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


This is a continuation of the walkthrough for [[Chip's Challenge]]. Levels 61 (RINK) through 80 (VANISHING ACT) will be discussed on this page.
This is a continuation of the walkthrough for [[Chip's Challenge]]. Levels 61 (''RINK'') through 80 (''VANISHING ACT'') will be discussed on this page.
__NOTOC__
<center>
{| {{prettytable|notwide=1|text center=1|style=font-size:12px}}
| width=225px | [[#Level_61:_RINK|'''Level 61''': ''RINK'']] <br> [[#Level_62:_SLO_MO|'''Level 62''': ''SLO MO'']] <br> [[#Level_63:_BLOCK_FACTORY|'''Level 63''': ''BLOCK FACTORY'']] <br> [[#Level_64:_SPOOKS|'''Level 64''': ''SPOOKS'']] <br> [[#Level_65:_AMSTERDAM|'''Level 65''': ''AMSTERDAM'']]
| width=225px | [[#Level_66:_VICTIM|'''Level 66''': ''VICTIM'']] <br> [[#Level_67:_CHIPMINE|'''Level 67''': ''CHIPMINE'']] <br> [[#Level_68:_EENY_MINY_MOE|'''Level 68''': ''EENY MINY MOE'']] <br> [[#Level_69:_BOUNCE_CITY|'''Level 69''': ''BOUNCE CITY'']] <br> [[#Level_70:_NIGHTMARE|'''Level 70''': ''NIGHTMARE'']]
| width=225px | [[#Level_71:_CORRIDOR|'''Level 71''': ''CORRIDOR'']] <br> [[#Level_72:_REVERSE_ALLEY|'''Level 72''': ''REVERSE ALLEY'']] <br> [[#Level_73:_MORTON|'''Level 73''': ''MORTON'']] <br> [[#Level_74:_PLAYTIME|'''Level 74''': ''PLAYTIME'']] <br> [[#Level_75:_STEAM|'''Level 75''': ''STEAM'']]
| width=225px | [[#Level_76:_FOUR_PLEX|'''Level 76''': ''FOUR PLEX'']] <br> [[#Level_77:_INVINCIBLE_CHAMPION|'''Level 77''': ''INVINCIBLE CHAMPION'']] <br> [[#Level_78:_FORCE_SQUARE|'''Level 78''': ''FORCE SQUARE'']] <br> [[#Level_79:_DRAWN_AND_QUARTERED|'''Level 79''': ''DRAWN AND QUARTERED'']] <br> [[#Level_80:_VANISHING_ACT|'''Level 80''': ''VANISHING ACT'']]
|}</center>
==Level 61: ''RINK''==
[[Image:Chips Challenge Rink.png|thumb|right|Level 61, no time limit, 16 chips. Get out the Zamboni!]]
While there is no time limit, ''Rink'' can be beaten in 49 seconds with exact boosting. The full route through is: URU 2D LDL 2R 2U R 2U 2R U 2R U (DR 2D) RL 2D R (RLDL) 3D 2L 2D 2L 2D ULU 2L DLD (RD) DRD 3R (RU) LD 2U D (3R 2U 3L-U 2L 2R 2U 2L DL 2D LD) 2D L 2U (2L D) 2R 2U LU 2D R.


==Level 61:RINK==
To solve this type of level, watch the blue walls around Chip to determine what Chip has not found, and systematically eliminate each block to find the chips. If you see a bunch of untested walls, find a way to get there.
A trick to this level is noting that if you watch Chip, and the blocks directly to the north, south, east or west, you will be able to eliminate which blocks you have not tested. You need only systematically eliminate which blocks are walkable and which are not to search for the chips. If you see a bunch of fake walls, find a way to get to them. The exit is in the center. here's directions: U R U 2D L D L 2R 2U R 2U 2R U 2R U D R 2D 2U R U R L 2D 2R L D L R U 2R 3D 2L 2D 2L 2D U L U 2L D L D R 2D L D R D 4R U D 2L D 2U D 3R 2U L U L U L U 2L 2R 2U 2L D L 2D L D U L 2U R U 2R U 2D R D R D R 2D 3L 2D L 2U 2L D U 4R 2U L U 2D R
{{-}}


==Level 62:SLO MO==
==Level 62: ''SLO MO''==
This level consists of a checkerboard pattern of open and closed toggle walls. These toggle approximately once every second. It is broken up by a number of clear corridors which permit rapid travel. There are a number of teeth near the south of the board as well as several blobs scattered around the board. The exit square is on the right of the board. To complete the level, travel upwards, using corridors when possible, then all the way to the right of the board to the exit square for 282 seconds.
[[Image:Chips Challenge Slo Mo.png|thumb|right|Level 62, time limit 300, no chips. Your own Matrix movie.]]
''Slo Mo'' consists of a checkerboard pattern of open and closed toggle walls, broken up by some corridors that allow rapid movement, because the name is apt: the walls toggle only once every 4 moves. There's also lots of blobs around the level, causing frequent deaths, and a gaggle of teeth in the southeast corner which you can outrun.


==Level 63:BLOCK FACTORY==
The route through the level is 3R 8U 6R 9U 16R U 4R U, which scores 282 seconds when it does work. This is not very likely, though, as the blobs tend to stay within the long corridors.
Go all the way north and press the button. Push the block closest to you into the water to the east. Repeat twice. Don't worry about the other blocks south of you. Once you've got both of the chips, slide on the forcefield south to each of the other chips. If you miss any of them, just ride the forcefield back up and try again.
{{-}}


After you've done that, get off in the south section. Go around and quickly get the chip, pressing the button. Hurry back over the button and to the exit. You score 477 for not missing anything.
==Level 63: ''BLOCK FACTORY''==
[[Image:Chips Challenge Block Factory.png|thumb|right|Level 63, time limit 500, 7 chips. The new Brown Block, from Wonka.]]
''Block Factory'''s start section contains several block "factories" which allow Chip to build through the six water pipelines to collect each chip. However, instead of building through all six, Chip can build through the second pipeline and collect all six chips from the back side.


==Level 64:SPOOKS==
Step U 2R UR 4U L, open pipeline two and take all six chips, then continue through the corridor under this, passing the "PW" initials of the designer Pete Wierzbicki, and clone the block. Continue D [1/2] D to collect the chip, and then exit. Not waiting at all will perform a ram, causing the chip to be unreacahable, and waiting a full move will drop the score from 477 to 476.
As long as you are not afraid of the teeth, they will not spook you. Follow this route: R D R 2L wait 4L 4D 2L D U L U L U L R 6U R U 7R 5U D 8L 4U 5R 4U 6L D L D L D 5L 3U 8D 3R 4D 3L 3R D R 2D R D 5L 6D 5R 3D 3R D 5R U 2R U 2R L 4U 4R D 4R 3U 3L 10U R 3U R U L U L U L U wait 6R D 2R 4D L 3D 2L 8D 4R 13D 3L U L 2U 4L 3D 21L D exit. You have revealed the ghostly 547 seconds.
{{-}}


==Level 65:AMSTERDAM==
==Level 64: ''SPOOKS''==
The 1st rule on this level: Do not push a block directly toward a chip. All other blocks are fine, including the blocks you are forced onto. Follow this route through the canals, getting chips where indicated: 2D chip U (chips on sides) U L D two chips U L 2R chip L (chip on the top) L D U chip D 2R two chips L chip D chip. Return to the start and go: R D (one chip on each side) D (2 chips on the right) D three chips 3U R three chips D L chip L chip 2R D 2L chip R chip R D (one on top and three on bottom) L (chips at top and bottom) L 2U two chips D (two on right and one on left) D two chips L chip D chip D 2U two chips D (two on right and one on left) D R 3U chip D chip D chip D R chip 2R exit. You score 395 seconds.
[[Image:Chips Challenge Spooks.png|thumb|right|Level 64, time limit 600, 41 chips. It's only 3,040 white teeth, Chip...no need to be afraid.]]
The 95 teeth within ''Spooks'' make it an exercise in restraint, a Halloween treat, or a ride of a lifetime. In even-step ''only'', the quickest route is RDR 2L [1] 4L 4D 2L D 3U-L R 6U R U 7R 5U D 8L 4U 5R 4U 6L 2D-L D 5L 3U 8D 3R 4D 3L 3R DR 2D R D 5L 6D 5R 3D 3R D 5R U 2R U 2R L 4U 4R D 4R 3U 3L 10U R 3U RU 3L-U [1] 6R D 2R 4D L 3D 2L 8D 4R 13D 3L UL 2U 4L 3D 21L D. It's worth 547.


==Level 66:VICTIM==
For levels such as this, general strategies include releasing specific teeth from a chain that is blocking a goal. To do this, usually Chip would be required to move through some other chips first, as the teeth will not move out quickly enough. Plan ahead as to which teeth you will release and when you will release them.
Again, you will need to be fast on this one. You must use your greater speed and their stupidity to your advantage. First, quickly go south into the teleport. Immediately head back up into the teleport, getting the chip on the right, and step over the green button. Get one chip to your southwest, and head west through the toggled wall to the chips. From here, go down, getting the chips in front of the teeth, and go northeast, collecting the four chips, then south east, collecting five chips. Head west again. Head north and go through the eastern chip socket and head to the exit. You score 292 for avoiding being victimized.


