final gravel space, step into the balls with 2LD, all the way west, and straight across the ice strip, and finally over the trap and other stuff behind it.
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!
{{-}}


Move 3DRD off the gravel to pass the circle, then 3DRDR2D, and zigzag UL to get all six chips. To pass the tanks one final time, step off the trap thus: 3RD2RU2R2D, and continue all the way to the chip socket at the far east. Resume stepping 8DL2D, wait a move, then R and hold south to read the hint...."You are almost done!" Finish the level with 2D11R, and then:
==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 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.


# DL2D3L3UR2D2L, push this block onto the ice, but do '''not''' follow.
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.
# 2R2D2RU2R2U2L4R2D4LDLURU; move this block left and follow it.
# 7R2URDRD and move this block into the bombs.
# 10RD2R2U2LULDRD and move this block into the bombs.
# 10RU3R2U2LUL3DRD and move this to the last bomb.
# Touch the lower button three times (the upper one does nothing), then walk the southern path to reach the exit.
# Report a score of 317 seconds to your local newsgroup. :)


==Level 147: Cloner's Maze==
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.
This is, like many of the later levels, a tough level to optimize, but here is the best route that is known at the time:


Clone eleven gliders and go to the top right. Push the block onto the trap button and pass the trap (to your left, across the wall). Blow up the bomb and get the chip and green key. Exit this area and move left to where the glider (facing up) is trapped. Run further left and release this glider. Go back and release the other glider. Go to the cloner and clone two gliders. Release the glider to the left and repeat the same thing (cloning only one glider this time). Now, follow the glider down and open the green door. DO NOT get the chip to the right yet, but return to the cloner and release another glider towards the red button. Clone another glider, but don't release it yet. Instead, move to the right where the fireball is trapped. Release it and then release the glider on the left. Go back to the fireball cloner and release the second fireball. Clone another glider, but before following it, push the block above you one space up (picking up a chip in addition). Follow it and release it. Follow it up to the button island and go to the left of it. Release the other glider down one trap and run right to another button island. Go around it and through the toggle door back to the cloner. Clone five gliders and move towards the red key. Pick it up and release another fireball. Jump just in front of it to the left and run to the glider apparatus. Release ''both'' gliders and get the blue key. Go down, past the button island, and release the top glider. Follow it to the next trap. Circumvent this and get the second blue key and a chip. Pass the exit (above) and the fireball cloner and open the red door. Release a fireball and clone a glider. Release it and go back. Push the block back to its original position and clone and release another glider. Shift up to the upper left corner. Clone four gliders and unlock the blue and green doors. Hit the tank button twice and push the top block even with the bottom. Move the bottom block R and the other block into the water. You picked up two chips under the blocks. Go back to the right and release a fireball. Clone one more glider and push the block up into the corner. Release the glider to the left. Follow the route carefully: 6R2D (thus pushing against the wall once) 4R3DR (releasing the fireball). Move right and release the other fireball. (The two will collide.) Beat the top fireball to the glider above the start and release it. Step 2U2D to release the fireball too. They, in turn, will collide. Now, you may get the chip by the start. Go below the button island and release the top glider. Use the button below you to release the other glider. Get the chip. Go to the other button island and get the chip above that. Run up and get the chip below the fireball cloner. Clone and release another glider to the left. Now, you may go to the top and get the chip by the toggle wall. Move to the right. You will see that the colliding fireball blew out a bomb. Get the chip and key and open the yellow door to another chip. Get the chip above you and finally the chip by the (opened) red door. Go to the center right, take the bottom entrance, and exit. You received 781 clones of seconds.
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.


Currently, the bold time is 789, but it was an independent effort by one player alone and a solution does not, as of this update, exist.
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.


==Level 148: Neptune==
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.
Run down and right into the chip area. Get the first two chips on the top and go down for another. Get the two on the left and step U. Push the block to the left and get the next two chips to the right of you. Move left and get the lower left chip. Run right and get two more. Backtrack and go up to get the lower left chip. Step 2U2R and up for three more chips. Go left to the last chip and step left. Push the block all the way to the top and then one space right. Run down through the "planet" and carry this block 8D. Wait for two fireballs to hit it, then push it left. Stop it one space NE of the tank button. Go up and left. Clone a glider and wait one move. Step off and onto the button again. Repeat. Clone one more glider and run above you. Pass all the tanks to get to the red key. Wait for the tank to move, then run all the way back out and to the right side of the level. Repeat the same pattern to clone five gliders and blow up the bombs. Pass the first tank and wait 1 move, then run to the top. Get into the toggle wall and wait. After the toggle walls have switched, wait for the tank and pass it. Get the yellow key and beat the balls to the doors and exit. 548 Neptunian seconds.
{{-}}


