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


This is a continuation of the walkthrough for [[Chip's Challenge Level Pack 2]]. Levels 121 (Flame Boy) through 140 (Keep Trying) will be discussed on this page.
Levels 121 (''Flame Boy'') through 140 (''Keep Trying'') will be discussed on this page.


==Level 121: Flame Boy==
==Level 121: ''Flame Boy''==
Spiral outwards, following the fireball, then dodge DLU, step on the thief, and shove the block R8L2ULD2LU4L. Wait half a move, then follow the block, and because you can "accelerate" a pair of moves after waiting half a move (see Madness 2's solution), you can step directly up into the exit! FLAME OFF - 283 seconds.
[[Image:Chips Challenge Level Pack 2 Flame Boy.png|thumb|right|Level 121, time limit 300, no chips. Put a little spring in your step this time...you'll need it.]]
In ''Flame Boy'', Chip can move the fireball through the level to access the further stages, which is instructive, but instead ''Flame Boy'' teaches about the value of the spring step.


==Level 122: Warehouse II==
Follow the fireball out, then move DLU and take the block all the way out to the top of the force floors. When you push the block onto the first force floor, perform a spring step LU. As Chip cannot push blocks in the direction they are already sliding, he runs into it as if it were a normal wall. Normally, this would not be enough, as Chip would have to wait an entire move before he is allowed to move U. Because of the spring step, though, Chip is only on [0, 1] for ''half'' a move, and therefore has enough time to step U into the exit!
This is going to be a very long one, so stay around...


This level contains four major rooms: the north room with eight blocks and eight buttons in it, the west room with a bunch of blocks, the central room with a series of circular pathways, and the south room with a lot of buttons. Your goal is to complete the puzzle in the north room with the eight blocks, then move the seven blocks in the west room through the central room and into the south room to stay. However, the tricky part is that you can't complete the north room without blocking off a vital pathway through the central room.
''FLAME OFF'' - 283 seconds.
{{-}}


Start by entering the north room and throwing that first block (on button 4) 4U, then continue as such: 4D2LD4L2UR2U6L2DRULU5R2U4R4DL2DRULU2R, which covers the north-east button again. The block that was moved earlier goes 2U, then step 3D3L2D2L, up, right, and rest this block on button 3. Continue 2D5LR2UR3UD5L2D2RU and bring this block to the right, then keep moving the top block until you are standing on button 8. Move 2U, then exit this area and go to the middle, where a block stops up the pathway between the north and center. This belongs U, and then move to the west room.
==Level 122: ''Warehouse II''==
[[Image:Chips Challenge Level Pack 2 Warehouse II.png|thumb|right|Level 122, time limit 999, no chips. Oh, please don't make a ''Warehouse III''...no! NO! NO!!]]
This level contains four major rooms: the north room with eight blocks and eight buttons in it, the west room with a bunch of blocks, the central room with a series of circular pathways, and the south room with a lot of buttons. Your goal is to complete the puzzle in the north room with the eight blocks, then move the seven blocks in the west room through the central room and into the south room to stay. However, the tricky part is that you can't complete the north room without blocking off a vital pathway through the central room. An already long puzzle with many turns is made much more difficult, causing ''Warehouse II'' to be one of the hardest levels in CCLP2. Blocks are counted by north room and then west room, only using reading order within each room. When the southeast room is reached, blocks are counted by the order they enter it.


At the first choice of paths, continue 3L4U2L3UL2U and all the way southeast, then all the way back northwest, followed with 2DR3D3RU2LR5D3L2U2R and exit the west room with the block on the bottom. Turn north ASAP, then knock the block L3D6UL (which you will see again many times) and then take the top fork through the west room. (This was take 1; whenever you see take 2, etc...move that block 3D6UL again, except when noted.)
Start by entering the north room and throwing block 5 4U, block 2 U 5R, and block 1 4D U 2R, and then block 2 2U, block 6 3U 5R, and block 2 out to button 3. In stage three, move block 7 L, block 6 2U, block 4 2R, and block 3 U 3R, then move the loose block 6 R off button 8 and run 2U, and out to block 8, wedged between the areas. This belongs U, and then move to the west room.


This allows you to move one of the blocks D, and then use the block on the far south. When you can turn north, move the block back L, then go back to the north room, pass the buttons, and shove this block 3L, followed with 2UR3UD5L4DRDR. Move this block northeast, drop the top block onto button 6, and move the block in the center room 4R. Take 2! After this, go back to the block room, use the lowest block, and drop this block L when you can. Get the block on the right to move 4RD5R5D, then return to the north and move the loose block from button 6 to button 1. Resume with D3L2UL2R3U; this block belongs on button 6, and then return to the center, shove the block 4R, and shoot take 3 before returning to the west room.
As Chip walks around to block 14, move block 11 2U, and on the way back over, move block 13 2L and block 15 R. When you can turn north from moving block 14, shove it L 3D 6U L; Chip will use this maneuver for all the remaining blocks in the west room. Start as such by circling around the top of the west room, moving block 13 D and using block 15. When you can turn north, move the block back L, then go back to the north room, pass the buttons, and shove block 8 3L, then do some more work here: Take block 3 2U, block 7 4U 3R under it, and drop block 3 onto button 6, then move to the center, throwing the block 4R. At this point, block 15 in the 4-way intersection will use a similar method to the L 3D 6U L: simply 3D 6U L, as the L has already been performed. After this, go back to the west room and take block 13 out, moving it L when you can. Next, carry block 14 4R D 5R 5D, then return to the north and move the loose block from button 6 to button 1, and perform more work: Shove block 4 L, drop block 7 onto button 6, and then return to the center, shove the block 4R, and again use 3D 6U L before returning to the west room.


Take the top fork, use the block on the far northwest, but don't return the block to the 4-way intersection until you jam the top block to the east. (This is scene 2...) Jog 4R2D6R2D2R2U into a new area, jam the block to the west, and move the block above you into its former place. Walk straight through the north room, moving the block from button 6 to 5, and shoot take 4 in the same way with 4R and L3D6UL. Take the straight path to the top of the block room, continue 3L2DL2RULU2L4D, and use this block before you shoot scene 2, take 2. After that, enter a new area by moving the south-east block down to the south room, then move it 6R and replace the position of that block with the one above. In turn, replace that one with the one above that, then walk through the north room and shoot scene 1, take 5.
Now, move through the straight passageway, carry block 11 out, move the northeast block 4R again, and only ''then'' knock block 11 back L. Enter the area where block 14 is jammed and sidle it 7L for use below, then carry the northeast block D 5R 5D to replace it. Walk straight through the north room, moving the block from button 6 to 5, and use 4R and 3D 6U L in the same way. Take the straight path to the top of the block room, drop block 10 L, block 9 U, and use block 10, ready to intercept block 9 on the next run. Again, use 4R and then L, then carry block 14 10D 6R for use in the second button room. Replace this block with the next one 7L, then that block with the northeast one, and walk straight through the north room and use 4R and 3D 6U L again.


Take the top fork to the block room, where you shove the top block LR2D2L and use the block below you. Shoot take 3 of scene 2, then once again move the block to the south against the wall, and now move to the east of the south room. Catch the loose block and shove it 2D9L, then replace it with the other block, replace the upper blocks, and run back through the north room and shoot take 6. Return to the west room for the final time, take the side path, and move the final block down, where you again shoot scene 2, take 4. Again, move the south block to the wall, then move the block on the right D and the new block 7R, followed by moving  DRURUL, replacing the blocks, and shooting take 7 of scene 1, but without the final L. Instead, move the top block 4R and go straight to the south block. When you enter from the east, move the block on the top 2L, the new block 6R, and then replace the upper two blocks and enter the north room one final time.
Take the top fork to the west room, intercepting block 9 L 2D 2L, and use block 10, again performing 4R and then L. Now, move another block 10D, southeast block 1 2D 9L, and replace it with block 2, then replace the upper blocks, and run back through the north room to use 4R and 3D 6U L. Return to the west room for the final time, take the side path, and move block 9 down to use 4R and L. Again, move another block 10D, then southeast block 2 D and block 3 7R, and walk DRURUL and replace the blocks with 7L and D 5R 5D. However, after this, leave out the L from the next 4R and 3D 6U movement, as Chip has emptied out the west room and does not need to open the north intersection from the 4-way. Instead, move the northeast block 4R and go straight to the 10D move. When you enter from the east, move the block from button 3 to 1, the new block 6R, and then replace the upper two blocks and enter the north room to finish it.


This time, resume moving the blocks on the left. Start with the lower block 2L, then 3UD2L2U4R4L4DRDR4UD3R3U and, with no further need for the passage, move this block to button 6, and the other block to button 2. Exit the room, move the block in the way 3RU4R, then move the other block south and enter to the east. Nick the loose block U, the other block 6R, then move URD2RUL, replace the center block, enter the east of the north room and finish the puzzle, and ''then'' replace the top block. Return to the center, jam the one remaining block south, and then cover button 2 in the south room with the block on button 3. Move the new block 7R, take the last block from above and jam it south, and then pass ''directly'' to the left of the room to head towards the end.
Start with block 8 2L, then block 4 2U 3R, block 8 R 4U, and with no further need for the passage, move block 4 to button 6, and block 8 to button 2. Exit the room, move the block in the way 3R U 4R, then move a block 10D and enter to the east. Nick the loose block U, the new block 6R, then move URD2RUL, replace with 7L, and before replacing with D 5R 5D, enter the east of the north room and finish the puzzle. Return to the center, jam the one remaining block 10D, and then move a block from button 3 to button 2. Move the new block 7R, take the last block from above and jam it 7L ''and'' 10D, and then walk in to finish.


Move the new block R, the loose block L, and continue with 2D5L2U4R4L2D5R2URUL, then circle to the top. This block will move all the way east and up onto button 4, while the blocks on the bottom hold down buttons 7 and 6. This ends it - go to the center and exit to collect the 451 hours...oops, seconds. It took that long! :)
Of the movable blocks, run block 1 R, block 2 L, and block 6 5L, then block 2 RUL onto button 3, and with block 1 out of the way, Chip can circle around to the other three; move block 1 6R and around, then U onto button 4, and then blocks 6 and 5 onto buttons 7 and 6. This ends it - go to the center and exit to collect the 451 hours...oops, seconds. It took that long! :)
{{-}}


==Level 123: BlockSlide==
==Level 123: ''BlockSlide''==
It's possible that this is not just in the tough area of CCLP2, but actually ''the'' toughest bold in the entire set. You will not need superhuman boosting skills like level 85, but instead you need superhuman timing skills, as well as a computer, a CC copy, a week alone, and no wife or girlfriend to worry about. :)
[[Image:Chips Challenge Level Pack 2 BlockSlide.png|thumb|right|Level 123, time limit 800, 18 chips. When has skating become so diff - *CRASH!! &$@^(&@*]]
It's possible that this is not just in the tough area of CCLP2, but actually ''the'' toughest non-random bold in the entire set. You will not need superhuman boosting skills as in ''Follow the Glacier Brick Road'', but instead you will need superhuman timing skills, as well as a computer, a CC copy, a week alone, and...well, maybe another week. Sorry!


