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< Chip's Challenge‎ | Level Pack 2
Revision as of 17:31, 18 August 2009 by Andrewb (talk | contribs) (101 to 120; this may not be permanent yet. I'm rather pressed.)
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This is a continuation of the walkthrough for Chip's Challenge Level Pack 2. Levels 101 (Hard as Rock) through 120 (Frost Rings) will be discussed on this page.

Level 101: Hard as Rock

Level 101, time limit 999, 1 chip. It's just like level 1...level 101 is misnamed!

The involving though simple puzzles and one difficult, unforeseeable puzzle at the very end make Hard as Rock fun and involving down to the end. Even step is recommended.

You have no need for the block, so ignore it. Instead, run D 8R 3U R [1] and enter this column to take the yellow key. From there, jump to column 1 and follow the lower passage to the fire boots, then move to the ball cloning paramecia in the second column. Wait [5], release him, and then enter column 1 to collect the chip just ahead of the collective balls. The blue key won't be needed either; wait two moves, step out and go directly through the yellow lock over some ice.

Walk past the fire space, around the walls and past the paramecium clone machine, then open the dirt to release the teeth. Move 2U 2R [1] 2L and: (3D 5R D) to escape the teeth, then swim through the water and hidden walls to reach the blob section. In this large area, dodging blobs should not be difficult, but two moves can be used with a 924 route.

Release the bug and run all the way around to the exit, where the pink ball in column 4 is fortunately about to release Chip from the trap. If Chip missed this, he would be rear-ended. Fortunately, after one move, Chip can spring out and add another 924 seconds.

Level 102: Chip's Fight

Level 102, time limit 450, 3 chips. Just staying alive is a fight...

Chip's Fight is a series of three different areas partitioned by colored locks, with several puzzles in the way of the three chips.

Start with DURUL, which will explode the bombs, release some fireballs, and collect a couple goodies, then bolt eastward, shove the block onto the ice, and step U [1/2] D to collect the block. Hold left to bridge to the ice area, and jump DRDLDR 2D to pass the fire and get the blue key. Return all the way to the start, sortie blocks 7 and 6 L, and bust through the blue lock to meet a bunch of bees, which won't pose any problem.

Turn west past the invisible walls, and then touch the red button. The first block cloner imprisons the bug for life, while the second is coming up on the ice strip. Wait half a move so you can catch the block, then push it 2L further, remove the two fake walls, and erase the bomb. Continue walking the left fork, leading to a yellow key, and enter the teleport from the west, followed by R (3D) 2L. Return back the way you came and run right, passing the bugs above you, and get the chip to the north, then slide across the force floor and squeeze past the balls to the last of the chips. Escape the Creative One-Ways prison by waiting three moves, then move the block 2L to free yourself and retire to the start.

Because you moved block 7 L, the fireballs have been redirected past the blue lock, which makes the final run to the exit slightly faster; move block 1 L 2D out of the way, then open the yellow lock, walk to the south, and then enter the far left corridor to find the "real" exit. You fought all that for 371 seconds?

Level 103: Island Hopping

Level 103, time limit 500, 30 chips. It's not island hopping. It's swimming!

The major authorities on this seafaring challenge wrote the 392 route one way, which was recorded to take 3 hours to confirm the score, while I have found a much easier way to accomplish the same goal. This score was all but unattainable for me until I designed a new way out.

Start by taking the chips and flippers from the blob, then exit to the south. Hold the down key to collect the first chip, then run west to the second one and finally encounter a recessed wall. The goal is to lose exactly three moves, one of which you dropped earlier when you held down instead of DLD, before touching the green button, and then get to the top corner with a perfect or one move from perfect run. I would use Tile World version 1.2 for this section; otherwise, you're on your own here. Do remember that you can override every other force floor.