==Level 149: Key Color==
{{Footer Nav|game=Chip's Challenge|prevpage=Level Pack 2/Levels 121-140|nextpage=Level Pack 3}}
One of the most diverse levels in the pack, and deserving of the last level. Beat the ball up to get the blue key. Build a bridge to the red key. Push one block all the way left, and then stop the fireballs above with another. Take one more and bring it down to stop them permanently. Push the block up to the yellow key. Push one block onto the trap, and then take another one. You can put the other block on the other trap. Put the first block on the first trap. Get one more and put it on the button. You can now reach the green key. Take one more block and free the right block the same way. Push it to the left to go to another set of locked blocks. Open the green door and go ULURD. Push the block into the toggle door maze. Bridge to the toggle button, but don't press it. Run left to another chip. Now, switch the walls. Go back to the blocks. Push the left block 2D and the other 2R. Move the other block left. Tread down the water to the left and return to the toggle maze. Push the block left and switch the walls. Move it all the way left and switch again. Get the two chips in the corners and push the block DL. Switch the walls again and move the block left. Get the three chips and yellow key. Open the yellow door and go 2L2UR2D. Push this block where you hit the dirt. Push the next one onto it and out of the way (down). Push the other block left through the bugs. Get the red key and six chips. Take the block out and push the other one down into the bombs. Get the chips on the left side and use the other block to finish the bombs. Get the chips below you. (You don't need the blue key.) Open the red door and push this block through the teleport. Thrust left and push the block 2R. Return through the teleport and get another block. Push it through as well. Get the chips on the right side, and then the ones on the left side. Go back through the teleport and push the lower block in the block room to the blob cloner. Push it into the water. Get the lower chips and then the upper chips. Exit for 408 seconds.

Latest revision as of 05:50, 29 January 2011

Levels 141 (Oracle II) through 149 (Key Color) will be discussed on this page.

Level 141: Oracle II[edit]

Level 141, time limit 999, no chips. Eight more difficult levels coming next!

The final stretch of CCLP2 begins with another harsh challenge, much more difficult than Oracle I. Oracle II has two sections - the west and east. The toggle walls are open on the west and closed on the east at the beginning, and they can only be switched once. Therefore, complete the west section first.

Of the 14 in the west section, move blocks 6 and 11 2D, then use 14, 11, 6, and then 2 and 3. Run over to the west, moving blocks 4 and 5 L, and now unscramble the southwest room: 4D 2L (UR) 2D R 2U 2R DL 3U RD, and lead out blocks 10, 9, 12 and 13. Five blocks remain; to open the passageway between the rooms, move block 8 2D, then run block 4 out and into the bombs and return to the southwest. Before moving block 8 to oblivion, drop block 7 R, allowing it to be intercepted on the way around. Use both of these, then enter the extreme northwest, move block 1 DR, block 5 R, and 3D and around to the bombs, finishing with block 1. Now, touch the red button and move to the east section, where 15 blocks await in a much harder puzzle.

Start with block 15 R, block 13 D, and now block 1 4D, with block 13 out of the way. Retreat around block 2 and flick it R for continued access, then run blocks 5 and 10 U, still allowing the use of block 2. Finish the first stage by running block 9 2R out of the way, then block 8 R, and finally use block 11. Now, turn across the left side, push block 3 L out of the way and use block 6, and now run block 3 R 3D L, leaving this here for continuous double-block replacement runs. Return block 8 2L, then run 2R U into a jam, and then run around the east and move block 10 2D back. Continue block 4 3L, then use block 3 and replace it with 8, and now drop block 10 3L D in a similar way. This time, move block 5 D, then run block 9 L, and carry block 2 D 4L, again dropping block 9 D to use as part of this operation. Pull block 5 down and replace block 10 with it, then replace this with block 2 above. In further turns, Chip will be turning across the ice; different moves are required now.

Don't touch block 2 and instead nudge block 15 U out of the way, snake around block 13 and push it back 7L 4U, then run 3L DL, which will now allow this operation to continue. Doing this earlier would spend 4 moves, while doing it now with DL takes two, as Chip is moving towards the south anyways. Here, move block 15 L, block 13 also L while moving block 1, and then push block 1 2U D 4L, drop block 13 D, and now replace block 2 when using it. Again, use the block on the top, this time block 1, to replace the used block 9, and after that, don't move block 1. Here, run block 15 2U and run 3L DL again, and now approach blocks 12 and 14. First, move block 12 L, block 14 2L, and then carry block 12 north, also hitting block 15 on the way. Pull block 12 D 4L to the west, again drop block 15 D, and use and replace, followed with block 12, which is not moved.

Now, sneak around to block 7 and run it 6L, drop D and 3L DL again, and run block 14 north and D 5L D, rather than D 4L and dropping block 7 D, as the level is nearly finished. Use and replace, then pick up block 14 and use and replace again, and now pick block 7 up D 3L, use and replace with block 7, and then carry block 7 and the still untouched block 3 to get to the exit. 598 seconds are prophesied to come upon you.