Pick up the ice skates, wait half a move, then hit the clone button once, spring off, and hit it again so as to leave a 2-space gap. Step to the side, watch the second block, and clone a third block to make a 3-space gap. Step out again, then step on the button a fourth time directly after the block arrives at the ''sixth'' ice space; the block should clone and the other two should cling together. Step to the right, wait for the fourth block to be left alone two spaces below and two away from the string, then clone a fifth block and skate across the level to the right.
''BlockSlide'''s structure is very unconventional, as it requires Chip to actually catch blocks as they are sliding on ice, sort of like a soccer game. The trouble is when more than one block is used; slide delay will make the level painful in more ways than one! Even one block at a time can be extremely annoying, as Chip ''must'' get the timing exactly right on every turn to survive. Four blocks are necessary; this route will use five clones, as the unused block 1 will alter the slide delay in Chip's favor. For easier routes, simply take one block at a time, as this removes slide delay from the equation.


When the clock is about to turn to 796, wait half a move, then step down and up. One block should be going down now and three evenly spaced blocks going across. Step R, then wait for the blocks to squish into three; step down and you will catch a rebounding block. Return UR, then catch the first block as it hits the wall. Continue DLUR2ULU; wait for the block on the left to move, then step L. Now, wait for the approaching block to be one row below you and push it right. Step LD, wait for this block to be two rows above, and push it to the right. Add the third block to this stream, then step R2U and skate right.
At the beginning, the cloning is as follows: D [1/2] DUDUDU [1 1/2] DU [1/2] 2D. From here, skate over 8R, and spring step [1/2] DU as blocks 4 and 5 suddenly return, keeping Chip out of danger from block 3. Continue R [1] DUR to knock out block 5, then move 2D as a spring step as block 3 comes through; block 2 can be caught directly with LU. Continue R 3U L, then L, and then move R to shove block 2 R, then drop back LD and move block 5 R as well, and then R again to catch block 3.


One space away from the wall, step 2D to move another block further, then R2UD; wait half a move, then resume with D2L4DR2D and wait for the first block to hit itself on the wall. Now, you can spring RLR and continue running right. Dodge the blocks D at the first chance, wait half a move, then spring UR and prepare to intercept the block on the top. This block is rather jerky across the ice; it moves one step at a time. Catch it (you should now be at 783.8) and step R4U2L (wait) RU to free the chips.
One space away from the wall, step 2D to catch block 5, then skate 2U R, catch block 2, and then move [1/2] DL (as a spring step) L 4D R (catches block 5) 2D and wait for block 2 to hit itself on the wall. To avoid being hit by block 3, Chip must use a spring step RL; he can then continue to follow 8R D, then [1/2] UR as another spring step, sending block 2 north and south. Slide delay is noticeably taking its toll on block 5; to catch it, move at 783.8. To free the chips, skate R 4U 2L [1/2] RU (spring step). When coming back out, block 3 can be seen sliding; catch it directly from column 3, then sprint over column 2, barely catching block 2 to the west. When it returns back to you, move it into the central bomb (this is as a spring step) for the best effect.


Stay to the south wall, then when you can turn south, move 4DL2D to catch a block, then L7DLD5L and wait. Divert this block into the ''center'' bomb and collect 6 more chips. One section remains... Run to the left and stop when you reach 769.0; intercept the block coming from above L, then continue as follows: U4RDL5D (wait) RU3L (wait) DL5D (wait) and east to collect the remaining chips. Wend your way back through the level all the way to the strip on the extreme right of the level, and when the clock comes to the end of 752, a block will be sliding down to where you just were. Step L to intercept it, then resume with RD (wait) U6DR (wait 1/2 a move) LUL2D. Wait half a move again, then exit with UL4D4R. 800 - 54 = 746, but be prepared to give up another 346 for the divorce settlement. :)
Run to the left side; at 769.0, block 4 is visible. Run it L, then skate U 4R and directly catch it D. To finish the chips, skate: L5D, then RU spring step, 3L [1/2] DL spring step, 5D, and then R as a normal move. Wend your way back through the level all the way to the strip on the extreme right of the level, and when the clock comes to the end of 752, block 3 can be seen coming down. This will be used to reach the exit: move it ''L'' off column 3, as moving it R will not allow Chip to throw it south in time, forcing him to wait longer, and then drop it U onto column 1 and skate 6D R [1/2] LU spring step, and L 2D [1/2] UL spring step, and 4D 4R naturally. This last move will drop Chip to the exit with 746 seconds.
{{-}}


==Level 124: Paramecia==
==Level 124: ''Paramecia''==
I find this level to be a tad annoying, but it is a complete challenge. Your goal is a suction boot somewhere in the level...
[[Image:Chips Challenge Level Pack 2 Paramecia.png|thumb|right|Level 124, time limit 340, no chips. Why do they have to make it so difficult to link to the ''paramecium'' page?]]
Each stage of ''Paramecia'' is a tussle with, well, paramecia. Some stages are ingenious puzzles, and some are just dodging.


Start with R10U2L, follow the path to the flippers and ice skates, and wait until the paramecium is through the teleport before you step as follows: R (onto the ice) R3ULD2R4D3L3U3R, and open the remaining red doors before you settle into the west alcove. Wait for the paramecium to turn north, switch to the east, and then when it walks away, get the fire boots and use them to slide on the ice. Take the path from the thief to the force floor, slide all the way to the suction boot at the bottom of the level, and then return to the force floor, following with LULR3D6LD. As soon as the paramecium slides east, return to the path. Your goal is now the fire boot at the top of the level which allows you to return to the start and use the suction boot...
Follow the path to the ice skates, which includes a ''Russian Roulette'' sliding bullet, then jump behind the paramecium with the red keys and move 3U LD 2R 4D and up through the teleport, which is a convenient shortcut. Open the rest of the locks to the east, dodge to the west at the end of the path, and then switch to the right side when the paramecium moves up. When it moves away, take the fire boots and follow the ice path to the suction boots. You can also collect the ice skates at the very start by simply jumping back U, but without fire boots, you can't get back through.


Resume skating 8L3U4L2U (wait) 20U18R5U2R3LDR4DLD, then jump behind the approaching paramecium from the east and skate all the way back to the up-and-down ice strip with the three red doors still on it. Wait for the paramecium to slide to the bottom, then move L2UR (wait) L2UL, and return to the start to exit with a time of 228.
Skate back to the center, hiding on the gravel as the paramecium slides by, then skate through the center area, waiting again, and then run to the very top to take the fire boots. Hide as paramecia close in: 3L D and on the gravel, then sneak out to the west and return to the teleporting paramecium near the start. Climb two rows to the next rung on the right, then L 2U L, and Chip can now exit with a time of 228.


==Level 125: Blocks 'n Bombs==
Because there is no boosting in Lynx, the ice slide at the beginning makes ''Paramecia'' unsolvable in this mode.
It turns out that an entire section of this level is not required, so you can finish it in only 68 seconds. As such, run 7RD2R2URU2LDL2DLR2UR, pass the dirt, take the goodies on the left, and use the suction boots to return to the start. This time, take the bottom force slide, move DR to override the force floors, and touch the toggle button. Step R in synchronization with the tick down to 282, then resume RDR2U3LD2R, use this block, and then the next one. Before you step on the button for block four, wait a move, and then use blocks five and six without impediment. With both keys, open the two doors in the center of the level and move all the way east into the bug circle.
{{-}}


Touch the clone button, continue with 3D2L (wait) 5LDLD (wait) R2U2R2D (wait for the bee to pass upwards) L, which locks the bug in a 2x1 cell. Rejoin the circle and clone another block to permanently imprison the bug, then shove the free block out of the way and take the final chip before you throw the block against the chip sockets. Circle U2L2D2RU, or the other way, to remove the sockets, then continue 3LDLU2R2DLD. With the button blocked off, the fireballs will cease, and you can exit to score 232.
==Level 125: ''Blocks 'n Bombs''==
[[Image:Chips Challenge Level Pack 2 Blocks 'n Bombs.png|thumb|right|Level 125, time limit 300, 3 chips. System of a Down suggests you ''Bring Your Own Bombs'' to this level.]]
It turns out that an entire section of this level is not required, so you can finish it in only 68 seconds. As such, move to the top section and take the blue key, then hit the blue button, which allows Chip to take the other goodies to the right. Now, go to the very bottom end, move DR to override the force floors, and touch the green button to release the pink ball that clones the blocks. As the clock goes to 282, the first block will clone; move it 2R and north, then use another two blocks, wait [1] before stepping on the button for block four, and then finish the bridge north. With both keys, open the two locks in the center of the level.


==Level 126: Dodge!==
Go directly over to the red button in the bug circle, then move the block DRL to trap the bug in a 2x1, and now clone another block to stuff him in a 1x1, allowing Chip to collect the goodies under the block including the last chip. Move the free block against the sockets, then remove the sockets on the right, move the block to the teleport and follow it, and move it U to stop the fireballs cloning. After the last two sputter out, you can reach the exit with 232 seconds remaining.
{{-}}
 
==Level 126: ''Dodge''!==
[[Image:Chips Challenge Level Pack 2 Dodge.png|thumb|right|Level 126, time limit 200, no chips. If great big balls of fire are coming at you, what else are you going to do?]]
This level is a very easy little jumble when you figure out the patterns, and with only a few seconds spent in the namesake maneuver, it won't be long.
This level is a very easy little jumble when you figure out the patterns, and with only a few seconds spent in the namesake maneuver, it won't be long.


Zigzag DRUR to the ice skates, then move 2D2L and zigzag ULDLULDLD. Halfway done...wait three moves, step D3R, wait another move, and step D. Wait again, then move U3R (wait) D (wait) UR3D. For the last area, step 3LDLU3L2DLR2D, which will send you on a long ice slide to the exit located just under you, and no more dodging! It's 156.
Zigzag DRUR to the ice skates, then move 2D 2L and repeat ULDLULDLD. Halfway done...continue [3] D 3R [1] D [1] U 3R [1] D [1] UR 3D. For the last area, step 3L DLU 3L 2D LR 2D, which will send you on a long ice slide to the exit located just under you, and no more dodging! It's 156.
{{-}}
 
==Level 127: ''Escape from Chipkatraz''==
[[Image:Chips Challenge Level Pack 2 Escape from Chipkatraz.png|thumb|right|Level 127, time limit 200, no chips. "''Don't let the guards see you''"? Well, the monsters ''do'' see you, even if they don't catch you.]]
In this small prison, Chip has to move several blocks past a teeth and across a pair of paramecia circling in a smaller area. Even step is preferable, as although odd step will initially save a move, it is lost later, and it throws off the timing for further endeavors.
 
Escape from the prison, pass the paramecia, and step on the gravel. To outrun the teeth, feint L [1], then 2R 2D, and walk out to the green and yellow keys. Emerge from the gliders, move block 4 3L and up through the paramecia, and then take a detour into the upper yellow lock to pick up a red key under the dirt. Move block 4 2U to save four moves at the cost of just two, open both locks, and then drop it in the water, followed with block 1.
 