If the clock says 491 when you take the chip to the left, you're OK for now, but check further north. Pick up these four chips, then sneak past the ball. If the ball is on the first toggle wall, you did it correctly. Take the four chips, then step RURDL to lock the ball in, and continue 11R U 10R 3D R 7D, which starts a block cloning cycle. Fill in two water spaces north from the button, then west to the trap, and remember you can swim. Move one more block onto the trap, then move [1] L [1] LR [1] R to switch the gliders around slightly. Retreat back to the clone machine and stuff block 8 onto the trap, then [1] L, and circle to the lower trap, move the block U, hide on the trap again, and then collect chip 2, the key and chip 1.

Swim northeast to the chip left behind, which you can see has redirected the gliders in a favorable direction, then move the existing block L, clone another and shove RDR, which will catch the four gliders and redirect them down to the bombs. As you wait, take the five chips to the left, then tailgate the glider stream, which will allow you to get the fire boots (and the chip faster) without having to build a bridge all the way down.

Now, the remainder of the level is breezy work. Freestyle to the west, open the yellow lock and slide on the ice, which will take you to a cozy fire with tanks bouncing around to the north. This tank is moving east; wait for it to switch back to the east the second time, then walk 3L UDRD 2R, and this time pass the tank after it moves east the second time. Return to the sea, assimilate the chip to the north, then dart over to the blue lock and pick up the goodies. The resulting red lock leads to fireballs, two chips, the green lock, the socket, and a teleport which takes you directly to the exit. That should make you rather happy - this was a very tough one to get. The bold time is 392.

Level 104: Pyramid

Level 104, time limit 400, 66 chips. Behold...here hath buried the false teeth of the ancient Egyptians. They hath not toothpaste!

Easily the hardest part of Pyramid is, of course, the pyramid. Some of the teeth are moving, and not all 84 chips are accessible.

Enter the pyramid and stay to the right, which leads to the far east corner and then a green button. Now, because some of the teeth aren't sleeping, follow this route: 3L 3U 3L 3U 3L ULR 2U 3L 7D 3L U 3L 3D 3L, which leads to the blue button. Punch it two times, hang to the west to take all the required chips, and then walk through the toggle walls that are now open. This leads to a block, which will switch the toggle walls when it gets to the green button in the far corner. While the pyramid was difficult to complete, this timing piece makes the bold time just as difficult. The fastest route is 341.0. and to do this, Chip must slide to the toggle walls just as they're being changed!

After pushing the block, wait [7.5] and then follow; the half move is easily accomplished by attempting to move backwards on the north force floors. Hold the east key, push the next green button twice, then get the red key to the bottom and emerge back out through the center. As the tank behind the yellow lock started in the open position, this button had to be touched twice. Climb the tank ladder for the blue key, then use both keys to reach the brown button. Touch it from the east side in order to have enough time to reach the trap before the pink ball releases it, as this is the single chance to get to the exit. The treasure of the Bit Busters is worth 341 seconds.

Level 105: Yet Another Puzzle

Level 105, time limit 500, no chips. Hey, the next 44 levels are also another 44 puzzles!

However, Yet Another Puzzle is a very tough puzzle. This level is often dismissed as impossible, but there is a way to complete this level by using transparency.

Sprint north, take the fire boots, and slide DR through the two teleports, then pass through the giant "maze" to the 3 "X" formations of blocks. You currently need 14 blocks to build a bridge to the tank button due to the bombs under all the water spaces, and you only have 13 usable blocks. In addition, you face the puzzle of fitting 13 blocks into the "sardine can" section before closing it, because there's no going back. 13 is impossible, while 12 can be done, but this leaves you two blocks behind. The secret, however, is in the bombs hidden under the water. Gliders can pass over water.

Start loading some of the the blocks in; take block 2 R 2U, block 11 5U, and block 2 13R before returning to the X. Interrupt this for a moment, and move block 7 through the big maze and into the teleport. You can't follow it directly, so come from the north and shove the block DRU through the teleport. Pass over the fireball, then stick the block in the path of the glider, which causes it to head south to the water, and then return the block into the teleport and follow directly. Continue the block L 2U R, then 2R further and all the way south to a water space, which will force the glider west over [17, 25] as well as [17, 30]. Now that only 12 blocks are required and 12 are remaining, go back to the Xs.