==Level 67:CHIPMINE==
If you're not after a speed run, this level is easily possible without disturbing the teeth.
Another mazehunt to search for chips. When I say "backtrack" I mean go back to the last intersection visited.
{{-}}
Route: 2R (''A'') 4U (''B'') 2R 8U 2R 2D 2R 2U 2R 2D 3R backtrack 5R 6D 3L 2U R backtrack backtrack 2R 4U 4R 4D 5R backtrack 2L 4D 7R. Go back to ''B''. 2U 2L (''C'') 4D 4L 4D 2R 2U backtrack 6L 8D 6R 2U backtrack 2L 8D backtrack 2L 6U 2R backtrack 4U 2R 4U 6L 10D 2R 6D. Go back to ''C''. 4L 2U 6R 2U 2L 2U 2R backtrack 4U 12L 14D (''D'') 2R 6D 2R 2D 2L 2D 4R 2D 4L 3D 2R U 2R D backtrack 2U 2R 2D backtrack 2U 2R 2U 4R 2D 2R 2U 6D 4U 4L 4D backtrack 6D 4L 6R 2L 2D 2L D 2L U backtrack D 2R U 2R D 2R U. Go back to ''D''. 15D. Go back to ''C'' and then back to ''B'' and ''A''. There should be 7 chips left. 2D 2R 4U 2R 2D 2R backtrack 2R (''E'') 2D 4L 4R 2D 9R 2D L 2D R 2D L backtrack 2D 6R 4D 2L 2U 6L 4D 2L 4U backtrack backtrack 2D 3R 3D 2L U 2L D 2L U 2L D L backtrack 2U 2L 2U 2R. Go back to ''E''. 4R 2U 5R 2D L 2D R backtrack 2R 2D 4L EXIT. If done correctly, this route should score 518.


==Level 68:EENY MINY MOE==
==Level 65: ''AMSTERDAM''==
Go across the gravel south over the red button. Continue to spiral in, getting the chips. Do not worry about the paramecia - he should not bother you very much and you can drown him anyway. Go back across the gravel, through the east green keyhole, and all the way to the west of that area. Push the last block north one and go through the fake wall next to it. Push the third block up, and push the second block left until above the second chip. Take the first block next to the second block. Push the third block above up one, and push the two blocks into the water above the chips. Push the fifth block up, and push the fourth block left to between the "holes" in the water. Go to the top and push the third block north. Push the second block one space west, and push the third block all the way west. Use the blocks to get the chips in this fashion:
[[Image:Chips Challenge Amsterdam.png|thumb|right|Level 65, time limit 500, 51 chips. It's so cold that...]]
This level is just a maze of frozen canals with chips, though ''Amsterdam'' is not difficult because you can always tell which approaches to the chips keep them open before you commit. If the move would block the chip from collecting, you'll know.


[_|_|_|_|_] W - Wall
For the first 12 chips, move 2L D 2R (two chips), LD, U, LU, L 2R, LU, LUD (two chips), UR 2D, and U; pick up the three chips to the sides of this, and then slide back to the start and move to the next section.
[_|_|_|_|_] # - chip
[X|~|X|~|X] ~ - Water
[X|~|X|~|X] X - where you put the blocks
[#|W|#|W|#]


For speed, push the far left block down, and get the next, pushing it down to the water. Push the other block left. For the rest of the blocks, push the blocks directly north of the chips straight south. Then push all of the remaining blocks over left one. Get the first chip, and push the next block down to the right, where you get another. The paramecia is about drowned by now. Get the original third block from the start, and push it all the way to the left for the chip. Push all the rest of the blocks down and get their respective chips.
Start RD for two chips on the sides, D (two chips), D (three chips), 2U, UR (three chips), DL, L, 2R DL, and L for another four, and then continue moving to the south: 2R D (four chips), L (two chips), L (two chips below), U (three chips to the sides), and then U to finish this area. Now, slide to the extreme west for one chip, then move through the southwest D to another, and DU to three chips. For the remaining chips, slide U, 2D RU, U, U, 3D R to the last chip, and now escape the tunnel with 395 seconds.
{{-}}


Once you've gotten all of those chips, go back, past the finish, to the glider area. Get the first chip, and get in when there is a gap of two spaces between the gliders. Skip the first pair of chips. Quickly run and get the chips around the outside, counter-clockwise, dodging gliders as you go. Once you complete the ring, get the chip at the top and the two at the left. Go out and exit. If you kept your nerve, you get 489.
==Level 66: ''VICTIM''==
[[Image:Chips Challenge Victim.png|thumb|right|Level 66, time limit 300, 12 chips. Escape from the lions' den...]]
Only eight seconds are required to complete this little level, as the chips are within easy reach. The wrong beginning move, though, could lead to being eaten! Even step is preferred, but the route can be adapted to odd step.


==Level 69:BOUNCE CITY==
Play 2D U through the teleport to the above section, and RU 2L D 3L, then DL to steal the chips from the teeth, and take chips all the way down to zero. The exit is past the east socket, and you reach it with 292 seconds remaining.
First, go northeast past the pink ball. After one of the next balls bounces, follow it and get off before it hits you. The point north of them is a safe spot. Wait for the next three balls to bounce, then go past them. The following spots are safe spots:
{{-}}


[W|W|W|W|W|W|W] X - safe spot
==Level 67: ''CHIPMINE''==
[X|O|X|W|_|_|_] O - ball
[[Image:Chips Challenge Chipmine.png|thumb|right|Level 67, time limit 700, 28 chips. Feeling blue at all?]]
[_|_|_|_|_|O|_] W - wall
''Chipmine'' is only a maze hunt, but it takes up the entire level, so it's going to be hard without the provided map. As in ''Mishmesh'', there are notable major intersections through the level.
[W|_|X|_|X|_|X]
[_|_|_|O|O|_|_]
[_|_|O|_|_|W|X]
[W|W|W|W|W|W|W]


Go now to the area with the paramecia. When there is a gap, run north past them and turn right (if you need to, jump aside at the safe point). Wait for the pink balls to bounce, then follow them to the blue keyhole. When they come back up, jump in ahead of them and run all the way south. You will reach a second group of pink balls. Wait for them to bounce, then follow them all the way north to the second safe spot. Let them go back south as you get out of there to the east.
Start with 2R, which immediately reaches ''A'', and then 4U to ''B'', 2R, and north and east for two chips apiece. Now, play back to ''B'' and move into the west section with 2U 2L, to ''C''. Move 2D (2D 4L 4D 2R 2U), 6L 2D (6D 6R 2U),  2L (8D, 2L 6U 2R), 4U 2R 4U 6L 10D 2R, and 6D to collect each of the six chips in the northwest, and return to ''C'' and move towards the edge.


When coming south on the side, get on the side, wait for the ball to bounce, then go south two. If there is a wall, go to the other side. Get the red key on the way and when you get to the end, get the blue key. Go back north the same way you came. Go south, stopping at the same spot, past the four pink balls. Go north with the second group of four pink balls to the blue keyhole. Get the yellow and blue keys and go back south. Go in the eastern yellow keyhole and get the second yellow key. Dodge the paramecia and the ball, go through the keyholes and exit. Every refinement in dodging is a step closer to 229.
Collect the chip to the far north with 4L 2U 2R (4R 2U 2L 2U 2R), then past the only empty corridor in the level and 12L 14D (15D) 2R 6D 2R 2D 2L 2D 4R to reach the southwest section. Start with the chip under you with (2D 4L 3D 2R U 2R D), and collect the rest of the chips: 2U (2R 2D), 2U 2R 2U 4R 2D 2R (2U), (4D), 2L (2L 4D), 2R 6D (4L, 2R), and 2D (2L D 2L U, D 2R U) to clean out this area. With seven chips left, return all the way back to ''A''.


==Level 70:NIGHTMARE==
In the final area, walk 2D 2R and (4U 2R 2D 2R), where you can see the exit, and then 2R. To the east is the path to the exit, plus one chip; save this at spot ''D''. Get the other five chips with 2D (4L), 2D (9R 2D L 2D R 2D L), and 2D 6R 4D (2L 2U 6L 4D 2L 4U), 2D 3R 3D 2L U 2L D 2L UL (LDL), and 2U 2L 2U 2R. With one chip left, go back to ''D'' and finish with 4R (2U 5R 2D L 2D R) and 2R 2D 4L. If done correctly, this route should score 518.
This level is a series of tests in speed, endurance, thinking ahead, etc.
{{-}}


''Teeth, Bee, Fireball, Glider'': Run down the path over the brown button and keep going until you get to the next brown button. Press it and quickly run over the toggle wall and onto the green button (before the fireball gets through. Run down and push the block in to create some dirt. Walk over the dirt toward the next brown button.
==Level 68: ''EENY MINY MOE''==
[[Image:Chips Challenge Eeny Miny Moe.png|thumb|right|Level 68, time limit 650, 52 chips. But what are you choosing between?]]
Now, this level means business. There's only three sections to it, but all three of them have involving solutions to them.