Now, run across the east, move block 5 3L, block 3 UL, and then block 2 out. As you go to use block 5, move block 3 2L, then push blocks 5 and 3 to the bridge to exit the level...''INMATE 112 MISSING. 112 SECONDS''.
{{-}}
 
==Level 128: ''Fantasy Island''==
[[Image:Chips Challenge Level Pack 2 Fantasy Island.png|thumb|right|Level 128, time limit 400, 264 chips. A ''real'' fantasy island would be without that glider clone machine!!]]
This island contains many, many chips, and also a glider clone machine which slowly adds more and more gliders. There is a block available to stop it, but you won't need it if you watch how you collect the chips. There are many, many possible routes through without stopping; a sample route is shown below.
 
Collect row 23, U 4L, across row 21, and zigzag DRUR to collect rows 21 and 22, then pick up the edge of rows 20 and 19 and zigzag ULDL, collecting all of these rows. Continue to run east and west for rows 18 and 17, then with gliders messing around near you, walk as such: U 2L ULURUR 2D 2R D. Pick up the remainder of rows 16, 15, 14 and 13, and then 12 and 10 around the block on row 11, removing the chips here as well - except for the extreme right column on rows 12 all the way up to 6, which will be the finishing run.
 
As most of the gliders are deflecting off the chip in front of the socket, never passing row 13, with very few exceptions which can be dodged in almost all routes, Chip is generally free to take the remaining nine rows in any pattern. When you finish, coming across the far eastern column, take the flippers and swim around to the exit. 336 seconds have become a reality.
{{-}}
 
==Level 129: ''Miscellaneous''==
[[Image:Chips Challenge Level Pack 2 Miscellaneous.png|thumb|right|Level 129, time limit 600, 4 chips. What about this level is miscellaneous? It's all been seen before, right?]]
This level looks like it's going to be a multisectioned, extensive affair, going along with the name of ''Miscellaneous'' - but the blue wall section under the exit, while possibly added as a joke, is actually passable, causing the level to be busted. To enter this, move 2R 3D R 6D 2R D 5R DUR 2D RDL [3] 2L R [1] 2L U. 593 seconds are left.
{{-}}
 
==Level 130: ''Frozen Birdbath''==
[[Image:Chips Challenge Level Pack 2 Frozen Birdbath.png|thumb|right|Level 130, time limit 400, 51 chips. Do you ''really'' want to touch those chips now that you know you're in a ''birdbath''?]]
In this small ice diamond, Chip moves through hidden recessed walls, hidden ice spaces, blue walls, and some force floors, to collect 51 chips. As there is no convenient way to describe such a route otherwise, only the directional notation is shown:
 
R 2D L 3R U 2R UR 3L DUL 2U 3R LU 2L 3U LUDR 4D 2L DL 2D L 2U 2L U 3R 3U RU 4D RDLRDR 3D LDULUL 2U 2L ULURL 2U L, which leaves 385 on the clock.
{{-}}
 
==Level 131: ''Time Bomb''==
[[Image:Chips Challenge Level Pack 2 Time Bomb.png|thumb|right|Level 131, time limit 300, 3 chips. So explain this to me again...if you hit the bomb, time explodes?]]
Specifically, ''Time Bomb'' looks like it will require eight blocks to complete due to the nature of the glider's left turns and the fire through which it must move, and Chip only has four blocks available. The trick is to reuse some of the blocks, meanwhile keeping the glider occupied.
 
Drop underneath block 1, pick up the chips, and leave it where it is, where it can temporarily trap a glider in the chip room. Open the second socket, leaving the first as another obstacle, then play (2R) to collect a few items, and open the remaining sockets, meanwhile revealing blocks 3 and 4. Off the final socket, run ULD (2R) LD 4R 3U, which will set up some of the apparatus. Pick up the other tools, jog north to free block 2 from the five locks, and push this block 2U 5R 19D 4R 2U in total. Block 3 belongs D, which will redirect the glider north and then west, north with the single socket, into the chip room and back out, and then to a spot where Chip can intercept him towards the exit.
 
Now, clone a glider in the southeast, and then push blocks 4 and 3 3D and 3D, 5L and 7L, and U (to intercept the glider north) and 21U. Now, this block is ready to turn the glider west towards the exit, but Chip must first move block 1 3U to redirect the glider UR into the "time bomb"; otherwise, he will die by moving D. Run back out, as the glider will be directly behind you, and move block 3 into place, which allows the bomb to detonate. Chip can now exit with 241 remaining.
{{-}}
 
==Level 132: ''Captured''==
[[Image:Chips Challenge Level Pack 2 Captured.png|thumb|right|Level 132, time limit 300, no chips. Sure, I'll go to a prison camp island where the only thing you can eat is mice.]]
If you want the bold, the Mouse Panel Glitch is required. ''Captured'' requires Chip to move three blocks around, using two of them to drop the third into a thin wall maze, where it is flicked westward one column at a time. In the meantime, Chip has to avoid gliders cloned from both directions!
 
''Mouse route for 250'': Run over the sinking floor, move block 2 R, block 3 3U for later use, and block 2 U to reach block 1. Flick this out a total of 3D, and now use block 3 to bridge to the main section, while intercepting block 1. Stick this in the main section 3R D 2R 2D 5L 2D 2L, then circle back through the water maze, move the block U, then run RU and *D. When you make such a mouse maneuver, make sure to hit the keys hard in order to override the mouse, otherwise Chip will continue going in the direction he was directed to.
 
Follow this route through the rest of the level from where the mouse click moves Chip down: LDLUL 2U RDRD *D LDL 2U RU *U LULD [1] DRD *U LUL 2D RD *U LUL 2D RD *D 5:[LDL 2U RU *D]. Chip approaches the exit, and in this case, move slightly different towards the exit: LDL 4U RU *D, then move the block into the water below the exit and exit the level.
 
''Key-only route for 246'': Move the same in the beginning until you get ready to start moving block 1 west. Drop the block D instead, and then follow the route as posted: RD -L U [2] LULDL 2D RURU -L DLDL 2U RU -L UL 3D [1] L 2U RU -L DLDL 2U RU -L ULUL 2D RD -L 2:[DLDL 2U RU -L] ULUL 2D RD -L DLDL 2U RU -L DLDL 2U [5] RU [1] -L 2:[DLDL 2U RU -L] ULDLDL 3U.
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==Level 133: ''Block Maze''==
[[Image:Chips Challenge Level Pack 2 Block Maze.png|thumb|right|Level 133, time limit 999, 14 chips. We're sorry, this caption has been blocked. Please enter a password.]]
''Block Maze'' is, of course, a block maze; it is more unconventional, as it moves blocks through different sections containing monsters, locks, water, and bombs, and walking through dirt corridors.
 
Free yourself with the given two blocks, then and move the block into the second water, then continue with D 2R 2U, around to the gravel, and step ''DR'' onto the gravel rather than RD. Follow with RU [1], then step into the bugs and collect the 12 keys, which will be used throughout the level's area. One dirt, U off gravel 1, is left behind to block the bugs from running through the corridor and interfering with other parts of the level. From the keys, collect the three chips on the left of the ball room, then 2R and collect up, 2L and open the yellow lock to the paramecium room.
 
Start with 2L 4D 3R-D, use blocks 9 and then 7 and 2, and move block 6 D on the way to using block 8, which will redirect the paramecia around it. Immediately erase block 1, then drop block 3 D and use block 5, and use blocks 2, 6 and 3 individually. The subtle rearrangement will allow Chip to avoid ''any'' clashes with paramecia.
 
With the blue key in your possession, turn west 4L from the first lock, then 4U 6L to open some key dirt, and enter the small room below with two yellow locks, moving L 2D L off the second one to pick up the red key. Walk directly north to the next row of gravel, to avoid releasing bugs into this area, and then open the red lock and move block 3 here L 3U 4L and 5U 7D through the start. Drop block 1 2U off this, then move block 3 through the open dirt, and then divert below, passing all the bombs, to reach the green button before moving this block north. Continue to exchange the other two blocks 5U 7D to complete the bridge to the other locks and chips, and afterwards run across the west side to pick up the other chips.
 
The first one is easy; off the blue lock, run 2U and both directions for another two; the final chip is also easy to collect, with a simple clone machine. Now, move further east, through the final yellow lock, and U and 2:2R2U2L2U (2R 2U) to the green key, then LULULDLU 2L to exit. You get 832 seconds.
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==Level 134: ''Microcosm''==
[[Image:Chips Challenge Level Pack 2 Microcosm.png|thumb|right|Level 134, time limit 400, 39 chips. Sorry, but there's ''already'' a map here!]]
This type of level, with a grid of squares and random assortment of items in Chip's square, is actually a mini-map: room 13 contains a tile that best represents what is in each square of ''Microcosm'': hidden fire, a clone machine room, force floors, tanks, etcetera.
 
Pick up the green key, chip 1, down to chip 2, the key and chip 3, then power south through room 18 and some yellow locks for another chip. Remove the 9 chips in room 24, then move through 25 and in 20, avoid all blue walls. Pass 19, then move directly north, with this timing ignoring the paramecia, for a chip, then U 2R DR into room 15, where Chip must stay ''on'' the blue walls.


==Level 127: Escape from Chipkatraz==
Continue ULUL to room 3, hold south into the southeast corner of this, and then run through rooms 8 and 7, then enter room 2 and walk 2L U and U to room 1 and all the way south into room 16. Finish the level through rooms 17 and 12, then exit to the west; you score a microscopic 361 (!) seconds.
Escape from the prison, pass the paramecia, and step on the gravel. Continue with L (wait) 2R2D7R2D2R, take the green key, and move south to the yellow key. Emerge from the gliders, move the lower left block 3L and up through the paramecia, and then take a detour 2R into the upper yellow door. Resume with 2RDRLR2LU3L2U, open both doors, and cover the first water space. Continue with the north-west block, and then return to just behind the south-east block of the X. Move as thus:
{{-}}


3LRURUD2R2U, use this block, and then move the top block 3L followed by using the lower block. Move the last block L and finish the bridge to exit the level...INMATE 112 MISSING. 112 SECONDS.
==Level 135: ''Zartacla''==
[[Image:Chips Challenge Level Pack 2 Zartacla.png|thumb|right|Level 135, time limit 500, 9 chips. This is the last level in the alphabet; does this mean anything? ...No.]]
Run the name backwards, and ''Zartacla'' is the famous Alcatraz! Despite the bombs everywhere under the block prison, ''Zartacla'' is not quite as difficult as it seems, as the exits are obvious.


==Level 128: Fantasy Island==
Escape! Open lock 5, then lock 4, press the green button twice to send the bug out, and then remove locks 2 and 1, leaving lock 3 for another passage through here. On the left is one safe area; block 2 will lead to the exit when Chip finds fire boots. Move block 1 to a dirt bloc, and walk 3U R 2U to allow a teeth onto the brown button. Before using this, Chip needs the blue keys on the south edge; move both blocks, then collect both sets of keys, and then push block 3, open the blue locks, and touch the red button before standing on the trap. It will take 11 moves on the trap before the teeth release you; run out of this and turn north to bridge the water into another area.
You won't really need the block if you just watch how you collect the chips.