Shove block 11 15R, then block 2 5R against the south wall, and then block 11 9D 15L D 10R, where it will rest. Start to raid the second X: move block 4 2U 11R 8D 15L, then place blocks 13, 8, and finally 3, each 2R away from the previous block. Next, collect block 12 and move it 2U off the toggle wall by the sea, and now move blocks 6, 15, 9, 5, and 14 out in the same way: move block 6 to 2R off block 12, block 15 L off the red button, 9 and 5 on top of that, and then 14 2U on top of this stack. Now, it's time to hold your breath and zip it closed!

Start with block 15, then block 11, and now shove block 6 L to make room for block 9, which goes L as well. Move block 5 towards the water, push block 9 back R, and then use block 5, followed by the remaining blocks on the east side. Of the six remaining, move block 1 towards the water, push block 6 2R, use block 1 and block 6, and then repeat this same maneuver with 2/5 and 3/4 to finish the bridge. With the tank out of the way, sneak into the exit at the west of the room. All that work for yet another 200 seconds!

Level 106: Bounce

Level 106, time limit 350, 42 chips. Yet another ice level that is more difficult than it seems, requires inhuman boosting, collects chips quicker than is humanly possible, and has an insane glider...yeah, there's another one of these somewhere.

In Bounce, along with similar such levels such as Frostbite seen later, Chip has to collect chips with ice under them, sliding continuously. To make it quickly through such levels, many "bounces" are required. In levels such as this, walking one space in the opposite direction and then boosting two spaces the other way collects an extra chip without using time, and is a frequent strategy. The full route through for 342 requires perfect boosting:

RUL 3R DULRDU 2L RD 2U LDUR 2L DRLUD 2R LUDRLUD 2R D 3R. This frees the toggle walls up, and provided there's no mistakes, you can sneak into the exit before the glider blocks you off.

Level 107: Joyride I

Level 107, time limit 26, no chips. Yeah, that's right. You'll die in 26 seconds and you're sliding uncontrollably on green floors through a slalom of bombs. At least it's more fun than the Dungeon Drop...

This two-part Joyride series is two quick levels with force floor slaloms which are almost completely identical. Joyride I requires Chip to dodge between bombs without getting killed, and has a very strict time limit in addition. There are several different ways to score the same time; many of these are simply dodging a bomb in the opposite direction when there are two identical, convergent paths.

To decrease the chance of running out of time, teleport and step U rather than slide left, which will skip you 2/3 across the first stretch in 1/5 of a second. At the turn, push L, then sneak behind the next bomb R, and avoid the next bomb you run to with L. Push U and wait, and then D out of the way. Follow with a push R, then L just before you make the turn. Continue with D between the two bombs, then back U. At this point, the clock can be heard ticking, meaning 15 seconds remain! Step L to avoid the approaching bomb, then R as you are about to turn, and follow with U, then D before the next turn.

Continue sliding around the inside edge until the clock is about to tick to 8, then squeeze through the two bombs and turn south. Push down one last time, then push over the last floor in the sequence, which gets you to the exit a lot quicker than sitting there and then moving 2RU across the floor. With the shortcut, you have 6 seconds left.

Level 108: Tricks

Level 108, time limit 400, 20 chips. I can make 20 chips, a block, five keys, and nine locked doors vanish in 56 seconds!

Tricks contains every trick in the book, so caution is recommended!

Pick up chips 1, 2, 4, 3, 5 and 6, then move across the top row of balls to the gravel. Take the yellow key, move UL to two chips, and then the red key, and then push the block with the blue key and teleport R into the red lock. You need the yellow key later, so going in any other direction kills the level. Walk south, move block 2 onto the brown button, then enter the blue wall maze and walk through the tank room to the green key. Move to the south, wait for the tank to change, then walk back out and open the green locks to collect the fire boots. (Although connected traps on the lower layer do not function when Chip first reveals them, Chip will pass them again.)

Now, push block 2 in the area west of the exit to release another trap, then pass over this trap into the fireball room. Continue among one of the many routes through, such as 3L U and then out, and then go back to the start area. With the fire boots, Chip can take the other blue key. Now, turn sharply left from the teleport, which will lead to the remaining chips, the locks, the socket, and finally three paths. South and east lead to death, while west leads to the exit. A little tricky, right? That's what the 344 time is for.