''Paramecia, Paramecia, Teeth'': First, run over the button and push the block. The brown button does nothing, due to the lack of a controller. Go around, avoiding the teeth monster with speed, and get the yellow key.
Pass the gravel below, shove the block all the way to the west (you don't need it) and grab the green key in the middle, then take the chips on the way out. The paramecium, and its further clones, won't pose a significant enough problem to warrant blocking the cloner. Now, move to the east of the level to begin the second section; move block 1 U, remove the wall, and shove block 2 5L and block 1 3L. Of the top chain, move block 21 U, then move block 2 D and block 1 R 2D to their respective waters.


''Pink Ball, Teeth, Walker, Blob'': Follow the ball and get off near the blue button (pressing it doesn't do anything significant). To get past the walker, run fast to the right. Go over the keyhole and north toward the tank. You will hopefully not get hit by the blob.
Pick up block 5 and move it 6L, then walk 2U LU, all the way left, and move block 2 2D and blocks 3 and 2 to chips 2 and 1. Now, drop block 5 D, the block 4 L, and then block 5 down to the water, and repeat this movement all the way to the right, when this will result in collecting a chip. Use the loose block 5 to the far right on the far right chip, then collect block 3 and take chip 1 with it, and move all the remaining blocks down to collect the rest of the chips in the room. With this complete, enter the final section to the southwest.


''Tank, Blocks, Fireball, Blocks'': Press the blue button twice. Go on to the east over the second blue button. Push the first block north and jump aside. Do the same for the second and third blocks. After you get out of the way of the fourth block, push it west into the water. Do the same for the fifth block. Go north and press the brown button. A fireball will come out; get to the safe spot in the south of that. Wait for the fireball to go north, then go across the button (it shouldn't do anything) and on the path through the water.
Dive immediately into the glider circle moving south, ignore the first two chips on the left, and then take all the chips around until only three remain, but make sure to wait for gliders when needed. Now, take the single chip on the top, and finish with 2D 2L U [1], then reach the exit by following the gliders. If you kept your nerve, you get 489.
{{-}}


''Bee, Bees, Keyhole'': When the bee isn't near, walk across the dirt to the south. The bug will die in the water, so get the key. When you push the block onto the button, quickly run to the gravel. Go across the dirt through the keyhole and exit. You are not exactly halfway through the puzzle, but another 136 seconds still count toward your total.
==Level 69: ''BOUNCE CITY''==
[[Image:Chips Challenge Bounce City.png|thumb|right|Level 69, time limit 300, no chips. Deadly tiny balls and microscopic paramecia? Get me on the next flight!]]
According to the name, ''Bounce City'' contains a lot of pink balls, which are stuffed into various areas in varying amounts to create several entertaining challenges. Start with 8R U 4R UR 5U 2L U [6] DRU to squeeze through these bouncing balls, then move past the first two balls in the next room and to the top side of the third. Join the running paramecia around the top edge to run to a bunch of balls (familiar by now?)


==Level 71:CORRIDOR==
Wait for this bunch of four to turn south, and follow it south, then fit into the lower alcove to the west. To the right is another group; fit into the lower alcove, then run up to a new area.
Push the block into the water and get the key. Go through the left keyhole (it doesn't matter, but this explanation will apply if you go in on the left side). Follow the movement pattern below.


  [#|_|B|_|_|_|_]  [#|_|B|_|_|_|_]  [#|_|B|_|_|_|_]  [#|_|B|_|_|_|_]
Hold to the right to reach the red key, then all the way down and pick up the blue key in the southeast, and backtrack out to the second ball elevator. In four moves, Chip can join them; fit into the lower alcove, then go to the other elevator and use the lower alcove to climb to the keys above you, which include a yellow key. With this key, break through the eastern yellow lock and get the second yellow key behind the balls. With three keys, Chip can exit through the three locks. Dodge well in ''Bounce City'', get the 229 seconds.
[_|W|W|_|W|W|_]  [_|W|W|_|W|W|_]  [_|W|W|_|W|W|_]  [_|W|W|_|W|W|_]
{{-}}
[_|W|#|B|#|W|_]  [_|W|_|_|_|W|_]  [_|W|_|_|_|W|_]  [_|W|_|_|_|W|_]
[_|_|B|_|B|_|_]  [_|B|_|_|_|B|_]  [_|B|_|_|_|B|_]  [_|B|_|B|_|B|_]
[_|W|#|_|#|W|_]  [_|W|_|B|_|W|_]  [_|W|_|_|B|W|_]  [_|W|_|_|B|W|_]
[_|W|W|B|W|W|_]  [_|W|W|B|W|W|_]  [_|W|W|B|W|W|_]  [_|W|W|_|W|W|_]
[_|?|_|_|_|_|_]  [_|?|_|_|_|_|_]  [_|?|_|_|_|_|_]  [_|?|_|_|_|_|_]
Push the first block over and get all of the chips. Push the middle
block into a corner and the south block north two.


[#|_|B|_|_|_|_]  [#|_|B|_|_|_|B]  [#|_|B|_|_|_|_]  [#|_|B|_|_|_|B]
==Level 70: ''NIGHTMARE''==
[_|W|W|_|W|W|_]  [_|W|W|_|W|W|_] [_|W|W|_|W|W|_]  [_|W|W|_|W|W|_]
[[Image:Chips Challenge Nightmare.png|thumb|right|Level 70, time limit 199, no chips. It's more of a nightmare for the programmers...]]
[_|W|_|_|_|W|_]  [_|W|_|_|_|W|_]  [_|W|_|_|_|W|_]  [_|W|_|_|_|W|_]
The level you see here is quite simple, even though it's named ''Nightmare''. This is likely named because of all the different monsters found along the path. The route shown here was tested in MS odd step, and in this mode, you will notice the many instances of bad controllers; see ''Problems''.
[_|B|_|B|_|_|B]  [_|B|_|B|_|_|_]  [_|B|_|_|_|_|B]  [_|B|_|_|_|_|_]
[_|W|_|_|B|W|_]  [_|W|_|_|B|W|_]  [_|W|_|_|B|W|_]  [_|W|_|_|B|W|_]
[_|W|W|_|W|W|_]  [_|W|W|_|W|W|_]  [_|W|W|_|W|W|_]  [_|W|W|_|W|W|_]
[_|?|_|_|_|_|_]  [_|?|_|_|_|_|_]  [_|?|_|_|_|_|_]  [_|?|_|_|_|_|_]
Push the east block out and into the water. Do the same for the middle block.


Get the red key and repeat the steps mirror image on the right side. Get the green key, the four chips around the fire, and the blue key. Go to the left side and through the blue keyhole. Get the chip and yellow key, push the lower block to the center, and push the north block out and into the water. Do the same on the right side. Get the four chips and the red key. Finish off the left side by pushing the block in the center in the water, going through the red keyhole, getting the key and pushing the block from the west, to the north and into the water. Repeat all of this on the right side. You should have enough blocks to get to the green keyhole, getting the chips on the way. Go through one of the red keyholes and be quick in getting the blue key, while trying to avoid the walker. Go straight south and exit. You have built a corridor to 355 seconds.
Follow the route past all the monsters (the first bug will circle into the trap) down to a block next to a water space, push it in, and then move over the brown button, which circles this paramecium back into the trap. Move the block 2D, walk over the next button, which fails to release this paramecium because the controller is a walker pointed west, and collect the yellow key. Soon, you reach a moving ball; fit to the top and wait for the right side to be freed, and continue to move east and turn left. This teeth also will not escape from the trap because its controller is the ball, which is not moving north at any time, and you can follow past the walker, through the yellow lock (in odd step, the blob will never touch you) and touch the blue button twice to allow you to sneak past him.


==Level 72:REVERSE ALLEY==
The next section is a bunch of blocks on ice; move the first three out of the way, then the last two L after the original U move to remove the water in front of the exit. Touch the brown button, hide from the fireball, then pass the button again, which will not release the ball a second time (if a monster is pointed towards a wall when it enters a trap, it will never be released), then walk to the bug and wait for him to touch the dirt, then get the red key and pass the bugs to the south. When you release the trap, it will not function immediately due to ''Controller and Boss Glitch'' number five.
Whenever you cross a pair of tanks, do it right after they switch sides. They switch in a continuing pattern of 3, 2, 1, and 1 times. Cross in the line next to the first tank. Get all of the chips you encounter. The exit is in the center of the spiral.