Move U3LU4LU5RD, zigzag RURD until you reach the east, then zigzag ULDL to the west. Continue to run all the way east and all the way west, follow with U2LULURUR2D2RD, and move right, left, right, and left. Now, move right again, duck under the block, and stop before you take the last chip. Return left and take the remaining chips about any way you like, then take the flippers and swim around to the exit. 336 seconds have become a reality.
Take the left fork and open the red lock, then step 2U RU 3L DRDLD specifically to get the block out the quickest. Free the tank from the dirt, swap it, and follow the dirt to the ice skates, then switch the tank again to escape. With the ice skates, Chip can enter the east section; open the trap to explode the bomb, then remove the red locks and follow the recessed walls, which stays away from the teeth to pick up more chips. Now, finally return to lock 3 at the start, with the bug opening the toggle wall, to pick up the final chip, and then use this to enter the socket.


==Level 129: Miscellaneous==
To pick up the fire boots safely, run L 4D L 2D 2R U, and then escape 2U L and run out when it is safe. Now, Chip can move block 2 on the west side to access the exit, worth 402 seconds.
This level looks like it's going to be a multisectioned, extensive affair, but in fact, this level is busted!


2R3DR6D2RD5RDUR2DRDL (wait three) 2LR (wait) 2LU exits the level in only seven seconds! 593 seconds are left.
This is the only CCLP2 level busted in Lynx; because Chip can push blocks without moving them, he can solve ''Zartacla'' in five seconds.
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==Level 130: Frozen Birdbath==
==Level 136: ''Switch Hit''==
This is a tightly packed boosting level, so this is the pure route:
[[Image:Chips Challenge Level Pack 2 Switch Hit.png|thumb|right|Level 136, time limit 600, 1 chip. Which switch do you hit, you snitch?]]


R2DL3RU2RUR3LDUL2U3RLU2L3ULUDR4D2LDL2DL2U2LU3R3URU4DRDLRDR3DLDULUL2U2LULURL2UL exit (best time is 385.)
''Switch Hit'' contains many obstacles in the form of simple toggle walls, creating a rather difficult maze. What you learn from it will help you in ''Key Color'', so be mindful!


(Note: The "special messages" from levels 60, 70, 80, etc. and 149 are carried over to CCLP2 with no changes, so while the message for this level fits where it was originally intended (before Totally Unfair), it has undergone no change.)
Clone block 1 and push it onto the green button, which frees all use everywhere else, then block 2 and move it 5U 4L to water 1, and a third 5U 7L 3U to water 2. Touch the button twice, then take block 4 to water 2, swap walls, and drop the block west onto the next water and leave the dirt. Now, switch the walls back and take block 5 to water 2, switch the walls ''twice'' and put block 6 3L off water 1, and now move block 5 RD off the dirt, pass the dirt and switch the walls, which allows Chip to keep moving the block. Drop this 3D LD, switch again, and now move the block southeast. In this type of situation, Chip wishes to switch the walls in order to ram the block off; do this twice, but Chip can click *L on the second push, which will save one second in the end.


==Level 131: Time Bomb==
When this is done, walk to the south and switch the walls, and remove the water under the block and switch the walls. Use the passageway above this to collect block 6, move it through in the same way (the mouse is not required for the bold now), and this time, after it goes on the most recent water space, swap the walls again and you can use the block to reach the green key. Go back to the old location of the dirt from block 4, take the chip above, and now go back to the clone machine to exit.  
This is the type of level you'll just have to listen to me on. It's not an easy solution to figure out.


Start with the obvious D7R2D, then continue to move 8D7L5U, which allows you to take the three chips in this level. Run to the row of sockets below and open the ''second'' socket, then step 2R2L10RU (you'll take those later) LD2R3LD4R3U2D and run left to get the remaining tools. From the blue key, jog up to the doors and open them to get another block, which should be pushed 2U (obvious and forced) 5R19D4R, then 2U after you move the block below it R.
Before cloning, Chip must switch the walls away from their starting position; build east with block 7, slightly south with block 8, then move block 9 east and the tenth a total of U 7R D. Now, switch the walls and drop the block through the second shaft on the right. You can flick the block to the bottom row; now, switch the walls back to normal and build to the south of the shaft with blocks 11 and 12, which will link up with block 10 so as to reach the exit at 423.
{{-}}


Flick the other block D, clone a glider, and then move the block above the button 3D, followed by the block east of the button 3D, the other block 5L, the other one 7L, then the other one U, and finally move the other block 21U. Make a detour to the west, shove the block by the chip room onto the fire (3U), and pick the other block back up as the glider starts to chase you! When it's also on a burning pit at the far north, step 5LD (wait) UL (wait) U3R to exit with 241 seconds still left on the timer.
==Level 137: ''Iron Mysticus''==
[[Image:Chips Challenge Level Pack 2 Iron Mysticus.png|thumb|right|Level 137, time limit 500, 23 chips. Welcome to ''Let's Make a Deal''...do you want door number 1, 2 or 3....or 4, 5, 6, 7, 8?]]
Here's a fun level: it's a bunch of tanks blocking out alternate locks, each containing goodies, in different sections, growing in difficulty with the addition of the fireballs and toggle walls.


==Level 132: Captured==
Start with [1] 2U 3L UR, then teleport west to the green key and out. Shove east, open locks 4, 7 and 6, and now continue through the level as follows, with teleports in brackets and lock numbers in parentheses: [LD] (swap tanks) [UR] (2, 5) [LD] (swap tanks) [UR] (1) [LD] (swap tanks) [UR] (8, 3) [UU] (5) [D] (swap tanks) [UU] (3) [D] (swap tanks) [UU] (6, 4) [D] (swap tanks) [UL] (3) [RLD] (swap tanks) [UL] (2, 5) [RLD] (swap tanks).
If you want the bold, the mouse is required. Remember Debug File, your first lesson in mouse use? It's going to be everywhere. This level is based on moving three blocks around and using two of them to allow the third one to be "oof"ed westward one column at a time, while also dealing with gliders from both directions!


''Mouse route for 249'': 6UL2URL2DR3U2DR, and follow the path to the third block. Shove this 3D, use block 2 to bridge to the main section, and circle around to move block 3 3RD2R2D5L2D2L. Circle back through the water maze, approach the block from the bottom, and step URU and click on the space 2LD from you. The block and you move at the same time, while simply pushing left and stepping down takes up two moves.
At this point, there are 8 chips remaining and about 440 on the clock. Continue by collecting the yellow and red keys below, touch the green button with no further need for the fire boots, swap tanks again and collect the blue key. At this point, the two fireballs blocking some of the chips are released, and accurate movement is required.


When you make this maneuver, make sure to hit the keys hard in order to override the mouse, otherwise Chip will continue going in the direction he was directed to.
Swap the tanks again, and finish the level as such: [UU] 4U L (wait) R 3U (2, 1, wait) R 3D L (wait) [D] (swap tanks) [UL] 4L D (wait) U 2L (1, wait) D 3L U (wait) [RLD] (swap tanks) [UL] 4L D (wait) U 3L (4) U 3R D (wait, 6) [RL]. Now, jump after the fireball and sneak past it using the ice to reach the exit. I'm mystified...you got 400?
{{-}}


Follow this route through the rest of the level from where the mouse click moves Chip down: LDLUL2URDRD (click down) LDL2URU (click up, that is, 2LU from you) LULD (wait) DRD (click up) LUL2DRD (click up) LUL2DRD (click down) LDL2URU (click down) [repeat five more times], and 2DL3UL. Now, move the block into the water below the exit and exit the level.
==Level 138: ''Patrolled''==
[[Image:Chips Challenge Level Pack 2 Patrolled.png|thumb|right|Level 138, time limit 600, 21 chips. Behind that door is...a bunch of toy tanks!]]
''Patrolled'' contains many tanks circling around the level with the assistance of some ice, but changing every now and then. Switching the tanks will alter their self-switching point, which makes it a little harder.


''Key-only route for 246'': Move the same in the beginning until you get ready to start moving block 3 west. Approach the block from the top instead, and then follow the route as posted (the directions include westward "oof"s): DRDLU (wait 2) LULDL2DRURULDLDL2URULUL3D (wait) L2URULDLDL2URULULUL2DRDLDLDL2URULDLDL2URULULUL2DRDLDLDL2URULDLDL2U (wait 5) RU (wait) LDLDL2URULDLDL2URULULDLDL3U.
Wait as a tank runs east, then take the two yellow keys, use ice 8 and take the chip by the exit. You require six yellow keys to exit the level, and you can only get four without the socket, two of which you took earlier. You'll use one key somewhere, so the three keys behind the socket will be enough. Return to the start, hit the blue button above twice, then run 2U R 5U and hold west to the yellow lock. Slide back over ice 3 and south to a red key, circle above the tank on your head, and take the blue key to the east, while you can sneak past the moving tank to take the red. Return to the northwest corner, take the blue key, and hold to the south to collect a red key. At this point, make the transition to the south: 3U 3R 7D R and squeeze west when you can.


==Level 133: Block Maze==
Start with the first lock to the east, then move 3L 6D 2L behind the tank for the next key, further east for the next one, and more east to another key, plus a chip. Touch ice 11 and the blue button, then continue L 5U 5L U, take the key and chip, and ''just'' slide across ice 8 to safety and another key below. Now, slide across the blue button twice, move through the green and red locks on the far southeast corner, and retreat back out. Directly above the start is the next key, and as you come out, the tanks will swap and you can slide up.
Push the first block down and move the other one around to follow it. Go to the right and down to a bee room. Beat the bees and pick up the dozen yellow keys. Get all six chips below you, using the blocks to stop the balls as you cross sides. Move left to open a door. You see a bunch of blocks and a couple of paramecia. Push the lower two blocks into the water, then the one directly above the gravel. Push both lower blocks down one, then take the one you have and push it through. Go back up to the top left and use that block. Push the upper left block down one, then use the block SE of it. Take each of the last three one by one. Get the blue key. Continue going left and then move back up, near the start. Go to the lower gravel (above a few blocks) and open three dirt squares to the left. Then, follow the path of blocks and go through the doors. Push L2D to get the red key. Go back up and right to the red door. (Open the dirt in your line on the way.) Take the lower block and push it onto the lower strip of gravel. Go get another one and put it 2 squares above it. Take it left to prepare to push up. Detour down for a moment and push all the blocks into the bombs to get to the toggle button. Press it and go back up, pushing the block into the water. Open the door and get the chip. Now, repeat the block pattern to get another block into this room. Open the door again and take the last block in to get the remaining chips. Circle left and to the top. Open the two yellow doors and get the chip. Turn right and open the blue door. Push strings of blocks both ways to get two chips. Finally, go right again. Open three more yellow doors and build a bridge to the last chip. Run right to return to the bee area. Go right and open the last yellow door. Push the block up and zigzag left and right to get the green key behind the chip socket and blocks. Go left, zigzag the blocks out of the way, and unlock the exit. You get 832 seconds.