Level 109: Blocked Trap

Level 109, time limit 600, no chips. If a trap is blocked in the forest, does anyone fall into it?

It should be obvious from playing Blocked Trap even once that you're about to be smashed by a cloned block! The challenges do not stop, as Blocked Trap is one of the most difficult levels in the set, with hidden items, buried traps, and a monster tank section at the end.

Stay to the right side of the force slalom until the very top, then move 2L north into the teleport, and move the caught block across the row of hidden red buttons and 5U. Another block has been cloned; move this 3L, clone two more gliders RL, and then pick the block up again 2L 5U 2R. When the glider from the green button passes, move R, then lock the two gliders in the blue button corridor with R after they turn north. Now, move to the next room.

Pass both ice spaces, then collect all the yellow keys: 6D LRULUDR 2U 3L 2R, and the suction boots 5U L. Pass the yellow lock section, and now open dirt 1 and after the tanks switch, open dirt 2. Hide DR, and after they switch twice, open dirt 3 and wait for the next switch, allowing Chip to pass to the exit. 565 seconds are available.

Level 110: It's A Kind of Magic

Level 110, time limit 500, 6 chips. So that explains what happened on Tricks!

This level is a rather unique and quite difficult solve, despite a simple design. Chip must move the blocks at the top of this Sierpinski triangle to the center line, and the other blocks directly to the south to reach each of the chips.

Move block 1 out and block 3 3D L, then block 1 4D R out of the top, and then teleport UD, UD, and U [1] D to reach two chips and then one of the two-block chip areas. If Chip didn't wait, he would run into a partial post here and go to another room. Move blocks 8 and then 5, coming from the left, to the water to take the chip, then dodge UL off the gravel as a ball is coming out of the teleport! Follow the ball UD into the teleport, then throw this block D4R further, and then move block 1 4DL and start the bridge to the exit with block 10.

Continue with blocks 1, 2, and finally 3, emptying the room. Only one block remains unused; go to teleport 2, watching out for a ball coming out, and teleport UD, UD and U [1] D a second time. Use block 12 and approach block 6 from the right side, then follow this pink ball back UD through the teleport. To finish the level, continue block 4 2D 4L and south to the exit. 456 seconds...it's magic!

Level 111: Monster Factory

Level 111, time limit 450, 101 chips. For your information, a monster factory is different from a monster lab. Try the Monster Lab bold route and you know what I mean!

In this slight Monster Lab rehash, Chip will solve a couple of puzzles similar to Monster Lab, but then also move into one final teeth den, with three teeth chasing Chip through about 60% of Monster Factory's entire area. Odd step has been used to test this route.

Start with 3U 4L U [1] L, in order to stop the tank from cloning any more pink balls. This allows you to pass south; take the yellow key, then move L 4U 5L to the red key, and R 3U and out to the red lock. Take all the goodies, open the toggle wall, then stand next to the fireball cloner to get the teeth to touch the brown button. As the teeth touches it, move D instantly, as this will clone fireballs onto your location. After two fireballs pass, swim through ahead of more fireballs and snatch all the chips, and then continue the path as the gliders start cloning behind you. Take the chip to allow the gliders to move out of your way, then the fire boots, and slide into the teleport to reach the final section.

Run up and get the first chip, then go left and take two, and keep running to the east, taking the almost-straight row of chips. In the southeast corner, step R and take the pair of chips to the north, then move 5D and run directly west through the baffled teeth! You pick up two chips, then arrive just under a third; take that one, walk up to two more, and hang near the walls as you pick up the remaining chips above you. Open the socket, touch the blue button, and then silence it again with a second press before walking east and south to the exit. 375 seconds, made with no artificial preservatives, and straight from the factory!

Level 112: After the Rainstorm

Level 112, time limit 300, 3 chips. By the time you figure out the strategy to this level, FEMA might actually have arrived at your house.