==Level 73:MORTON==
Pass the red lock to the right and exit, to reach the third decade message: ''Chip is halfway through the world's hardest puzzle. If he succeeds, maybe the kids will stop calling him computer breath!'' Although the exact halfway point is ''Reverse Alley'', out of the contiguous 144 levels, you put another 136 seconds in your bank.
Basic directions: You must work through the maze, gathering chips and avoiding the lone teeth ("Morton") which starts in the centre of the maze. To gather the chips near the centre of the maze, you need to lure the teeth out of the centre while you double back and gather the chips.
{{-}}


Detailed instructions: Move Chip this way;
==Level 71: ''CORRIDOR''==
*4L2U3R2U5R2D5R2U2RU [Pick up chip];
[[Image:Chips Challenge Corridor.png|thumb|right|Level 71, time limit 500, 23 chips. A nightmare corridor in Bounce City, where you have to pick between two chips in the chipmine using eeny miny moe or be the victim of the spooks of Amsterdam...okay, I give up.]]
*R2U3L [pick up chip];
''Corridor'' is a perfectly symmetrical level except for the colors of the doors and the central canal, and it's easy to complete when you figure out the trick to using the blocks, because it can be used on both sides. As usual, the two sides have separate block numbering.
*reverse course back to starting point;
*12LU [pick up chip];
*L5U2R3DR [pick up chip];
*L10U [this is point #1];
*2L8U2R5UR2U2LD [pick up chip];
*U2R3D [pick up chip];
*U4R2U3R2DR2D6LD [pick up chip];
*reverse course to point #1;
*U2R2U2R6UR [pick up chip];
*U3R2DLD [pick up chip];
*U11RD [pick up chip];
*R5D2L5D3LU [the teeth should be coming toward you];
*hurry D3R and wait for the teeth;
*when he starts coming, go U;
*as the teeth comes right to the wall, pick up the chip;
*wait one move;
*step down. You should be ahead of the teeth. Run 2L3UR, drawing the teeth with you;
*as the teeth moves SW of you, step 4U5L4DR to get a corner chip;
*step L3URU3RDR4D (you should have beaten the teeth out, he will not bother you now);
*finish the level thus: L2D3R8UL [pick up chip];
*R3D2R4D [this is point #3]
*2D2L2DL [pick up chip];
*D3L2D5L2U3LU [pick up chip];
*L5U2R4UR [pick up chip];
*L7DR [pick up chip];
*L3U2L3D2L4DR [pick up chip];
*L2U2L4DR [pick up chip];
*reverse course to point #3;
*2R2U2R [this is point #4];
*7U2L2UL [pick up chip];
*R2D2RD2R4U2LUL [pick up chip];
*3U2RD [pick up chip];
*U2L2D5L2U3L2DL2D2R2D3RD [pick up chip];
*reverse course to point #4;
*2R4D2L6D2R3DL [pick up chip];
*R3U2L2DL [pick up chip];
*D2L2D9L [exit].
You score 485 seconds for avoiding being morton-ised.


==Level 74:PLAYTIME==
Start by taking the red key with the one block you have at hand, and then open the left red lock, take the first chip, then move D 3L 3D (LD) RDL, which frees the use of the blocks at the cost of the one extra block you have. Move block 5 2U, block 3 R 3U and into the water, then block 5 3R 3U to reach the next red key. Repeat exactly the same motions on the other side, simply reversing right and left, and collect the green key, then walk to the west and take the southeast chip, the blue key, and then the other three chips on the way out.
Walk over the red button and on the ice to the left. Walk on the trap and when the ball gets there, go north. Get the chip at the bottom. Go on the forcefield and you come to some paramecia obsessively going around in circles. Jump on the upper right corner and go left after three squares. You should be safely led to the chip (after the second up floor).


Go north and you come to an area with tanks and pink balls. From the gravel, push one of the blocks to the east and into the water just west of the chip. Prepare the second (put it by the opening) and go to get the chip at the left past the balls. When you get the chip, push the second block into the water, get the chip, run back and go up to the exit. You score up 359 seconds.
Return to the left side, open the blue lock, and move block 2 2R and remove block 1, then collect block 2 and move it 3U and out to reach the right side of the goodies. Collect these the same way, and do the same moves on the right side of the level. There are now only two blocks left, block 6 in both rooms; take the one on the left right, up and right, and then the one on the right left, up and left, to finish the corridor.


==Level 75:STEAM==
Now, you're between two identical rooms with blue keys in them, with walkers guarding each key. Look for the easier key to get, cross your fingers, and go grab it. You can now combine the blue and yellow keys to reach the exit with 355 seconds on the clock.
Move like this:
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U D 5L U 2L D 3L 2U L 2U R U 2R D 2R 2U R U 2R 3U R 3U 3L 3U 4L 2U 6L D 4L D 3L 11D L R 5D L to get the fire boot and the flipper. Go straight to the exit in the NW corner. You score 479 seconds.


==Level 76:FOUR PLEX==
==Level 72: ''REVERSE ALLEY''==
Go east through two teleports. You should end up in the NE corner. Go east through the fake wall, south to the bottom, west through the first fake wall, and north on the ice to get the red key. Go back the way you came and into the teleport. Go south through the fake and recessed walls and red keyhole. Go through the teleport three times and get the yellow key. Go back through the teleport three times and over the recessed walls and forcefield. Continue east and south.
[[Image:Chips Challenge Reverse Alley.png|thumb|right|Level 72, no time limit, 35 chips. Yes, this is a reversal of fortune!]]
It might be a bit difficult to know when you're supposed to move, but it's in a specific pattern: 3, 2, 1, and 1 button, and then this repeats without end. As this route is technical, it is mostly described in simple directions.


You will come to a ball machine and a red button that you must cross over. Do so and "steal" the chips from the other two balls, while going all the way back north and one space west after taking the first. Go on the southern forcefields and when you push the block, jump south. Push this block south and east (you will have to go into the bug's area) in preparation for pushing into a bomb. Go back to the ball machine via the area with the bug and some ice.
Wait [2], then run directly down through, stopping to pick up all the chips. Now, move R [2], break through the first two pairs, and from the second chip, step D 5R 2U D 7R 2U [1] to finish this area. Turn north with 4U L 8U R 4U L [1] 4U L [2] 4L DU 4L D 4L U 3L. This brings you to the upper left.


You will see a pink ball coming out at an interval. They should not bother you, but you must run fast! Go again on the southern forcefield and this time, jump to the north. Push that block down, and push the first block into a bomb. Prepare the second block by putting it in the same position. Go back to the ball machine and follow the second ball. Go on the northern forcefield and jump south and repeat the whole thing a third time, the next time going on the northern forcefield and jumping north. The fourth time, do not prepare the last block.
Move 2D [1] 4D 2L 4D R 3D RL 5D 6R U 3R DU 4R 4U L [1] 7U RU, which takes care of more (easier) tanks, and finish with 3L [2] 3L 3D 2L R 4D 3R D 4U, to exit!
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You should have cleared out all but one of the bombs now. Use the last block to blow up the last bomb. Traverse the forcefield and head toward the glider machine. Make sure the toggle door is closed first! Clone and release two gliders. Get out of the way of the second, open the toggle wall for the trapped glider (because it needs to be closed and a glider will hit the button once), and release it with the above button ("first" button). Switch the toggle wall with the above switch and go down to get the chip at the bottom. Repeat the double cloning and path; but this time, hit both toggle buttons above the first button and continue the path all the way to the top, where you pick up another chip. Return to the first trap button, making sure the door is open; a glider will blow up another bomb. All three chips on the left are now available.
==Level 73: ''MORTON''==
[[Image:Chips Challenge Morton.png|thumb|right|Level 73, time limit 600, 28 chips. ''I.C. You'', episode 2.]]
This level is quite possibly the hardest since ''Blobnet'', and one of the few that is very difficult. It's mostly a symmetrically styled maze, but there is a teeth in the middle of the maze, guarding some of the chips! Plus, it's a ''hidden wall'' maze.


The next part is a recessed wall path, just like the level [[Chip's Challenge/Levels 1-20#Level 16:CELLBLOCKED|CELLBLOCKED]], only smaller. Go north and get that chip and go back south along the water. When you get to the next section, go directly for the NE chip, then get the other chip and continue. Get the next three chips in east-to-west order. Follow the south wall all the way to the chip in the corner, then go back east, getting the two other chips on the way.
There are three distinct sections to this level: Reach Morton, trick him, and then finish collecting the chips. Even step is required for this 485 route.


Getting the blue and yellow keys is a classic problem for this game. Push the first and the third blocks in and the second blocks south. Get only ONE chip (on the left) and the keys (if you get both, you will be stopped by the paramecia and bug later), and go to the western area, through the yellow keyhole. Steal the fire boot from the paramecia (he's traveling along the wall) and go over the fire in the east to get the red key. Go back to the western area and get the yellow key. Return to the east, steal the flipper, go over the water, get the last chip, go through the chip socket, over the ice, east, south and west into the finish. You score 104 "plex points" x 4 plex = 416 seconds. :-)
* 4L, then north to the first two chips, follow back to the left for another two, and walk L 10U to spot ''A'', and then across the west side of the level to take the top three in the northwest corner. Go back to ''A'' and U and forwards to two more chips, then U 11R D, R 5D 2L 3U L, and then down to Morton with R 8D 3L.