==Level 134: Microcosm==
Continue all the way over ices 4 and 2, take the chip and blue key, and wait for the approaching tank, at which point you dart through the western shaft to a blue lock, and then slide back over 2 and 4 to the final red lock. You can visibly see the chip, so go towards the chip; a tank is about to hit you, so dodge above, and then dive in to take ''only'' the chip before you enter the socket to collect the keys. Now, touch the blue button above the start twice, again slide over ice 8, and open all the yellow locks to finish the level. The tanks are fired and you score 481.
Step U2LU to get a chip. Run down to get more chips and a yellow key. Force down through the floors and key your way to the chip. Run right for 9 more chips. Go past the fireball cloner and avoid the blue walls to get the chip. Go left and up. You can trap the paramecium to get the chip. Run right and this time, stay ON the blue walls. Get the chip. Go up to another chip and left into the fireball trap area. Go up through this area and get the chip above you. Negotiate the toggle maze as is. The doors will swap; just wait for them to swap back. Run down and get the chip. Key past the blob and enter the next toggle maze. The doors will swap soon, so hold left. Wait for the next swap, then exit left. Pick up all 9 chips, then run down through the teeth and past the exit. Force over the force floors to a chip. Go right for 9 more chips. Beat the bees up to the last chip. Run right to the exit. You score 361 seconds.
{{-}}


==Level 135: Zartacla==
==Level 139: ''Frostbite''==
Get the red key and switch the toggle doors. Open the right red door and get the blue key. Swap blue keys at the left, and then hit the toggle button twice. Swap for a red key. Swap that for a yellow key. DO NOT open the yellow door yet. Instead go left and push the top block. Open the left side of the dirt so that teeth can hit the button. Now go down and right. At the second pairing of water, push both blocks into it. Get all the keys. Go back to the left and push the bottom block. Open all the doors and clone teeth. Get the chip and wait for them to open the trap. Get the suction boots and go to the top. Push the first block open to water through. Take the left force fork and open a red door. Circle counter-clockwise to get a block. Push it onto the floors. Open the red door to the right and free the tank; then switch it. Follow the dirt to the ice skates. Retrace your steps through the invisible walls and switch the tank back again. Exit out. Go to the right side and push the bottom of two blocks through the water. Free the glider and pass the bomb it blew up. Open the last four doors and get the chips. Go back to the "lockers" and get the last chip. Go to the lower left and pass the socket. Go 4DL2D2RU to get the fire boots. Continue 2UL and wait. Run out of the area. Push the middle block on the left side and exit for 402 seconds.
[[Image:Chips Challenge Level Pack 2 Frostbite.png|thumb|right|Level 139, time limit 400, 148 chips. In this weather, I betcha ''can'' eat just one!]]
This common type of level (see ''Bounce'') contains chips with ice under them, forcing Chip to plan routes through by avoiding specific chips and using boosting to maximize efficiency. In addition, there is a teeth, but he won't bother you in this route.


==Level 136: Switch Hit==
This level was the last level that I (the person writing this guide) finished in this set, as this type of puzzle is quite hard! Most of the level is composed of steps rather than routes; thus, move as directed:
Clone a block and push it onto the toggle button. Take another block and push it up and left. Get another and build another bridge up. Hit the button twice and get another block. Push it into the cross and switch walls twice. Push the next block to the left, below the last. Move the upper block into the water to the left. Leave the dirt and go down and around. Get another block and do the same thing. Pass the dirt and switch the walls. Bring the block 3DLD and switch walls. Push it down, right, and down. Switch walls and push it off the wall. Repeat, then circle left and down. (You must use the mouse bug the second push in order to get the top score.) Switch again and push the block down into the water. Switch again and take the next block down the same way, but leave it one square below the old water. Switch again and push it right. Get the green key. Run left and up to get the chip at the top left. Go back to the start and push a block right. Take another one and push it down. Take the next one all the way down. Push the block right and switch walls. A new option is open to the right; push the block down and then through the new, open wall. Push the block down and switch. Push it off the wall and go back to the start. (Switch the walls back along the way.) Take one last block and continue the down-track. Push the last button twice and enter the exit to the right. You switched 423 seconds onto your computer.


==Level 137: Iron Mysticus==
''Northwest:'' 2U LDLDL (this takes Chip into the room) URLDLRURDULRULRD 2U RU (2D) 2D LDLD. Now you are exiting this section and the clock should be at 394.8. Ride the ice to the next chip.
Follow the fireball outwards and go left through the teleport at the end. Get the green key and port right. (When I say "switch tanks" I mean go to the room at the start with the teleport, and then go down through it. Then you hit the tank button and return to your last spot.) Get the red key, swap for a blue key and get the fire boots. Switch tanks and swap for a yellow key, followed by a red key. Switch tanks and swap for a blue key. Switch again and swap for a yellow key, then get the red key. This time, go up through the teleport. From here, you are taken right to the tank button, so be prepared. Swap for a blue key and switch tanks. Swap for a yellow key, then a red key, and switch tanks. Swap for a blue key and leave this one behind. Now, go left through the teleport. Swap for a yellow key and switch tanks. Swap for a red key and then a blue one, and switch tanks again. This time, run down past the tank button. Swap for a yellow and then a red key, and open the toggle walls. Switch tanks and swap for a blue key. Switch again and go up. Swap for a yellow key and then a red key, and exit the area. Switch tanks and go left through. Swap for a blue key and switch tanks. Swap for a yellow key and then for a red key. You now have all the chips; go back through the teleport and to the start. Swap the red key for an exit and 400 seconds.


==Level 138: Patrolled==
''Southwest:'' DLDRDRD (inside the area) LUDRDULURLDULDUR 2L UL (2R) 2R DRDR. Notice the pattern is identical in this and the next section! You are now leaving this area and the clock should be at 387.8. Ride the ice again.
Get the green key and pass the door, and then wait. Run left and get two yellow keys. Continue left and pass the green door to a chip. Go back to the start and switch the tanks above you twice. Go up and run left. Swap for a blue key. Move right and swap for red. Circle around you and swap for blue. The tanks switch, so swap for red just to the left. Go back to the left side and swap for blue. Run down and swap for red. Continue down and step right, out of the way. The tanks switch. Run past it and swap for blue. Jump in front of the tank and swap for red. Continue right and swap for blue. Continue right and swap for red, and also get the chip to the right. Switch the tanks, jump in front of the tank above you, and swap for blue. they switch again, so squeeze down past the tank and swap for red. Switch the tanks twice and run right to swap for blue. Also, get the two yellow keys and chip past the green door. Go up and swap for red. The tank passes by; run right and up to the upper right corner of the level to swap for blue. Wait for the tank and go left to swap for red. Retreat and swap for blue. Go left and ''only'' get the chip. You don't need any more keys (well, except the three yellow keys past the chip socket to the left). Go get them and pass by the last spot again. Switch the tanks twice and run left. Hit the gravel and open all six yellow doors to exit. The tanks are fired and you score 481.


==Level 139: Frostbite==
''Southeast:'' RDRURUR (inside now) DLRURLDLUDRLDRLU 2D LD (2U) 2U RURU. Here, you are leaving at 380.8.


This level is extremely difficult to figure out, and that's only half the puzzle: You also have to bring your boosting mindset into this level. This level was the last level that I (the person writing this guide) finished in this set.
''Northeast and exit:'' URULULDU (inside) RDULUDR, and here the pattern changes slightly, as Chip has to exit here: UDLRUDLRUDL 2R DR (2L) DR 2L (U) and exit. The UDLR section here is very likely the hardest move in the level, as it moves quicker than other boosting in the level because of continuous bent boosting. Think the key presses as you're doing them.


First of all, the teeth are not a problem.
If you don't have "bite", don't expect to get 373; this is the bold score on this level and it is nearly impossible unless you remember the patterns.
{{-}}


Most of the level is composed of steps rather than routes. Thus, move as directed:
==Level 140: ''Keep Trying''==
[[Image:Chips Challenge Level Pack 2 Keep Trying.png|thumb|right|Level 140, time limit 600, 30 chips. The caption cannot be displayed. Try again.]]


To NW section: 2ULDLDL (into section) URLDLRURDULRULRD2URU2D2U2DLDLD. Now you are exiting this section and the clock should be at 394.8. Ride the ice to the next chip.
And that you shall have to do. This could just be the hardest bold in existence just because of the sheer amounts of randomness required, maybe even harder than straight random routes such as ''Mads' Rush II''. In MS CC, it's going to be all but impossible. When I angled towards beating the previous record of 476, I made sure to use Tile World v. 1.2 to make the job a million times easier. However, even with my new route, it took about 2 hours straight to pull it off. Over time, my routes of 477, 479, and 480 received noticeable attention and work, which eventually got broken at 481. This is why ''Keep Trying'' is level 140!


To SW section: DLDRDRD (now you move in) LUDRDULURLDULDUR2LUL2R2L2RDRDR. Notice the pattern is much the same. You are now leaving this area and the clock should be at 387.8. Ride the ice again.
Hold all the way west, teleport west, then step DRU and hold left to four red keys, and finally teleport RL to reach the locks they belong with. Pick up the three yellow keys, then open lock 2, lock 1 above, and move the block RD 4R U into the teleport, then [2] and follow it. Splash through the dirt and continue L 2U and through a zigzag six horizontal and two vertical, waiting for the tanks when necessary, and then finally up to the chip, green key, and then [4] and follow the tank as it bounces east for two more yellow keys.


To SE section: RDRURUR (you move in) DLRURLDLUDRLDRLU2DLD2U2D2URURU. Once again, the pattern is identical, and you are leaving at 380.8.
Retrace back out to the entrance, and turn to the left and under the first yellow key. Keep moving [3] 4U 2D 4L 2D 2L (5D 5R) for a blue key, and then run onto the two locks and 3U 10R into the blue walls, then follow the tank out and U. Above are several teeth guarding several chips at once; they must be separated to take the chips. Move 2R U 4R URUR 3L DU 2L [1] 3L D to pick these up, then move through the water and open the five yellow locks from the bottom. With this timing, the tanks should avoid you; take the chips on the far right, zigzag south to take the rest of the chips, and then D 2L and into the socket. ''Wow! You made it this far?!'' But you're just starting...this is where it's going to get tough.


To NE section and exit: URULULDU (in) RDULUDR. Here, the pattern changes: UDLRUDLRUDL2RDR2L2RDR2LUD. Hold the right arrow to jump into the exit.
Slide through west, then down, up, and into a central room. Step into the toggle wall at the south, which should leave 518 on the clock, and power west to the fire boots at about 515. Return back out, being at the very top turn at a 511 minimum, and power through the up and down turns. This ends most of the random areas; touching the gravel at 508 will lead to 481, and at 507 will lead to 480.


If you don't have bite, don't expect to get 373; this is the bold score on this level and it is nearly impossible unless you remember the patterns.
At this time, move the block D into the water, and listen to the bouncing tank on the left. It will take six moves to reach the brown button and come back out. The tank is going 4R 4L repeatedly without pause, so watch its movement. If you see that taking the six moves will cause you to wait less, hit the button, and if not, go through now and do this later. At the 481 time diary, you should be able to touch the button; at 480, leave it.


==Level 140: Keep Trying==
Open the wall under the left fire and pass the fire to a force intersection; under the block at the end of the ''southern'' path are suction boots. The other one has nothing, so '''watch out!!''' Step back out, wait for the tank, continue out with D 2R UR, and ''very'' important: move D onto another green button! Now, smash the brown button if you haven't yet, then go back to the random section and walk through the toggle walls. The wait time will be noticeably decreased at any time, more than the 2 moves spent on the button. Step into the consecutive toggle walls, then hold left to get to the exit. Your time depends on your luck, but you can take a check on your status by following the "goal" times for completing each section.
Odd-step is required for this route.