After the Rainstorm, as you can expect, contains a lot of water. What you might not know is that there are many difficult puzzles, with a couple of hidden items, unorthodox approaches, and the full and official introduction to a special strategy.

You begin in a room of blocks; move blocks 6 and 4 D, then continue block 4 4L and use blocks 2, 3, 6, 5, 4 and 1. Using these blocks, build 3D, leave the dirt on the next two to the south and west, and then build underneath the dirt. Now, collect the seventh block to the far west and move it 3R 2D 5R 2D 2R, which will allow you to reach the flippers, as the dirt has a north thin wall under it and stepping on it earlier would block Chip forever. At this point, you have a Mixed Nuts meets Venice construction to pass; start shoving the blocks U and R until you can move block 7 to the water. You'll need all of these to reach the target: the bomb at the end of the canal.

Throw block 5 L, then circle around to the other side and replace it with block 6 on the way to using block 5. Go back to the Venice canal, knock block 6 and 3 L, and circle around, which will move three of them south. Take the last of them 3D L, then shove three blocks L and all four of them D until you reach the edge of the water again. Fill in water six with the original block, and then repeat this pattern, building down from that space, until you get the very last block into the bomb and take the level's three chips.

At this point, you have a simple progressive wedge for each of the next three rooms; move the top block, then the bottom, and step up to reach the next room. However, the third room's top block has a force floor under it, so first of all, spring L immediately to use the boost. More importantly, after moving block 2 U, it will slide and kill Chip when you try to move block 1 out to the next room. As many players are killed again and again, even after attempting spring steps, the level is seen as hopeless, as although pushing block 4 R before block 1 will allow for Chip to get one block out, he will require two of them. The solution is what is known as a ram - attempt to move U a second time, which will stick the block in place. It will now remain stationary forever until moved again. (Using the mouse for a ram will save a move, but it is not required for this route, and it will not show up in any recorded solution.)

Continue to move block 1 2U 3L, then teleport and erase the socket, and then move the block to the water. Sneak to the west, which allows you to return to the block room one more time, and steal block 2 to finish the path to the force floor jumble above. Override the first down force floor, instantly continue R2U, then override the next down force floor to the east and take the path downwards after exiting this area, which leads to more blocks. After you touch the first one, step LDLU, throw this block to the west and circle behind it, then stuff it into the teleport. Negotiate the force floors again, then push the free block in the southeast corner to the water below and take the marathon run to the very west. Under a block in the southwest room is the exit, which is worth 144.

Level 113: Oorto Geld II

Level 113, time limit 720, 60 chips. Admit it. Even the level designer admitted it. You can't remake Oorto Geld.

Thankfully, Oorto Geld II is much simpler than the previous challenge, but it nevertheless poses some difficulty. Continuously changing toggle walls in the midst of chips and four rooms of walkers can be a real pain. Always note that the teleport will allow Chip to slide until he has all the chips.

There are four sections of chips and four walker rooms; the toggle walls are switched in a double-rhythm pattern by fireballs, providing the link to the original Oorto Geld. In each walker section, there may be some permissible waits depending on whether Chip has to wait for fireballs anyway. Move to the north area first.

North: R 6U RU 4L 3U L 2D 2R 2U 2R DLD 2R U [1] UR 2D L 3D, then east to the walkers. No waits are allowed. Slide back over the teleport, then:

East, from entrance: 4R 3U 3R U 2L 2D 2R 2D LUL 2D R [1] RD 3L U 2L. Three waits are allowed here.

South, from entrance: 4D 4R D 3L D 2R [1] RD 6L [1] 2U RDRUL 3U, and left to the walkers. One move can be lost; finally, move to the west.

West, from entrance: 4L U 3L U 6D 2R URUL [1] LD 2U 2R UL 2U 3R, then take the last chip without waiting, and enter the teleport from the west side to just barely squeeze out 671 seconds.

Level 114: Joyride II

Level 114, time limit 100, 31 chips. But can you remake Joyride?