Note: This level is one of the most involved, diverse, and complicated in the whole game. If you liked this level, others similar are [[Chip's Challenge/Levels 1-20#Level 20:TOSSED SALAD|TOSSED SALAD]], [[Chip's Challenge/Levels 1-20#Level 9:NUTS AND BOLTS|NUTS AND BOLTS]], [[#Level 70:NIGHTMARE|NIGHTMARE]], and [[Chip's Challenge/Levels 1-20#Level 15:ELEMENTARY|ELEMENTARY]].
* To get behind Morton, move [1] 3R [2] U [4] L [1] D 2L. Leaving a chip behind forced Morton to move in a direction where Chip could outflank him; if the chip was taken, Morton's south move would kill Chip when he attempted this. Continue [2] to get Morton to come into the center (as you cannot get past him if he stays in the corner), then leave the first chip behind for a similar maneuver, take the other three, and then collect the first chip in Morton's lair and escape! With the teeth trapped for the most part, you are free to complete the level.


==Level 77:INVINCIBLE CHAMPION==
* Walk 3R 5U 2R 2U 2R 4D to the second major intersection (''B''), then follow to two chips and L 2U, then west to another two and north to the final two in this area. Return to ''B'' and walk 2R 2U 2R to ''C'', as Morton attempts to escape. He'll get out, but he can't catch you. Move north to three chips in the northeast, then west to an additional one, reverse to ''C'', and finish to the east with the most extreme southeast chips. This route is worth 485 seconds.
This level is incredibly simple. Go northwest around the red button. Get into the bee line when there is a gap and go around getting all of the chips. The exit is to the northwest of the bees. Score: 481.
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==Level 78:FORCE SQUARE==
==Level 74: ''PLAYTIME''==
Go '''VERY FAST''' D R 2U R 2U L D R U R 6D 5L 2U R D 2L 2U R U L D 2R 3U 2L U. On the outside, push through the wall in the west. Go into the teleport in the SW corner, get the yellow key, and go back from the south. You have gotten all of the chips; get the red key. Go south into the teleport. Go straight south through the yellow and red keyholes and exit. If you have the utmost boosting skill, you can score 480 on this level.
[[Image:Chips Challenge Playtime.png|thumb|right|Level 74, time limit 400, 4 chips. With playtime come some balls...and not the fun ones.]]
To enter the main area and have some fun, slide west to a trap, which the cloned ball will release. However, you have to be a little fast because it's going to hit you next move! Holding the north key will ''not'' work; this ball will touch the brown button ''between'' turns, so Chip will be waiting for his next turn to move when released and will be smashed!


==Level 79:DRAWN AND QUARTERED==
Continue with L 3D 2R D to take a chip, touch the green button, and step 2R onto a force floor which slides you to the main area. Now it's playtime...
Go straight south and get the chips on the south and east sides. Go into the teleport from the east. Open the dirt on the left side of the top of the fireball area. Keep going and get the chips on the west side and the south side. Reenter the teleport from the south. Keep going north and get the chips on the north side. Get the chips on the east side; this time, you don't need to avoid the dirt. Go back through the east side.


The last quadrant is the most difficult. The fireballs are following you, but they will just go in the circle. First, cross the fireballs' path and get the chips on the north side. Return to the NW corner. Run down across the dirt and get the west chips. Run straight right towards the exit. Do not let the fireballs burn away your 220 score.
Paramecia obsessively going around in circles! Jump on the upper right corner, then step L and >D3LU L to the chip. Keep walking north to a pair of blocks; move block 2 RD 3R 4U R into the water, then block 1 2D, and walk over the gravel to steal the chip. Immediately walk back out and move block 1, neatly placed for your use, into the water to take the final chip. As the gliders are heading towards you, backtrack out of the pool and walk east to finish and score up 359 seconds.
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If you go DUDU the fourth up will get you back to this starting screen.  If you follow this path and get the chips on the 1st and 2nd screen before the 3rd screen, you can avoid having the fireballs getting near you till the very last moment and beat it with the maximum score.
==Level 75: ''STEAM''==
[[Image:Chips Challenge Steam.png|thumb|right|Level 75, time limit 500, no chips. Ha...what a clever name!]]
That's the goal of this level: keep trading types of boots until you have a chance to get both at once, and then exit the level. As there is no distinct maze structure, the route through ''Steam'' uses only directional notation: UD 5L U 2L D 4L 4U RURD 3R 2U RU 2R UR 5U 3L 3U 4L 2U 6L D 4L D 3L 11D 2L 2D R 3D L makes steam, and L 18U puts the exit in sight. You score 479 seconds.
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==Level 80:VANISHING ACT==
==Level 76: ''FOUR PLEX''==
All of the tiles are invisible walls. Be warned: The dirt disappears, leaving you without a backtracking guide. Here is a map of the level:
[[Image:Chips Challenge Four Plex.png|thumb|right|Level 76, time limit 550, 20 chips. Now you see me, now you don't.]]
[X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X]
There are indeed four plex in this all-time classic CC composition, and you begin in the southwest, then move counterclockwise to the northwest.
[X| | | | |I| | | | | |I| |I| | | | | | | | | |I| | | |I| | | |X]
[X| |I|I| |I| |I|I|I| | | |I| |I|I|I|I| |I|I| |I|#|I| |I| |I| |X]
[X| |#|I| |I| | | |I| |I|I|I| |I| | | | |I| | |I|I|I| |I| |I| |X]
[X| |I|I| |I|I|I| |I| | | | | |#| |I|I|I|I| | | | | | |I| |I| |X]
[X| | |I| | | | | |I| |I|I|I|I|I| |I| | | | |I|I|I|I| |I| |I| |X]
[X|I| |I|I|I| |I|I|I| | | | | | | |I|I|I|I|I|I| | | | |I| |I| |X]
[X| | | |I| | | | |I|I|I|I|I| |I| | | | | | |I| |I|I|I|I| |I| |X]
[X| |I| | | |I| |I|#|I| | | | |I|I|I|I|I|I| | | | | | | | |I| |X]
[X| |I|I|I|I|I| |I| |I| |I|I|I| | | | | | | |I| |I| |I| | |I| |X]
[X| | | | | | | | | |I| | |#|I| |I| |I| |I|I|I| |I| |I|I|I|I| |X]
[X|I|I|I|#|I| |I| | |I|I|I|I| | |I| |I| | | | | |I| | | |I|#| |X]
[X| | |I|I|I| | |I| | | | | |I|I|I| |I|I|I| |I| |I|I|I| |I|I| |X]
[X| | | | | |I|#| |I|I| |I| | | | | | | |I| |I| | | | | | | | |X]
[X| |I|I|I| | |I| | | |I| | |I| |X|X|X| |I| | | |I|#|I|I|I|I|I|X]
[X| | | | |I| | |I| |I| | |I|I| |X|B| | | | |I| |I|I|I| | | | |X]
[X|I|I|I| | |I| |I| | | |I| |I| |X|X|X| |I| |I| | | | |I|I|I| |X]
[X|#| |I|I| |I| |I|I|I|I| | | | | | | | |I| |I|I|I|I| |I| |I| |X]
[X|I| | | | |I| | | | | |I| |I|I|I| |I|I|I| | | | |I| | | |I| |X]
[X|I| |I|I|I|I| |I|I|I| | | |I| | | | | | |I|I|I| |I|I|I|I|I| |X]
[X| | | |I|#|I| | | |I|I|I|I|I| |I|I|I|I| | | | | | |I| | | | |X]
[X| |I| | | |I|I|I| | | | | |I| | | | |I|I|I|I|I|I|I|I| |I|I|I|X]
[X| |I| |I| | | | | |I|I|I| |I| |I|I| | | | |I| | | |I| |I| |#|X]
[X| |I| |I|I|I|I|I|I|I| | | |I| | | |I|I|I| |I| |I| |I| |I| |I|X]
[X| |I| | | | |I| | | | |I|I|I| |I| |I|#|I| |I| |I| |I| |I| |I|X]
[X| |I|I|I|I| | | |I|I|I|I| | | |I| | | |I| |I| |I| | | | | | |X]
[X| | | | |I|I|I| | |I|#|I| |I|I|I|I|I| |I| |I| |I|I|I|I|X|X|X|X]
[X| |I| |I|I| |I|I| | | |I| |I| | | |I| | | |I| | | | | |X|E|S|X]
[X| |I|#| | | | | | |I| | | |I| |I| |I|I|I|I|I|I|I|I|I| |X|X| |X]
[X| |I|I|I|I|I| |I| |I|I|I|I|I| |I| | | | |#|I| |I| | | |I|I| |X]
[X| | | | | | | |I| | | | | | | |I| | |#| | | | | | |I| | | | |X]
[X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X]
X = wall, I = invisible wall, # = chip, E = exit, S = chip socket, B = starting position


Get a sense of the paths and you can score up to 733 seconds. It's magic!
''Southwest'': 2R D, follow to the fake wall, and move U for a red key. Walk back to the teleport and slide through, then 6D RL 3R and up to the yellow key. Again, slide LRL, then step U 3R to escape.


== Level 81 and beyond ==
''Southeast'': Follow the path to a ball cloner, wait [2], and then touch the button. Steal the first chip, then hide, steal the second chip, and then squeeze DR to another chip, and R 5D to prepare the first of the blocks for use. Move the block UR, then go back past the ball cloner, take the lower track again, and move RU 6D. Use the first block, replace it with the second, and get on the top force floor track. Shove the lower block 8D, use the second block, then wait for the bug and replace it with block 3. Collect the final block, then use the third block followed by the fourth block to clear the way to the next section.