Run left through the walls and teleport left. Now teleport up. Get the four red keys and teleport RL. Go through the red doors and get the three yellow keys. Open some of the doors and push the block (by the yellow door) up into the teleport. (In TW, you must wait two moves before you follow; you'll have to do that anyway later.) You open up a secret back-door route. Zigzag your way through the tanks and get the chip at the end. Go up to the green key and then pick up the yellow keys. When you go back down to the bottom, run left. Approach the yellow key above you, but then wait three moves for the tank by oofing once and stepping on the toggle button ONE extra time. Get the yellow key at the top, then step 2D4L2D2L, down, and right; under the block is a blue key. Backtrack, run up and go through all the doors. Step on the first gravel and go 4R2U6R2U2R3DR2D2R. Avoid the tank, then step 2RU4RURUR3LDU2L, wait one move, and then resume. Go all the way to the right and through all five yellow doors (ignore the key to the right). Get the chips on the right end and then zigzag down to get the rest. You can fit through the tanks. Pass the chip socket and go through the random force floors. After the zigzag, take the down path. Optimally, you should have 518 left on the clock here. You will eventually reach fire boots (hopefully around 514, maybe by 515 because of intelligent moving, and of course, luck, luck, luck.) Get them and go all the way back to just under the teeth. Push the block into the water (you should be at about 503.6, that's when I got there). Take a look at where the tank is, because in this level, it operates like a pink ball would. It takes six moves to hold the button down, so if this will cause you to wait less for the tank, then do it. Otherwise, wait and do it later. Sneak past the tank, then open the wall under the left fire and pass the fire. Go through more random force floors and hold the '''down''' key when you get near the intersection. You push the lower block and get suction boots. Go back, and ''very'' important: hit the toggle button near the tank! Now, push the block onto the brown button if you haven't yet, then go through the other random force floors and take the top path. Go through the two consecutive toggle walls (you shouldn't have to wait at all from the entrance to here if you remembered to press the button one last time) and hold left to get to the exit. Your time depends on your luck, and specific sections of the route through the force floors should be completed by a certain time as indicated in order to get the current high score on this level: 479 (held by me). The theoretical maximum has been calculated to be 488 seconds, but this score would (experimentally) take aeons.
The theoretical maximum was calculated to be 488 seconds, but this was before I fixed the teeth room and other spots, and in any case, it's only in theory - in practice, it would likely never happen unless God was playing it.
{{-}}


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Latest revision as of 01:20, 3 May 2012

Levels 121 (Flame Boy) through 140 (Keep Trying) will be discussed on this page.

Level 121: Flame Boy[edit]

Level 121, time limit 300, no chips. Put a little spring in your step this time...you'll need it.

In Flame Boy, Chip can move the fireball through the level to access the further stages, which is instructive, but instead Flame Boy teaches about the value of the spring step.

Follow the fireball out, then move DLU and take the block all the way out to the top of the force floors. When you push the block onto the first force floor, perform a spring step LU. As Chip cannot push blocks in the direction they are already sliding, he runs into it as if it were a normal wall. Normally, this would not be enough, as Chip would have to wait an entire move before he is allowed to move U. Because of the spring step, though, Chip is only on [0, 1] for half a move, and therefore has enough time to step U into the exit!

FLAME OFF - 283 seconds.

Level 122: Warehouse II[edit]

Level 122, time limit 999, no chips. Oh, please don't make a Warehouse III...no! NO! NO!!

This level contains four major rooms: the north room with eight blocks and eight buttons in it, the west room with a bunch of blocks, the central room with a series of circular pathways, and the south room with a lot of buttons. Your goal is to complete the puzzle in the north room with the eight blocks, then move the seven blocks in the west room through the central room and into the south room to stay. However, the tricky part is that you can't complete the north room without blocking off a vital pathway through the central room. An already long puzzle with many turns is made much more difficult, causing Warehouse II to be one of the hardest levels in CCLP2. Blocks are counted by north room and then west room, only using reading order within each room. When the southeast room is reached, blocks are counted by the order they enter it.

Start by entering the north room and throwing block 5 4U, block 2 U 5R, and block 1 4D U 2R, and then block 2 2U, block 6 3U 5R, and block 2 out to button 3. In stage three, move block 7 L, block 6 2U, block 4 2R, and block 3 U 3R, then move the loose block 6 R off button 8 and run 2U, and out to block 8, wedged between the areas. This belongs U, and then move to the west room.

As Chip walks around to block 14, move block 11 2U, and on the way back over, move block 13 2L and block 15 R. When you can turn north from moving block 14, shove it L 3D 6U L; Chip will use this maneuver for all the remaining blocks in the west room. Start as such by circling around the top of the west room, moving block 13 D and using block 15. When you can turn north, move the block back L, then go back to the north room, pass the buttons, and shove block 8 3L, then do some more work here: Take block 3 2U, block 7 4U 3R under it, and drop block 3 onto button 6, then move to the center, throwing the block 4R. At this point, block 15 in the 4-way intersection will use a similar method to the L 3D 6U L: simply 3D 6U L, as the L has already been performed. After this, go back to the west room and take block 13 out, moving it L when you can. Next, carry block 14 4R D 5R 5D, then return to the north and move the loose block from button 6 to button 1, and perform more work: Shove block 4 L, drop block 7 onto button 6, and then return to the center, shove the block 4R, and again use 3D 6U L before returning to the west room.

Now, move through the straight passageway, carry block 11 out, move the northeast block 4R again, and only then knock block 11 back L. Enter the area where block 14 is jammed and sidle it 7L for use below, then carry the northeast block D 5R 5D to replace it. Walk straight through the north room, moving the block from button 6 to 5, and use 4R and 3D 6U L in the same way. Take the straight path to the top of the block room, drop block 10 L, block 9 U, and use block 10, ready to intercept block 9 on the next run. Again, use 4R and then L, then carry block 14 10D 6R for use in the second button room. Replace this block with the next one 7L, then that block with the northeast one, and walk straight through the north room and use 4R and 3D 6U L again.

Take the top fork to the west room, intercepting block 9 L 2D 2L, and use block 10, again performing 4R and then L. Now, move another block 10D, southeast block 1 2D 9L, and replace it with block 2, then replace the upper blocks, and run back through the north room to use 4R and 3D 6U L. Return to the west room for the final time, take the side path, and move block 9 down to use 4R and L. Again, move another block 10D, then southeast block 2 D and block 3 7R, and walk DRURUL and replace the blocks with 7L and D 5R 5D. However, after this, leave out the L from the next 4R and 3D 6U movement, as Chip has emptied out the west room and does not need to open the north intersection from the 4-way. Instead, move the northeast block 4R and go straight to the 10D move. When you enter from the east, move the block from button 3 to 1, the new block 6R, and then replace the upper two blocks and enter the north room to finish it.

Start with block 8 2L, then block 4 2U 3R, block 8 R 4U, and with no further need for the passage, move block 4 to button 6, and block 8 to button 2. Exit the room, move the block in the way 3R U 4R, then move a block 10D and enter to the east. Nick the loose block U, the new block 6R, then move URD2RUL, replace with 7L, and before replacing with D 5R 5D, enter the east of the north room and finish the puzzle. Return to the center, jam the one remaining block 10D, and then move a block from button 3 to button 2. Move the new block 7R, take the last block from above and jam it 7L and 10D, and then walk in to finish.

Of the movable blocks, run block 1 R, block 2 L, and block 6 5L, then block 2 RUL onto button 3, and with block 1 out of the way, Chip can circle around to the other three; move block 1 6R and around, then U onto button 4, and then blocks 6 and 5 onto buttons 7 and 6. This ends it - go to the center and exit to collect the 451 hours...oops, seconds. It took that long! :)

Level 123: BlockSlide[edit]

Level 123, time limit 800, 18 chips. When has skating become so diff - *CRASH!! &$@^(&@*

It's possible that this is not just in the tough area of CCLP2, but actually the toughest non-random bold in the entire set. You will not need superhuman boosting skills as in Follow the Glacier Brick Road, but instead you will need superhuman timing skills, as well as a computer, a CC copy, a week alone, and...well, maybe another week. Sorry!

BlockSlide's structure is very unconventional, as it requires Chip to actually catch blocks as they are sliding on ice, sort of like a soccer game. The trouble is when more than one block is used; slide delay will make the level painful in more ways than one! Even one block at a time can be extremely annoying, as Chip must get the timing exactly right on every turn to survive. Four blocks are necessary; this route will use five clones, as the unused block 1 will alter the slide delay in Chip's favor. For easier routes, simply take one block at a time, as this removes slide delay from the equation.

At the beginning, the cloning is as follows: D [1/2] DUDUDU [1 1/2] DU [1/2] 2D. From here, skate over 8R, and spring step [1/2] DU as blocks 4 and 5 suddenly return, keeping Chip out of danger from block 3. Continue R [1] DUR to knock out block 5, then move 2D as a spring step as block 3 comes through; block 2 can be caught directly with LU. Continue R 3U L, then L, and then move R to shove block 2 R, then drop back LD and move block 5 R as well, and then R again to catch block 3.

One space away from the wall, step 2D to catch block 5, then skate 2U R, catch block 2, and then move [1/2] DL (as a spring step) L 4D R (catches block 5) 2D and wait for block 2 to hit itself on the wall. To avoid being hit by block 3, Chip must use a spring step RL; he can then continue to follow 8R D, then [1/2] UR as another spring step, sending block 2 north and south. Slide delay is noticeably taking its toll on block 5; to catch it, move at 783.8. To free the chips, skate R 4U 2L [1/2] RU (spring step). When coming back out, block 3 can be seen sliding; catch it directly from column 3, then sprint over column 2, barely catching block 2 to the west. When it returns back to you, move it into the central bomb (this is as a spring step) for the best effect.

Run to the left side; at 769.0, block 4 is visible. Run it L, then skate U 4R and directly catch it D. To finish the chips, skate: L5D, then RU spring step, 3L [1/2] DL spring step, 5D, and then R as a normal move. Wend your way back through the level all the way to the strip on the extreme right of the level, and when the clock comes to the end of 752, block 3 can be seen coming down. This will be used to reach the exit: move it L off column 3, as moving it R will not allow Chip to throw it south in time, forcing him to wait longer, and then drop it U onto column 1 and skate 6D R [1/2] LU spring step, and L 2D [1/2] UL spring step, and 4D 4R naturally. This last move will drop Chip to the exit with 746 seconds.

Level 124: Paramecia[edit]

Level 124, time limit 340, no chips. Why do they have to make it so difficult to link to the paramecium page?

Each stage of Paramecia is a tussle with, well, paramecia. Some stages are ingenious puzzles, and some are just dodging.

Follow the path to the ice skates, which includes a Russian Roulette sliding bullet, then jump behind the paramecium with the red keys and move 3U LD 2R 4D and up through the teleport, which is a convenient shortcut. Open the rest of the locks to the east, dodge to the west at the end of the path, and then switch to the right side when the paramecium moves up. When it moves away, take the fire boots and follow the ice path to the suction boots. You can also collect the ice skates at the very start by simply jumping back U, but without fire boots, you can't get back through.