Level 142: Chomper Romp[edit]

Level 142, time limit 600, 12 chips. WAYT, WAYT, don't tell me: it's a teeth level?

There are five sections to this level, four of which contain an army of teeth and four blocks with a chip, a boot you won't need, and two teeth under them, which kill Chip if he pushes the block. The final "windmill" section contains three separate teeth, which will be led to the center to hold out a series of traps blocking the exit.

The trick in the first four sections is to use the one chip on one side to cause dissent in the slowly approaching line of teeth, such that one moves away from its row or column and allows Chip to sneak through. Otherwise, the only way to pass the teeth would be to collect the boot, and then hide as the teeth all die; this can be used for slower routes. Start the route in odd step, as this will release them on the turn that the given moves will take effect.

In section 1, move 6L across the green button, then 5U 2R DULU 4R, take the chip and walk the path all the way to the far east; here, move similarly 5L 3U 5D RL 3D and west to safety. Walk the path to the far north, then 5D 2L U [1] 2D 6R and south to safety. Expend [1] after you take the chip to change the teeth timing in the west section to the proper time, then walk over and flip the southeast section's route into 3D 5U LR 3U and east to safety. From the chip, step 7D to enter the final section. From the force floor, run R 3U (2R) 2U and [2] to trap the teeth temporarily, while Chip picks up the two chips on the far west. After collecting both chips, wait [1] and then onto the force floor and 6D 6R as you run into the teeth on the east spoke of the windmill. Feint out of his way with 2U [1] 2D, then take the remaining chips and 3L D to escape. Enter the traps and hold down, while the teeth eventually reach the brown buttons, releasing Chip into the exit at 518.

Level 143: Trapped[edit]

Level 143, time limit 500, 1 chip. Why must people insist on making hard levels easy? It makes it so much less fun!

The Controller and Boss Glitch was supposed to be eliminated from levelsets, but Trapped was missed. This is an analog of Trust Me: the blue keys are blocked by various items, many of which are surprise barriers, that would eventually lead Chip through the blue lock into the exit. However, Chip can steal the key from the paramecium clone machine and return right to the exit, leaving a time of 495. Unlike Trust Me, though, this is not guaranteed; the boss of this clone machine is a blob, and it's in a very tight room, so when it moves east or north after you touch the button, the paramecium is coming out. If it can't, you'll escape.

If you want to complete the level as intended, it's green button, blocks through the water, past the bees, take 5 blue keys, around the tanks, create walkers to make a path, get the fire boots. Then back to the fire to get the flippers and all the way back to the ice slide. Take the portal to the ice skates, back through the portal to the ice and get the blue key. You're home, no chips required!

Level 144: Wormwood[edit]

Level 144, time limit 600, 111 chips. How much wood could a fireball chuck if a fireball could chuck wood? ...okay, maybe that didn't flow well.

The famous level 144, and possibly one of the most difficult solutions to figure out yourself. It's easier than you think it might be, but far from obvious. Odd step is recommended, as Chip runs directly into a teeth.

Collect a specific run of chips in this manner: 4R 3D 2R U 5R [D 3L D 3R x2] 2D LULDLU, which allows the teeth out, then 2L 2U 3L UL 2U L 3D R 2D RURDRU 2R U 3D. The idea of this spaghetti setup, with the teeth inside it, is to block the (continuous) stream of fireballs with the teeth, then collect the remaining chips and exit before they can take over the entire room.

Follow to the block, then slide on all the force floors to collect the three chips, and move block 25 D for a pair of fire boots, and 7R 7D further onto the force floor, which allows Chip to step R off the floor and take the suction boots. Normally, at this point, you would swing the block all the way downwards and stop the glider cloning the fireballs; you won't need that. Return to the fire room, follow the force floors to another chip, and then emerge back out as the teeth has lost its hold on the fireballs. Quickly, run across the west side and finish 3R 3D 4R 2U 2L 2U RDR [1] UR D 3R U 2L, and exit. In the MS version, you get the Fireflies "ending" animation here, so just type in the Cypher II password (MAER, for Gauntlet) to move on. Oh, and did I mention this route is worth 539 seconds?

To use the alternate 490 solution, Chip would have to collect only 19 chips from the beginning room, then stop the fireballs and release them into 19 bombs. A 20th fireball will enter the teleport and block out the exit.

Level 145: Gauntlet[edit]

Level 145, time limit 500, 15 chips. Tough luck, Chip. This is level 145; we don't have any armor this time!

The level is easy to complete in general once you've figured out how to pacify the teeth, but actually using the route is extremely hard due to random elements at the end, and quite frustrating because it takes 40 seconds even to get to those random elements. Odd step is required for the bold route.