* [[Chip's Challenge/Levels 81-100|Levels 81-100]]
''Northeast'': And the route matches the level for craftiness! Touch three green buttons, then clone and release two gliders, and find their destinations with 2L 2U RUDL 4D [chip] 2U 2R, and then once again clone and release two gliders. Again, move 2U and 2L 2U RUR 6U R 2U [chip] 2D L 7D 2L D 4L, collect the rest of the chips, and start the little interlude section: a bunch of recessed walls. Take the chip above, hold to the right, and take two more in the south-east corner. Continue west, take the first three chips, and then walk across the bottom and take the other three on the way back.
* [[Chip's Challenge/Levels 101-120|Levels 101-120]]
 
* [[Chip's Challenge/Levels 121-140|Levels 121-140]]
''Northwest'': Notice above that there are three blocks stopping each of the keys. This is a classic problem, called the ''wedge'', and if you remember ''Potpourri'', you saw this for the first time. To solve it, move block 3 out and then block 1 to take the chip, and then block 2 down to take the key. After this, trade yellow key for fire boots, blue key for red, then blue, and finally blue key for the flippers. Use these flippers to swim to the exit at the very top, of course avoiding the bomb! This magnum opus is worth 416 - yes, divisible by four. :)
 
''Note'': If you liked this level, ''Nuts and Bolts'', ''Elementary'', ''Tossed Salad'' and ''Nightmare'' are similarly fun.
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==Level 77: ''INVINCIBLE CHAMPION''==
[[Image:Chips Challenge Invincible Champion.png|thumb|right|Level 77, time limit 500, 5 chips. 1 count of dis-orderly conduct...]]
If you look at the map, you may determine the way to complete the level is to use the gliders to disrupt the bug stream. Indeed, this was the original plan. However, the concept of the monster order was not known when making the original set; the bugs were not created in the right order, and as a result, the one at [18, 10], because it is ahead of the one at [19, 11] in the monster order, and the way to its left is free, will actually move down and block the stream for a couple seconds when you actually play ''Invincible Champion''.
 
This makes the solution trivial. Move around to the left, wait one move, then take the first chip and the other four, and move 4U L and around to the exit with 481 seconds on the clock.
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==Level 78: ''FORCE SQUARE''==
[[Image:Chips Challenge Force Square.png|thumb|right|Level 78, time limit 500, 13 chips. The use of force was ''not'' authorized in this square.]]
This level is very simple, though not to the scale of the previous one, involving only a few simple teleports and keys. However, the force square's boosting is very difficult,
 
Practice the route many times, as long as you need to, and be thankful the force square is at the start instead of a minute into the level. The route through is DR 2U R 2U LDRUR 6D 5L 2U RD 2L 2U RULD 2R 3U 2L U. You now move east, down, and left (if you turn down while the clock is still at 495, you got it), and when you're turning up, hold the west key to bust out of the room. Below is the first teleport; step 2R out of it, and then move U 2L RLU 3L to collect the red key, having found all the chips in the force square. Now, slide DU, which continues Chip >D, and then open the yellow and red locks and exit the level for a maximum of 480 with the best skill.
{{-}}
 
==Level 79: ''DRAWN AND QUARTERED''==
[[Image:Chips Challenge Drawn and Quartered.png|thumb|right|Level 79, time limit 300, 56 chips. Ouch! I hope that doesn't happen to you.]]
Fortunately, you have a map and a guide, and ''Drawn and Quartered'' is very easy.
 
Take the chips on the south and east, and teleport west to the second room and walk 3L D. This releases the fireballs into the first room, allowing Chip to remove all the chips without delay. Slide north to quadrant 3, walk up and take these chips, ignoring the loose fireball and circling fireballs, then slide west to the final quadrant. Immediately run 3U, take the chips to your right, and then resume collecting the ones to the left. The exit is right to the east; yes, 220 is also divisible by four. :)
{{-}}
 
==Level 80: ''VANISHING ACT''==
[[Image:Chips Challenge Vanishing Act.png|thumb|right|Level 80, time limit 800, 17 chips. One by one...penguins steal my sanity...]]
''Vanishing Act'' is a simple maze that gets difficult...the walls are all invisible, and the dirt is only going to help once! This means the guide to this level will consist entirely of the route to each chip and the map shown.
 
Start with 4R U 2R U 2R D, then continue: U 2R (3R 2U L), 2U 2L 3U 2L 2U 3R 2U (3U 2L D), 4L 3U 3L 2D 3L D L, R 2D 2L (2D 3L 2D 2R), 4L 5U 4L 2D 2R 2D 4L 4U 3L 2D R, L 2D R 2D L 3D 3R D, U 2R (2D R D), 3R (2U), 2D 4R D 2R 4D 2R 2D 2L 4D (2R 2D 2R U), 2D 2L 3D 2L 2U, D 2L ULU 2L U 3L 3U (2R U), UL (3U L), L 6D 2R 2D, 6R 2D 6R 3U 2R 3D 2R, 2R U, and D 4R U 2R (2U 4L 5U 2R 3D 4R 3U R). The exit is now visible. 733 seconds: It's magic!
{{-}}
 
{{Footer Nav|game=Chip's Challenge|prevpage=Levels 41-60|nextpage=Levels 81-100}}

Latest revision as of 01:47, 30 July 2013

This is a continuation of the walkthrough for Chip's Challenge. Levels 61 (RINK) through 80 (VANISHING ACT) will be discussed on this page.

Level 61: RINK
Level 62: SLO MO
Level 63: BLOCK FACTORY
Level 64: SPOOKS
Level 65: AMSTERDAM
Level 66: VICTIM
Level 67: CHIPMINE
Level 68: EENY MINY MOE
Level 69: BOUNCE CITY
Level 70: NIGHTMARE
Level 71: CORRIDOR
Level 72: REVERSE ALLEY
Level 73: MORTON
Level 74: PLAYTIME
Level 75: STEAM
Level 76: FOUR PLEX
Level 77: INVINCIBLE CHAMPION
Level 78: FORCE SQUARE
Level 79: DRAWN AND QUARTERED
Level 80: VANISHING ACT

Level 61: RINK[edit]

Level 61, no time limit, 16 chips. Get out the Zamboni!

While there is no time limit, Rink can be beaten in 49 seconds with exact boosting. The full route through is: URU 2D LDL 2R 2U R 2U 2R U 2R U (DR 2D) RL 2D R (RLDL) 3D 2L 2D 2L 2D ULU 2L DLD (RD) DRD 3R (RU) LD 2U D (3R 2U 3L-U 2L 2R 2U 2L DL 2D LD) 2D L 2U (2L D) 2R 2U LU 2D R.

To solve this type of level, watch the blue walls around Chip to determine what Chip has not found, and systematically eliminate each block to find the chips. If you see a bunch of untested walls, find a way to get there.

Level 62: SLO MO[edit]

Level 62, time limit 300, no chips. Your own Matrix movie.

Slo Mo consists of a checkerboard pattern of open and closed toggle walls, broken up by some corridors that allow rapid movement, because the name is apt: the walls toggle only once every 4 moves. There's also lots of blobs around the level, causing frequent deaths, and a gaggle of teeth in the southeast corner which you can outrun.

The route through the level is 3R 8U 6R 9U 16R U 4R U, which scores 282 seconds when it does work. This is not very likely, though, as the blobs tend to stay within the long corridors.

Level 63: BLOCK FACTORY[edit]

Level 63, time limit 500, 7 chips. The new Brown Block, from Wonka.

Block Factory's start section contains several block "factories" which allow Chip to build through the six water pipelines to collect each chip. However, instead of building through all six, Chip can build through the second pipeline and collect all six chips from the back side.

Step U 2R UR 4U L, open pipeline two and take all six chips, then continue through the corridor under this, passing the "PW" initials of the designer Pete Wierzbicki, and clone the block. Continue D [1/2] D to collect the chip, and then exit. Not waiting at all will perform a ram, causing the chip to be unreacahable, and waiting a full move will drop the score from 477 to 476.

Level 64: SPOOKS[edit]

Level 64, time limit 600, 41 chips. It's only 3,040 white teeth, Chip...no need to be afraid.

The 95 teeth within Spooks make it an exercise in restraint, a Halloween treat, or a ride of a lifetime. In even-step only, the quickest route is RDR 2L [1] 4L 4D 2L D 3U-L R 6U R U 7R 5U D 8L 4U 5R 4U 6L 2D-L D 5L 3U 8D 3R 4D 3L 3R DR 2D R D 5L 6D 5R 3D 3R D 5R U 2R U 2R L 4U 4R D 4R 3U 3L 10U R 3U RU 3L-U [1] 6R D 2R 4D L 3D 2L 8D 4R 13D 3L UL 2U 4L 3D 21L D. It's worth 547.