In Joyride II, the bombs are switched for chips, the shortcut is disconnected, and that's about it. You won't need all 36 chips, and one of the chips is untakable, but you can't backtrack! Just before you get each chip, step onto the line of it just before getting it, if possible, and if it is on a different line.

For the first 15 chips, move L, LU, D, U, L, L, R, R, U, 2U, 2D, U, D, 2R, and 2L, and now step D. As you reach the 16th, step D again, then L and either U or D to select either chip. Continue with D or U, then U 2L, UR, RU, U, 2D, and oddly enough here, UR rather than 2R. The sideways boost when 2R is used will stall Chip temporarily, while UR and D is more fluid. After D, which takes chip 25, move R, 2L 2D, 2U L, UR, 2R, and then D 2L to the last chip. For the exit, move LU and step 2R. This time, you score 81 seconds.

Level 115: Counter Clockwise

Level 115, time limit 400, 22 chips. No, I'm not worried. Remember, glider tornadoes only last for 47 seconds.

In this dizzy composition, gliders move in, well, counterclockwise circles as Chip wends through to collect 22 chips.

In this area, take chips 2, 1 and 3, then keep walking in a zigzag through two more areas for another four chips. Wait for the glider on the west, then collect another two pairs of chips across the south, and now jump in behind the approaching glider and collect only chip 1 in the exit room. Here, climb further another two squares north, wait for the glider again, then take the two rooms on the very north, and now head back towards the exit.

Continue in a zigzag directly south, then hide in the recessed wall just near the hint. As the gliders converge together, move R 3D R [1] and now continue southeast to the final two chips. Collect the last one from the right side, to eliminate the wait for the glider, and then exit for a score of 353.

Level 116: Turn Turn Turn

Level 116, time limit 500, 12 chips. Sure, if you're playing Counter Clockwise, you'd turn.

Easily one of the most difficult levels in CCLP2, Turn Turn Turn requires Chip to open various pieces of dirt to reveal ice tracks, placing some of the eight pink balls through to a random network of brown, blue and green buttons, in a rhythm that allows for Chip to exit the level without being blocked off. Many routes can be tried without success.

In the northeast section, start with 9U 16R 3D LDR 5D, then collect this block and move it 5U15LD, in place to trap a ball in the blue button. To open this long path, walk to the northwest: 5U 5L DL D 3L D 2U L 4D 2R D 2L D, down across three more ice, and in the southwest RU 2D LU 2D 2R ULRD 2U R 3D RUDU. Finish in the southeast, from ice dirt 16: RURUD 3R 4U LURUR, and take three chips and move block 7 2D 11L 2D, meanwhile freeing blocks 1 and 4. Decamp back to block 1 and move it 3D6L, then pick up block 7 and move it 4D, then block 1 6LD.

You're almost done; go back to the top and shove the block near the start 5U (locking the ball into place), and continue 12R UD 3R DR, then collect the remaining chips and throw block 4 on the south 5D 12L 3D to stick this ball on the green button. As another ball approaches, lock it on the brown buttons by moving the last block D. Now, it's time to go to the exit.

Pass the socket and run 8U [1] R [1] R, then hold down until you reach the bottom and wait two moves for this tank. Wait for the tank to switch (after about four cycles of switching, about 427.0), then run all the way up to the exit. You just turned onto route 425.

Level 117: CircleMaze

Level 117, time limit 500, 1 chip. Another turning level? Will this ever stop happening? I've got 32 more levels to do!

CircleMaze's circular construction allows for Chip to zip across double-wide force floors with the help of ice. Due to random force floors, however, the bold route will require significant amounts of luck, and additionally perfect boosting, to max out.

Exit the circlemaze by collecting the two boots and 2R 5D LD [1/2] and 3R-U 3L-U over all the force floors, and swim to the very top and west to the only chip in this level. Pass the thief, then move 3L 3D RDL and 6D to the fire boots.

Return to the west motorway, push up onto the second random force floor from the left, and get the blue key (483.0) above, then return to the track. This time, step down onto the fifth random force floor and move 2R (overriding a random force floor and a west force floor, with the help of two random force floors sending you east) 3D 3R D [1/2] L, and walk to the exit. The maximum with this route is 476, although it is easy enough to get 475 by taking an alternate route around the random force floors, by using less of them, or by just using a failed 476 attempt.