Move the block, then wait [2] for the paramecia on the other end, and blast south through the teleport, which takes Chip to the gravel after several runs of monsters. Dart into the next corridor to lure the teeth out, and run behind him with R 2U [5] 2D, which lets you sneak through to take the chips and fire boots. Now, you have a teeth next to you and a teeth waiting in the main shaft. You have to keep him to the far right while you also deal with the one next to you; this combines the skills of The One Sensible Chip and Hard as Rock. Step 3R (2D) 5L 4D, and now bolt all the way west! Now do it again on the next pair of teeth, and in the final room, you only need the chips, so you can take those and just walk to the gravel.

Touch the blue button, step onto the other blue button and slide onto the green button, and then walk all the way east when the ball clears out. The blobs could be a problem, but that's why it's a tough level. After sliding off the force floor, detour UDU [1] DU, which will clone three walkers. What needs to happen for this 458 route to work is:

  • All three must turn south.
  • Walker 1 must turn north.
  • This collision between 1 and 2 must cause walker 2 to turn east. Boom!
  • Walker 3 must knock walker 1 east as well.
  • And finally, the blobs have to be holding down the trap when you step into it! Otherwise, you'll be held to 457.

It's a long parlay, but eventually it should happen. From the red button, step 2R [2] 2R D 5R and hope.

Level 146: Run-a-Muck[edit]

Level 146, time limit 500, 7 chips. It's level 146 now: don't muck this up!

This level, objectively, is a lot of different things strung together in a back-and-forth battle, but the way through each one is different every time. Therefore, this level is insanely difficult compared to many of the other similarly styled levels. The toughest parts are going to be the tank sequence, which will be listed from just east of the trap (the start) when going east and from the 1-space entrance when going west, and the balls in the ice area. Odd step is required.

Cycle 1: Start the tanks with 3R UR [1] RD 3R DR, east to the ball complex, and wait [4] for ball 3 on the bottom, at which point you step (DL) 2L [1] D onto the other wall, and then collect the ice skates. You could easily move faster, but this route pays this wait period back. Go back to the tank passage and continue 2L U 2L DL [1] LU and run to the left, then drop to the bottom. Wait [2], then continue with 2R D 2R [2] and right; off the ice, run [1] 7R [3] RD, take the flippers, and retreat all the way back: 5L [2] 4L [1] 2L U 4L [2] 4L [1] 2L U.

Cycle 2: 5R UR [1] RD 3R DR through the tanks, pass all the balls, and pick up the suction boots, and then repeat 2L U 2L DL [1] LU and west to reach the center section again. In this spot, move [2] 2R D 2R 2U 8D 2R 2D [4] RD 2L UL 6U 2L, to pick up a few goodies, and return to the tanks.

Cycle 3: [1] 6R DR [1] RU 2R D, and you can now nudge the block onto the brown button safely. Notice that both teeth are stuck in the upper left corner of the flipper room; this is vital! The 2U 8D move instead of [4] 6D sent the teeth above the gravel. Return back 4L U 3L UL [1] 2L, then shove the block in the central room 4R, trapping ball 4 and disrupting ball 3. To pass the six-ball room, run U 4R 2D 4R U 5R; now, move past the fire and fireballs, and remove the formerly trapped block onto the brown button west. From the gravel entrance to the six-ball room, step 2L D 6L 2U, 8L over the ice, and finally over the trap and other stuff behind it.

Chip intermission: Move 3D RD off the gravel to pass the circle, then collect chip 6 and move 5U-L for all the remaining chips, uninterrupted by any balls.

Final tank run: 2R D 2R U 2R 2D, and continue all the way to the socket at the far east. Drop into toggle wall three, then move R and through the toggle walls to reach the final section. Start with 2D 11L off the hint; in this area, Chip must use some of the blocks to reach the red buttons, the bottom one removing the bombs in front of the exit. However, half of the blocks are actually clone blocks; block reading order includes only real blocks.

Checkerboard: DL 2D 3L 3U R 2D 2L, and drop block 8 into the ice and return directly for block 15, moving this U. Continue 2R 2U (2L) 2R 2D, then carry block 16 4L U and use it. Block 1 is easy: drop it D and take it out, then run the moved block 15 2L D and use it as well. Finish by sneaking between clone blocks 1 and 2 as a shortcut to block 2, and now touch the lower button three times to open the path to the exit, at the end of the road underneath. This is just worth 317 when done exactly correct; it's a very difficult route!

Level 147: Cloner's Maze[edit]

Level 147, time limit 999, 14 chips. Does this level even look like a maze to you?

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.

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.

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.

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.

Level 148: Neptune[edit]

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 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.

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!

Level 149: Key Color[edit]

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 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.

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.

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.