For levels such as this, general strategies include releasing specific teeth from a chain that is blocking a goal. To do this, usually Chip would be required to move through some other chips first, as the teeth will not move out quickly enough. Plan ahead as to which teeth you will release and when you will release them.

If you're not after a speed run, this level is easily possible without disturbing the teeth.

Level 65: AMSTERDAM[edit]

Level 65, time limit 500, 51 chips. It's so cold that...

This level is just a maze of frozen canals with chips, though Amsterdam is not difficult because you can always tell which approaches to the chips keep them open before you commit. If the move would block the chip from collecting, you'll know.

For the first 12 chips, move 2L D 2R (two chips), LD, U, LU, L 2R, LU, LUD (two chips), UR 2D, and U; pick up the three chips to the sides of this, and then slide back to the start and move to the next section.

Start RD for two chips on the sides, D (two chips), D (three chips), 2U, UR (three chips), DL, L, 2R DL, and L for another four, and then continue moving to the south: 2R D (four chips), L (two chips), L (two chips below), U (three chips to the sides), and then U to finish this area. Now, slide to the extreme west for one chip, then move through the southwest D to another, and DU to three chips. For the remaining chips, slide U, 2D RU, U, U, 3D R to the last chip, and now escape the tunnel with 395 seconds.

Level 66: VICTIM[edit]

Level 66, time limit 300, 12 chips. Escape from the lions' den...

Only eight seconds are required to complete this little level, as the chips are within easy reach. The wrong beginning move, though, could lead to being eaten! Even step is preferred, but the route can be adapted to odd step.

Play 2D U through the teleport to the above section, and RU 2L D 3L, then DL to steal the chips from the teeth, and take chips all the way down to zero. The exit is past the east socket, and you reach it with 292 seconds remaining.

Level 67: CHIPMINE[edit]

Level 67, time limit 700, 28 chips. Feeling blue at all?

Chipmine is only a maze hunt, but it takes up the entire level, so it's going to be hard without the provided map. As in Mishmesh, there are notable major intersections through the level.

Start with 2R, which immediately reaches A, and then 4U to B, 2R, and north and east for two chips apiece. Now, play back to B and move into the west section with 2U 2L, to C. Move 2D (2D 4L 4D 2R 2U), 6L 2D (6D 6R 2U), 2L (8D, 2L 6U 2R), 4U 2R 4U 6L 10D 2R, and 6D to collect each of the six chips in the northwest, and return to C and move towards the edge.

Collect the chip to the far north with 4L 2U 2R (4R 2U 2L 2U 2R), then past the only empty corridor in the level and 12L 14D (15D) 2R 6D 2R 2D 2L 2D 4R to reach the southwest section. Start with the chip under you with (2D 4L 3D 2R U 2R D), and collect the rest of the chips: 2U (2R 2D), 2U 2R 2U 4R 2D 2R (2U), (4D), 2L (2L 4D), 2R 6D (4L, 2R), and 2D (2L D 2L U, D 2R U) to clean out this area. With seven chips left, return all the way back to A.

In the final area, walk 2D 2R and (4U 2R 2D 2R), where you can see the exit, and then 2R. To the east is the path to the exit, plus one chip; save this at spot D. Get the other five chips with 2D (4L), 2D (9R 2D L 2D R 2D L), and 2D 6R 4D (2L 2U 6L 4D 2L 4U), 2D 3R 3D 2L U 2L D 2L UL (LDL), and 2U 2L 2U 2R. With one chip left, go back to D and finish with 4R (2U 5R 2D L 2D R) and 2R 2D 4L. If done correctly, this route should score 518.

Level 68: EENY MINY MOE[edit]

Level 68, time limit 650, 52 chips. But what are you choosing between?

Now, this level means business. There's only three sections to it, but all three of them have involving solutions to them.

Pass the gravel below, shove the block all the way to the west (you don't need it) and grab the green key in the middle, then take the chips on the way out. The paramecium, and its further clones, won't pose a significant enough problem to warrant blocking the cloner. Now, move to the east of the level to begin the second section; move block 1 U, remove the wall, and shove block 2 5L and block 1 3L. Of the top chain, move block 21 U, then move block 2 D and block 1 R 2D to their respective waters.

Pick up block 5 and move it 6L, then walk 2U LU, all the way left, and move block 2 2D and blocks 3 and 2 to chips 2 and 1. Now, drop block 5 D, the block 4 L, and then block 5 down to the water, and repeat this movement all the way to the right, when this will result in collecting a chip. Use the loose block 5 to the far right on the far right chip, then collect block 3 and take chip 1 with it, and move all the remaining blocks down to collect the rest of the chips in the room. With this complete, enter the final section to the southwest.

Dive immediately into the glider circle moving south, ignore the first two chips on the left, and then take all the chips around until only three remain, but make sure to wait for gliders when needed. Now, take the single chip on the top, and finish with 2D 2L U [1], then reach the exit by following the gliders. If you kept your nerve, you get 489.

Level 69: BOUNCE CITY[edit]

Level 69, time limit 300, no chips. Deadly tiny balls and microscopic paramecia? Get me on the next flight!

According to the name, Bounce City contains a lot of pink balls, which are stuffed into various areas in varying amounts to create several entertaining challenges. Start with 8R U 4R UR 5U 2L U [6] DRU to squeeze through these bouncing balls, then move past the first two balls in the next room and to the top side of the third. Join the running paramecia around the top edge to run to a bunch of balls (familiar by now?)

Wait for this bunch of four to turn south, and follow it south, then fit into the lower alcove to the west. To the right is another group; fit into the lower alcove, then run up to a new area.

Hold to the right to reach the red key, then all the way down and pick up the blue key in the southeast, and backtrack out to the second ball elevator. In four moves, Chip can join them; fit into the lower alcove, then go to the other elevator and use the lower alcove to climb to the keys above you, which include a yellow key. With this key, break through the eastern yellow lock and get the second yellow key behind the balls. With three keys, Chip can exit through the three locks. Dodge well in Bounce City, get the 229 seconds.

Level 70: NIGHTMARE[edit]

Level 70, time limit 199, no chips. It's more of a nightmare for the programmers...

The level you see here is quite simple, even though it's named Nightmare. This is likely named because of all the different monsters found along the path. The route shown here was tested in MS odd step, and in this mode, you will notice the many instances of bad controllers; see Problems.

Follow the route past all the monsters (the first bug will circle into the trap) down to a block next to a water space, push it in, and then move over the brown button, which circles this paramecium back into the trap. Move the block 2D, walk over the next button, which fails to release this paramecium because the controller is a walker pointed west, and collect the yellow key. Soon, you reach a moving ball; fit to the top and wait for the right side to be freed, and continue to move east and turn left. This teeth also will not escape from the trap because its controller is the ball, which is not moving north at any time, and you can follow past the walker, through the yellow lock (in odd step, the blob will never touch you) and touch the blue button twice to allow you to sneak past him.

The next section is a bunch of blocks on ice; move the first three out of the way, then the last two L after the original U move to remove the water in front of the exit. Touch the brown button, hide from the fireball, then pass the button again, which will not release the ball a second time (if a monster is pointed towards a wall when it enters a trap, it will never be released), then walk to the bug and wait for him to touch the dirt, then get the red key and pass the bugs to the south. When you release the trap, it will not function immediately due to Controller and Boss Glitch number five.

Pass the red lock to the right and exit, to reach the third decade message: Chip is halfway through the world's hardest puzzle. If he succeeds, maybe the kids will stop calling him computer breath! Although the exact halfway point is Reverse Alley, out of the contiguous 144 levels, you put another 136 seconds in your bank.

Level 71: CORRIDOR[edit]

Level 71, time limit 500, 23 chips. A nightmare corridor in Bounce City, where you have to pick between two chips in the chipmine using eeny miny moe or be the victim of the spooks of Amsterdam...okay, I give up.

Corridor is a perfectly symmetrical level except for the colors of the doors and the central canal, and it's easy to complete when you figure out the trick to using the blocks, because it can be used on both sides. As usual, the two sides have separate block numbering.

Start by taking the red key with the one block you have at hand, and then open the left red lock, take the first chip, then move D 3L 3D (LD) RDL, which frees the use of the blocks at the cost of the one extra block you have. Move block 5 2U, block 3 R 3U and into the water, then block 5 3R 3U to reach the next red key. Repeat exactly the same motions on the other side, simply reversing right and left, and collect the green key, then walk to the west and take the southeast chip, the blue key, and then the other three chips on the way out.

Return to the left side, open the blue lock, and move block 2 2R and remove block 1, then collect block 2 and move it 3U and out to reach the right side of the goodies. Collect these the same way, and do the same moves on the right side of the level. There are now only two blocks left, block 6 in both rooms; take the one on the left right, up and right, and then the one on the right left, up and left, to finish the corridor.

Now, you're between two identical rooms with blue keys in them, with walkers guarding each key. Look for the easier key to get, cross your fingers, and go grab it. You can now combine the blue and yellow keys to reach the exit with 355 seconds on the clock.

Level 72: REVERSE ALLEY[edit]

Level 72, no time limit, 35 chips. Yes, this is a reversal of fortune!