Skate back to the center, hiding on the gravel as the paramecium slides by, then skate through the center area, waiting again, and then run to the very top to take the fire boots. Hide as paramecia close in: 3L D and on the gravel, then sneak out to the west and return to the teleporting paramecium near the start. Climb two rows to the next rung on the right, then L 2U L, and Chip can now exit with a time of 228.

Because there is no boosting in Lynx, the ice slide at the beginning makes Paramecia unsolvable in this mode.

Level 125: Blocks 'n Bombs[edit]

Level 125, time limit 300, 3 chips. System of a Down suggests you Bring Your Own Bombs to this level.

It turns out that an entire section of this level is not required, so you can finish it in only 68 seconds. As such, move to the top section and take the blue key, then hit the blue button, which allows Chip to take the other goodies to the right. Now, go to the very bottom end, move DR to override the force floors, and touch the green button to release the pink ball that clones the blocks. As the clock goes to 282, the first block will clone; move it 2R and north, then use another two blocks, wait [1] before stepping on the button for block four, and then finish the bridge north. With both keys, open the two locks in the center of the level.

Go directly over to the red button in the bug circle, then move the block DRL to trap the bug in a 2x1, and now clone another block to stuff him in a 1x1, allowing Chip to collect the goodies under the block including the last chip. Move the free block against the sockets, then remove the sockets on the right, move the block to the teleport and follow it, and move it U to stop the fireballs cloning. After the last two sputter out, you can reach the exit with 232 seconds remaining.

Level 126: Dodge![edit]

Level 126, time limit 200, no chips. If great big balls of fire are coming at you, what else are you going to do?

This level is a very easy little jumble when you figure out the patterns, and with only a few seconds spent in the namesake maneuver, it won't be long.

Zigzag DRUR to the ice skates, then move 2D 2L and repeat ULDLULDLD. Halfway done...continue [3] D 3R [1] D [1] U 3R [1] D [1] UR 3D. For the last area, step 3L DLU 3L 2D LR 2D, which will send you on a long ice slide to the exit located just under you, and no more dodging! It's 156.

Level 127: Escape from Chipkatraz[edit]

Level 127, time limit 200, no chips. "Don't let the guards see you"? Well, the monsters do see you, even if they don't catch you.

In this small prison, Chip has to move several blocks past a teeth and across a pair of paramecia circling in a smaller area. Even step is preferable, as although odd step will initially save a move, it is lost later, and it throws off the timing for further endeavors.

Escape from the prison, pass the paramecia, and step on the gravel. To outrun the teeth, feint L [1], then 2R 2D, and walk out to the green and yellow keys. Emerge from the gliders, move block 4 3L and up through the paramecia, and then take a detour into the upper yellow lock to pick up a red key under the dirt. Move block 4 2U to save four moves at the cost of just two, open both locks, and then drop it in the water, followed with block 1.

Now, run across the east, move block 5 3L, block 3 UL, and then block 2 out. As you go to use block 5, move block 3 2L, then push blocks 5 and 3 to the bridge to exit the level...INMATE 112 MISSING. 112 SECONDS.

Level 128: Fantasy Island[edit]

Level 128, time limit 400, 264 chips. A real fantasy island would be without that glider clone machine!!

This island contains many, many chips, and also a glider clone machine which slowly adds more and more gliders. There is a block available to stop it, but you won't need it if you watch how you collect the chips. There are many, many possible routes through without stopping; a sample route is shown below.

Collect row 23, U 4L, across row 21, and zigzag DRUR to collect rows 21 and 22, then pick up the edge of rows 20 and 19 and zigzag ULDL, collecting all of these rows. Continue to run east and west for rows 18 and 17, then with gliders messing around near you, walk as such: U 2L ULURUR 2D 2R D. Pick up the remainder of rows 16, 15, 14 and 13, and then 12 and 10 around the block on row 11, removing the chips here as well - except for the extreme right column on rows 12 all the way up to 6, which will be the finishing run.

As most of the gliders are deflecting off the chip in front of the socket, never passing row 13, with very few exceptions which can be dodged in almost all routes, Chip is generally free to take the remaining nine rows in any pattern. When you finish, coming across the far eastern column, take the flippers and swim around to the exit. 336 seconds have become a reality.

Level 129: Miscellaneous[edit]

Level 129, time limit 600, 4 chips. What about this level is miscellaneous? It's all been seen before, right?

This level looks like it's going to be a multisectioned, extensive affair, going along with the name of Miscellaneous - but the blue wall section under the exit, while possibly added as a joke, is actually passable, causing the level to be busted. To enter this, move 2R 3D R 6D 2R D 5R DUR 2D RDL [3] 2L R [1] 2L U. 593 seconds are left.

Level 130: Frozen Birdbath[edit]

Level 130, time limit 400, 51 chips. Do you really want to touch those chips now that you know you're in a birdbath?

In this small ice diamond, Chip moves through hidden recessed walls, hidden ice spaces, blue walls, and some force floors, to collect 51 chips. As there is no convenient way to describe such a route otherwise, only the directional notation is shown:

R 2D L 3R U 2R UR 3L DUL 2U 3R LU 2L 3U LUDR 4D 2L DL 2D L 2U 2L U 3R 3U RU 4D RDLRDR 3D LDULUL 2U 2L ULURL 2U L, which leaves 385 on the clock.

Level 131: Time Bomb[edit]

Level 131, time limit 300, 3 chips. So explain this to me again...if you hit the bomb, time explodes?

Specifically, Time Bomb looks like it will require eight blocks to complete due to the nature of the glider's left turns and the fire through which it must move, and Chip only has four blocks available. The trick is to reuse some of the blocks, meanwhile keeping the glider occupied.

Drop underneath block 1, pick up the chips, and leave it where it is, where it can temporarily trap a glider in the chip room. Open the second socket, leaving the first as another obstacle, then play (2R) to collect a few items, and open the remaining sockets, meanwhile revealing blocks 3 and 4. Off the final socket, run ULD (2R) LD 4R 3U, which will set up some of the apparatus. Pick up the other tools, jog north to free block 2 from the five locks, and push this block 2U 5R 19D 4R 2U in total. Block 3 belongs D, which will redirect the glider north and then west, north with the single socket, into the chip room and back out, and then to a spot where Chip can intercept him towards the exit.

Now, clone a glider in the southeast, and then push blocks 4 and 3 3D and 3D, 5L and 7L, and U (to intercept the glider north) and 21U. Now, this block is ready to turn the glider west towards the exit, but Chip must first move block 1 3U to redirect the glider UR into the "time bomb"; otherwise, he will die by moving D. Run back out, as the glider will be directly behind you, and move block 3 into place, which allows the bomb to detonate. Chip can now exit with 241 remaining.

Level 132: Captured[edit]

Level 132, time limit 300, no chips. Sure, I'll go to a prison camp island where the only thing you can eat is mice.

If you want the bold, the Mouse Panel Glitch is required. Captured requires Chip to move three blocks around, using two of them to drop the third into a thin wall maze, where it is flicked westward one column at a time. In the meantime, Chip has to avoid gliders cloned from both directions!

Mouse route for 250: Run over the sinking floor, move block 2 R, block 3 3U for later use, and block 2 U to reach block 1. Flick this out a total of 3D, and now use block 3 to bridge to the main section, while intercepting block 1. Stick this in the main section 3R D 2R 2D 5L 2D 2L, then circle back through the water maze, move the block U, then run RU and *D. When you make such a mouse maneuver, make sure to hit the keys hard in order to override the mouse, otherwise Chip will continue going in the direction he was directed to.

Follow this route through the rest of the level from where the mouse click moves Chip down: LDLUL 2U RDRD *D LDL 2U RU *U LULD [1] DRD *U LUL 2D RD *U LUL 2D RD *D 5:[LDL 2U RU *D]. Chip approaches the exit, and in this case, move slightly different towards the exit: LDL 4U RU *D, then move the block into the water below the exit and exit the level.

Key-only route for 246: Move the same in the beginning until you get ready to start moving block 1 west. Drop the block D instead, and then follow the route as posted: RD -L U [2] LULDL 2D RURU -L DLDL 2U RU -L UL 3D [1] L 2U RU -L DLDL 2U RU -L ULUL 2D RD -L 2:[DLDL 2U RU -L] ULUL 2D RD -L DLDL 2U RU -L DLDL 2U [5] RU [1] -L 2:[DLDL 2U RU -L] ULDLDL 3U.

Level 133: Block Maze[edit]

Level 133, time limit 999, 14 chips. We're sorry, this caption has been blocked. Please enter a password.

Block Maze is, of course, a block maze; it is more unconventional, as it moves blocks through different sections containing monsters, locks, water, and bombs, and walking through dirt corridors.

Free yourself with the given two blocks, then and move the block into the second water, then continue with D 2R 2U, around to the gravel, and step DR onto the gravel rather than RD. Follow with RU [1], then step into the bugs and collect the 12 keys, which will be used throughout the level's area. One dirt, U off gravel 1, is left behind to block the bugs from running through the corridor and interfering with other parts of the level. From the keys, collect the three chips on the left of the ball room, then 2R and collect up, 2L and open the yellow lock to the paramecium room.

Start with 2L 4D 3R-D, use blocks 9 and then 7 and 2, and move block 6 D on the way to using block 8, which will redirect the paramecia around it. Immediately erase block 1, then drop block 3 D and use block 5, and use blocks 2, 6 and 3 individually. The subtle rearrangement will allow Chip to avoid any clashes with paramecia.

With the blue key in your possession, turn west 4L from the first lock, then 4U 6L to open some key dirt, and enter the small room below with two yellow locks, moving L 2D L off the second one to pick up the red key. Walk directly north to the next row of gravel, to avoid releasing bugs into this area, and then open the red lock and move block 3 here L 3U 4L and 5U 7D through the start. Drop block 1 2U off this, then move block 3 through the open dirt, and then divert below, passing all the bombs, to reach the green button before moving this block north. Continue to exchange the other two blocks 5U 7D to complete the bridge to the other locks and chips, and afterwards run across the west side to pick up the other chips.

The first one is easy; off the blue lock, run 2U and both directions for another two; the final chip is also easy to collect, with a simple clone machine. Now, move further east, through the final yellow lock, and U and 2:2R2U2L2U (2R 2U) to the green key, then LULULDLU 2L to exit. You get 832 seconds.

Level 134: Microcosm[edit]

Level 134, time limit 400, 39 chips. Sorry, but there's already a map here!

This type of level, with a grid of squares and random assortment of items in Chip's square, is actually a mini-map: room 13 contains a tile that best represents what is in each square of Microcosm: hidden fire, a clone machine room, force floors, tanks, etcetera.

Pick up the green key, chip 1, down to chip 2, the key and chip 3, then power south through room 18 and some yellow locks for another chip. Remove the 9 chips in room 24, then move through 25 and in 20, avoid all blue walls. Pass 19, then move directly north, with this timing ignoring the paramecia, for a chip, then U 2R DR into room 15, where Chip must stay on the blue walls.

Continue ULUL to room 3, hold south into the southeast corner of this, and then run through rooms 8 and 7, then enter room 2 and walk 2L U and U to room 1 and all the way south into room 16. Finish the level through rooms 17 and 12, then exit to the west; you score a microscopic 361 (!) seconds.