Level 118: High Security

Level 118, time limit 250, 32 chips. If this can't stop Chip, the justice system is completely screwed over.

It's indeed High Security, with puzzles of all kinds, obvious and tough, apparent and hidden, in every phase. This is likely one of the funnest levels in the game. Use odd step for this purpose, even though it makes no difference due to a long wait.

Move over to the left, push block 3 into the teleport, and follow it by moving LD off the recessed wall. Now push the block with R, then push block 2 out to take the red key as you walk towards its lock, which collects a pair of fire boots. Open the lower green lock, take the chip, and move the block to free the teeth. Continue 9D to the start, then [3] 4R U [1/2] and 2R to reach the five chips from the right side. Come back out the same way: 3D from chip 3 and [1/2] D, then collect the other chip and pass by the exploded bomb to a recessed wall maze.

Move L and circle clockwise to collect six more chips, then move RD [1/2] 2D over a similar construction, pick up the remaining chips in this area, and finish it with R 4U 3R U [1 1/2] 4D RU [1]. Walk through this area, then take the chips before the teeth come out, and slide one final time to the north.

Take the first four chips from the tanks, then the one at the top, and fit through the tank in this corridor as it finally wedges into the alcove to the east. Take shelter in the first depression in the corridor, take the ice skates in the second, and when this tank squeezes east, touch the green button and move: 5U R 3U RD 6R U [1] 5R L 4D 5L [3] R 3D 8L, and then exit the level. CHIP HAS ESCAPED...189 SECONDS STOLEN!

Level 119: Teeth

Level 119, time limit 350, 7 chips. And I don't think those teeth are smiling at you...they've been pressed into slavery to do your dirty work!

In Teeth, Chip will not be doing very much direct battling with teeth, but instead will be subtly manipulating trapped teeth. Only two of the teeth can actually kill Chip. Odd step is recommended, as it will save one move in the beginning and not affect anything else in the level.

Wait for the teeth in three directions to blow up three of the bombs, then instantly move 3U 4L D 2L, which will send you sliding and back while the teeth blunders into the bomb blocking the chip. Take this chip, then open the second green lock and move [1] U to teleport back to the start, then 2L and slide again, and now with the tanks swapped by roving teeth, open the third lock. Walk R 7D 3R D [1] and step on the random force floors for a nice ride! If you got the suction boots at anything less than 330, you're not going to make 280. The take for this 280.8 route was when Chip picked them up at 330.8, which requires odd step. 331.2, however, will lead to a 281.2 route that, as of this writing, not scored. (The absolute maximum is 281.6.)

Enter the next teleport, wait a move if you're an odd number of moves off 330.8, then move R 3D 5R D [1] D and [1] U (3R, 3R, R) D [1] D to "brush your teeth". On the second time through, this time move U (3R, 3R, R) [1] D [1] D. At this time, the teeth in the maze to the far east is coming out and exploding the bomb. Follow the zigzag to the force floor, collect the fire boots, and move block 1 to the water to collect a chip. Open the green lock and wait 1.5 moves before sliding, which causes the teeth to switch the tanks for you so you can continue to move. Walk all the way north, through the fire, and onto the suction boots, then escape over the force floor. Take the last chip, then the yellow key past the socket, and slide back to the beginning room, where you see a yellow lock that leads to two more keys and another yellow lock. Continue to the green lock, then step left to the ice skates and skate to the exit.

Level 120: Frost Rings

Level 120, time limit 350, 79 chips. See, I told you there was another ice level.

Frost Rings is another chips on ice level, which requires Chip to move through concentric locks of rings with ice under the chips. Fortunately, it is probably even easier than Bounce!

Move L 2D LRU 4L 4D 2R D 2U 2R and, leaving out the D move, repeat this pattern in the northeast ring, then the southeast ring, and instead of using this in the southwest ring, move 2L 2U R 2L and circle counterclockwise to the exit. 335 seconds...ON ICE.