It might be a bit difficult to know when you're supposed to move, but it's in a specific pattern: 3, 2, 1, and 1 button, and then this repeats without end. As this route is technical, it is mostly described in simple directions.

Wait [2], then run directly down through, stopping to pick up all the chips. Now, move R [2], break through the first two pairs, and from the second chip, step D 5R 2U D 7R 2U [1] to finish this area. Turn north with 4U L 8U R 4U L [1] 4U L [2] 4L DU 4L D 4L U 3L. This brings you to the upper left.

Move 2D [1] 4D 2L 4D R 3D RL 5D 6R U 3R DU 4R 4U L [1] 7U RU, which takes care of more (easier) tanks, and finish with 3L [2] 3L 3D 2L R 4D 3R D 4U, to exit!

Level 73: MORTON[edit]

Level 73, time limit 600, 28 chips. I.C. You, episode 2.

This level is quite possibly the hardest since Blobnet, and one of the few that is very difficult. It's mostly a symmetrically styled maze, but there is a teeth in the middle of the maze, guarding some of the chips! Plus, it's a hidden wall maze.

There are three distinct sections to this level: Reach Morton, trick him, and then finish collecting the chips. Even step is required for this 485 route.

  • 4L, then north to the first two chips, follow back to the left for another two, and walk L 10U to spot A, and then across the west side of the level to take the top three in the northwest corner. Go back to A and U and forwards to two more chips, then U 11R D, R 5D 2L 3U L, and then down to Morton with R 8D 3L.
  • To get behind Morton, move [1] 3R [2] U [4] L [1] D 2L. Leaving a chip behind forced Morton to move in a direction where Chip could outflank him; if the chip was taken, Morton's south move would kill Chip when he attempted this. Continue [2] to get Morton to come into the center (as you cannot get past him if he stays in the corner), then leave the first chip behind for a similar maneuver, take the other three, and then collect the first chip in Morton's lair and escape! With the teeth trapped for the most part, you are free to complete the level.
  • Walk 3R 5U 2R 2U 2R 4D to the second major intersection (B), then follow to two chips and L 2U, then west to another two and north to the final two in this area. Return to B and walk 2R 2U 2R to C, as Morton attempts to escape. He'll get out, but he can't catch you. Move north to three chips in the northeast, then west to an additional one, reverse to C, and finish to the east with the most extreme southeast chips. This route is worth 485 seconds.

Level 74: PLAYTIME[edit]

Level 74, time limit 400, 4 chips. With playtime come some balls...and not the fun ones.

To enter the main area and have some fun, slide west to a trap, which the cloned ball will release. However, you have to be a little fast because it's going to hit you next move! Holding the north key will not work; this ball will touch the brown button between turns, so Chip will be waiting for his next turn to move when released and will be smashed!

Continue with L 3D 2R D to take a chip, touch the green button, and step 2R onto a force floor which slides you to the main area. Now it's playtime...

Paramecia obsessively going around in circles! Jump on the upper right corner, then step L and >D3LU L to the chip. Keep walking north to a pair of blocks; move block 2 RD 3R 4U R into the water, then block 1 2D, and walk over the gravel to steal the chip. Immediately walk back out and move block 1, neatly placed for your use, into the water to take the final chip. As the gliders are heading towards you, backtrack out of the pool and walk east to finish and score up 359 seconds.

Level 75: STEAM[edit]

Level 75, time limit 500, no chips. Ha...what a clever name!

That's the goal of this level: keep trading types of boots until you have a chance to get both at once, and then exit the level. As there is no distinct maze structure, the route through Steam uses only directional notation: UD 5L U 2L D 4L 4U RURD 3R 2U RU 2R UR 5U 3L 3U 4L 2U 6L D 4L D 3L 11D 2L 2D R 3D L makes steam, and L 18U puts the exit in sight. You score 479 seconds.

Level 76: FOUR PLEX[edit]

Level 76, time limit 550, 20 chips. Now you see me, now you don't.

There are indeed four plex in this all-time classic CC composition, and you begin in the southwest, then move counterclockwise to the northwest.

Southwest: 2R D, follow to the fake wall, and move U for a red key. Walk back to the teleport and slide through, then 6D RL 3R and up to the yellow key. Again, slide LRL, then step U 3R to escape.

Southeast: Follow the path to a ball cloner, wait [2], and then touch the button. Steal the first chip, then hide, steal the second chip, and then squeeze DR to another chip, and R 5D to prepare the first of the blocks for use. Move the block UR, then go back past the ball cloner, take the lower track again, and move RU 6D. Use the first block, replace it with the second, and get on the top force floor track. Shove the lower block 8D, use the second block, then wait for the bug and replace it with block 3. Collect the final block, then use the third block followed by the fourth block to clear the way to the next section.

Northeast: And the route matches the level for craftiness! Touch three green buttons, then clone and release two gliders, and find their destinations with 2L 2U RUDL 4D [chip] 2U 2R, and then once again clone and release two gliders. Again, move 2U and 2L 2U RUR 6U R 2U [chip] 2D L 7D 2L D 4L, collect the rest of the chips, and start the little interlude section: a bunch of recessed walls. Take the chip above, hold to the right, and take two more in the south-east corner. Continue west, take the first three chips, and then walk across the bottom and take the other three on the way back.

Northwest: Notice above that there are three blocks stopping each of the keys. This is a classic problem, called the wedge, and if you remember Potpourri, you saw this for the first time. To solve it, move block 3 out and then block 1 to take the chip, and then block 2 down to take the key. After this, trade yellow key for fire boots, blue key for red, then blue, and finally blue key for the flippers. Use these flippers to swim to the exit at the very top, of course avoiding the bomb! This magnum opus is worth 416 - yes, divisible by four. :)

Note: If you liked this level, Nuts and Bolts, Elementary, Tossed Salad and Nightmare are similarly fun.

Level 77: INVINCIBLE CHAMPION[edit]

Level 77, time limit 500, 5 chips. 1 count of dis-orderly conduct...

If you look at the map, you may determine the way to complete the level is to use the gliders to disrupt the bug stream. Indeed, this was the original plan. However, the concept of the monster order was not known when making the original set; the bugs were not created in the right order, and as a result, the one at [18, 10], because it is ahead of the one at [19, 11] in the monster order, and the way to its left is free, will actually move down and block the stream for a couple seconds when you actually play Invincible Champion.

This makes the solution trivial. Move around to the left, wait one move, then take the first chip and the other four, and move 4U L and around to the exit with 481 seconds on the clock.

Level 78: FORCE SQUARE[edit]

Level 78, time limit 500, 13 chips. The use of force was not authorized in this square.

This level is very simple, though not to the scale of the previous one, involving only a few simple teleports and keys. However, the force square's boosting is very difficult,

Practice the route many times, as long as you need to, and be thankful the force square is at the start instead of a minute into the level. The route through is DR 2U R 2U LDRUR 6D 5L 2U RD 2L 2U RULD 2R 3U 2L U. You now move east, down, and left (if you turn down while the clock is still at 495, you got it), and when you're turning up, hold the west key to bust out of the room. Below is the first teleport; step 2R out of it, and then move U 2L RLU 3L to collect the red key, having found all the chips in the force square. Now, slide DU, which continues Chip >D, and then open the yellow and red locks and exit the level for a maximum of 480 with the best skill.

Level 79: DRAWN AND QUARTERED[edit]

Level 79, time limit 300, 56 chips. Ouch! I hope that doesn't happen to you.

Fortunately, you have a map and a guide, and Drawn and Quartered is very easy.

Take the chips on the south and east, and teleport west to the second room and walk 3L D. This releases the fireballs into the first room, allowing Chip to remove all the chips without delay. Slide north to quadrant 3, walk up and take these chips, ignoring the loose fireball and circling fireballs, then slide west to the final quadrant. Immediately run 3U, take the chips to your right, and then resume collecting the ones to the left. The exit is right to the east; yes, 220 is also divisible by four. :)

Level 80: VANISHING ACT[edit]

Level 80, time limit 800, 17 chips. One by one...penguins steal my sanity...

Vanishing Act is a simple maze that gets difficult...the walls are all invisible, and the dirt is only going to help once! This means the guide to this level will consist entirely of the route to each chip and the map shown.

Start with 4R U 2R U 2R D, then continue: U 2R (3R 2U L), 2U 2L 3U 2L 2U 3R 2U (3U 2L D), 4L 3U 3L 2D 3L D L, R 2D 2L (2D 3L 2D 2R), 4L 5U 4L 2D 2R 2D 4L 4U 3L 2D R, L 2D R 2D L 3D 3R D, U 2R (2D R D), 3R (2U), 2D 4R D 2R 4D 2R 2D 2L 4D (2R 2D 2R U), 2D 2L 3D 2L 2U, D 2L ULU 2L U 3L 3U (2R U), UL (3U L), L 6D 2R 2D, 6R 2D 6R 3U 2R 3D 2R, 2R U, and D 4R U 2R (2U 4L 5U 2R 3D 4R 3U R). The exit is now visible. 733 seconds: It's magic!