Level 135: Zartacla[edit]

Level 135, time limit 500, 9 chips. This is the last level in the alphabet; does this mean anything? ...No.

Run the name backwards, and Zartacla is the famous Alcatraz! Despite the bombs everywhere under the block prison, Zartacla is not quite as difficult as it seems, as the exits are obvious.

Escape! Open lock 5, then lock 4, press the green button twice to send the bug out, and then remove locks 2 and 1, leaving lock 3 for another passage through here. On the left is one safe area; block 2 will lead to the exit when Chip finds fire boots. Move block 1 to a dirt bloc, and walk 3U R 2U to allow a teeth onto the brown button. Before using this, Chip needs the blue keys on the south edge; move both blocks, then collect both sets of keys, and then push block 3, open the blue locks, and touch the red button before standing on the trap. It will take 11 moves on the trap before the teeth release you; run out of this and turn north to bridge the water into another area.

Take the left fork and open the red lock, then step 2U RU 3L DRDLD specifically to get the block out the quickest. Free the tank from the dirt, swap it, and follow the dirt to the ice skates, then switch the tank again to escape. With the ice skates, Chip can enter the east section; open the trap to explode the bomb, then remove the red locks and follow the recessed walls, which stays away from the teeth to pick up more chips. Now, finally return to lock 3 at the start, with the bug opening the toggle wall, to pick up the final chip, and then use this to enter the socket.

To pick up the fire boots safely, run L 4D L 2D 2R U, and then escape 2U L and run out when it is safe. Now, Chip can move block 2 on the west side to access the exit, worth 402 seconds.

This is the only CCLP2 level busted in Lynx; because Chip can push blocks without moving them, he can solve Zartacla in five seconds.

Level 136: Switch Hit[edit]

Level 136, time limit 600, 1 chip. Which switch do you hit, you snitch?

Switch Hit contains many obstacles in the form of simple toggle walls, creating a rather difficult maze. What you learn from it will help you in Key Color, so be mindful!

Clone block 1 and push it onto the green button, which frees all use everywhere else, then block 2 and move it 5U 4L to water 1, and a third 5U 7L 3U to water 2. Touch the button twice, then take block 4 to water 2, swap walls, and drop the block west onto the next water and leave the dirt. Now, switch the walls back and take block 5 to water 2, switch the walls twice and put block 6 3L off water 1, and now move block 5 RD off the dirt, pass the dirt and switch the walls, which allows Chip to keep moving the block. Drop this 3D LD, switch again, and now move the block southeast. In this type of situation, Chip wishes to switch the walls in order to ram the block off; do this twice, but Chip can click *L on the second push, which will save one second in the end.

When this is done, walk to the south and switch the walls, and remove the water under the block and switch the walls. Use the passageway above this to collect block 6, move it through in the same way (the mouse is not required for the bold now), and this time, after it goes on the most recent water space, swap the walls again and you can use the block to reach the green key. Go back to the old location of the dirt from block 4, take the chip above, and now go back to the clone machine to exit.

Before cloning, Chip must switch the walls away from their starting position; build east with block 7, slightly south with block 8, then move block 9 east and the tenth a total of U 7R D. Now, switch the walls and drop the block through the second shaft on the right. You can flick the block to the bottom row; now, switch the walls back to normal and build to the south of the shaft with blocks 11 and 12, which will link up with block 10 so as to reach the exit at 423.

Level 137: Iron Mysticus[edit]

Level 137, time limit 500, 23 chips. Welcome to Let's Make a Deal...do you want door number 1, 2 or 3....or 4, 5, 6, 7, 8?

Here's a fun level: it's a bunch of tanks blocking out alternate locks, each containing goodies, in different sections, growing in difficulty with the addition of the fireballs and toggle walls.

Start with [1] 2U 3L UR, then teleport west to the green key and out. Shove east, open locks 4, 7 and 6, and now continue through the level as follows, with teleports in brackets and lock numbers in parentheses: [LD] (swap tanks) [UR] (2, 5) [LD] (swap tanks) [UR] (1) [LD] (swap tanks) [UR] (8, 3) [UU] (5) [D] (swap tanks) [UU] (3) [D] (swap tanks) [UU] (6, 4) [D] (swap tanks) [UL] (3) [RLD] (swap tanks) [UL] (2, 5) [RLD] (swap tanks).

At this point, there are 8 chips remaining and about 440 on the clock. Continue by collecting the yellow and red keys below, touch the green button with no further need for the fire boots, swap tanks again and collect the blue key. At this point, the two fireballs blocking some of the chips are released, and accurate movement is required.

Swap the tanks again, and finish the level as such: [UU] 4U L (wait) R 3U (2, 1, wait) R 3D L (wait) [D] (swap tanks) [UL] 4L D (wait) U 2L (1, wait) D 3L U (wait) [RLD] (swap tanks) [UL] 4L D (wait) U 3L (4) U 3R D (wait, 6) [RL]. Now, jump after the fireball and sneak past it using the ice to reach the exit. I'm mystified...you got 400?

Level 138: Patrolled[edit]

Level 138, time limit 600, 21 chips. Behind that door is...a bunch of toy tanks!

Patrolled contains many tanks circling around the level with the assistance of some ice, but changing every now and then. Switching the tanks will alter their self-switching point, which makes it a little harder.

Wait as a tank runs east, then take the two yellow keys, use ice 8 and take the chip by the exit. You require six yellow keys to exit the level, and you can only get four without the socket, two of which you took earlier. You'll use one key somewhere, so the three keys behind the socket will be enough. Return to the start, hit the blue button above twice, then run 2U R 5U and hold west to the yellow lock. Slide back over ice 3 and south to a red key, circle above the tank on your head, and take the blue key to the east, while you can sneak past the moving tank to take the red. Return to the northwest corner, take the blue key, and hold to the south to collect a red key. At this point, make the transition to the south: 3U 3R 7D R and squeeze west when you can.

Start with the first lock to the east, then move 3L 6D 2L behind the tank for the next key, further east for the next one, and more east to another key, plus a chip. Touch ice 11 and the blue button, then continue L 5U 5L U, take the key and chip, and just slide across ice 8 to safety and another key below. Now, slide across the blue button twice, move through the green and red locks on the far southeast corner, and retreat back out. Directly above the start is the next key, and as you come out, the tanks will swap and you can slide up.

Continue all the way over ices 4 and 2, take the chip and blue key, and wait for the approaching tank, at which point you dart through the western shaft to a blue lock, and then slide back over 2 and 4 to the final red lock. You can visibly see the chip, so go towards the chip; a tank is about to hit you, so dodge above, and then dive in to take only the chip before you enter the socket to collect the keys. Now, touch the blue button above the start twice, again slide over ice 8, and open all the yellow locks to finish the level. The tanks are fired and you score 481.

Level 139: Frostbite[edit]

Level 139, time limit 400, 148 chips. In this weather, I betcha can eat just one!

This common type of level (see Bounce) contains chips with ice under them, forcing Chip to plan routes through by avoiding specific chips and using boosting to maximize efficiency. In addition, there is a teeth, but he won't bother you in this route.

This level was the last level that I (the person writing this guide) finished in this set, as this type of puzzle is quite hard! Most of the level is composed of steps rather than routes; thus, move as directed:

Northwest: 2U LDLDL (this takes Chip into the room) URLDLRURDULRULRD 2U RU (2D) 2D LDLD. Now you are exiting this section and the clock should be at 394.8. Ride the ice to the next chip.

Southwest: DLDRDRD (inside the area) LUDRDULURLDULDUR 2L UL (2R) 2R DRDR. Notice the pattern is identical in this and the next section! You are now leaving this area and the clock should be at 387.8. Ride the ice again.

Southeast: RDRURUR (inside now) DLRURLDLUDRLDRLU 2D LD (2U) 2U RURU. Here, you are leaving at 380.8.

Northeast and exit: URULULDU (inside) RDULUDR, and here the pattern changes slightly, as Chip has to exit here: UDLRUDLRUDL 2R DR (2L) DR 2L (U) and exit. The UDLR section here is very likely the hardest move in the level, as it moves quicker than other boosting in the level because of continuous bent boosting. Think the key presses as you're doing them.

If you don't have "bite", don't expect to get 373; this is the bold score on this level and it is nearly impossible unless you remember the patterns.

Level 140: Keep Trying[edit]

Level 140, time limit 600, 30 chips. The caption cannot be displayed. Try again.

And that you shall have to do. This could just be the hardest bold in existence just because of the sheer amounts of randomness required, maybe even harder than straight random routes such as Mads' Rush II. In MS CC, it's going to be all but impossible. When I angled towards beating the previous record of 476, I made sure to use Tile World v. 1.2 to make the job a million times easier. However, even with my new route, it took about 2 hours straight to pull it off. Over time, my routes of 477, 479, and 480 received noticeable attention and work, which eventually got broken at 481. This is why Keep Trying is level 140!

Hold all the way west, teleport west, then step DRU and hold left to four red keys, and finally teleport RL to reach the locks they belong with. Pick up the three yellow keys, then open lock 2, lock 1 above, and move the block RD 4R U into the teleport, then [2] and follow it. Splash through the dirt and continue L 2U and through a zigzag six horizontal and two vertical, waiting for the tanks when necessary, and then finally up to the chip, green key, and then [4] and follow the tank as it bounces east for two more yellow keys.

Retrace back out to the entrance, and turn to the left and under the first yellow key. Keep moving [3] 4U 2D 4L 2D 2L (5D 5R) for a blue key, and then run onto the two locks and 3U 10R into the blue walls, then follow the tank out and U. Above are several teeth guarding several chips at once; they must be separated to take the chips. Move 2R U 4R URUR 3L DU 2L [1] 3L D to pick these up, then move through the water and open the five yellow locks from the bottom. With this timing, the tanks should avoid you; take the chips on the far right, zigzag south to take the rest of the chips, and then D 2L and into the socket. Wow! You made it this far?! But you're just starting...this is where it's going to get tough.

Slide through west, then down, up, and into a central room. Step into the toggle wall at the south, which should leave 518 on the clock, and power west to the fire boots at about 515. Return back out, being at the very top turn at a 511 minimum, and power through the up and down turns. This ends most of the random areas; touching the gravel at 508 will lead to 481, and at 507 will lead to 480.

At this time, move the block D into the water, and listen to the bouncing tank on the left. It will take six moves to reach the brown button and come back out. The tank is going 4R 4L repeatedly without pause, so watch its movement. If you see that taking the six moves will cause you to wait less, hit the button, and if not, go through now and do this later. At the 481 time diary, you should be able to touch the button; at 480, leave it.

Open the wall under the left fire and pass the fire to a force intersection; under the block at the end of the southern path are suction boots. The other one has nothing, so watch out!! Step back out, wait for the tank, continue out with D 2R UR, and very important: move D onto another green button! Now, smash the brown button if you haven't yet, then go back to the random section and walk through the toggle walls. The wait time will be noticeably decreased at any time, more than the 2 moves spent on the button. Step into the consecutive toggle walls, then hold left to get to the exit. Your time depends on your luck, but you can take a check on your status by following the "goal" times for completing each section.

The theoretical maximum was calculated to be 488 seconds, but this was before I fixed the teeth room and other spots, and in any case, it's only in theory - in practice, it would likely never happen unless God was playing it.