Chip's Challenge/Level Pack 2/Levels 141-149: Difference between revisions

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


==Level 141:Oracle II==
==Level 141: ''Oracle II''==
Pass the two frozen blocks and push the block below them. Move the two blocks below this into the bombs, followed by the block just moved and the two blocks above that. Go just below the start and move both blocks L. Continue 4D2LURL3DR2U2RDL3URD and move this block right, followed by the other block. Use the center block and the lower block in the left room. Then, go to just above the room. Push the block 2D into the room, and use the block just under the start. Go back to the left room, push the top block R, and use the lower block, followed by the top block. Now, move to above the two blocks on the left side. Push DLDRLDRUR3D and use this block. Finally, approach the last block from the left and use it. Go back to the start and push the button. Now, move to the right. This part gets harder. Go to the toggle wall and continue right. Push this block and move 4U2R3D5UR2UL4D2L. Circle around and push the block on the right R into the alcove. Go back to the toggle wall and move 3RD2R4ULUDR2DLUR3D2LUL2U3R3L2D2L2URD. Move the block to the bombs. Take the left fork and move the top block L. Use the block below you, then push the other block R3DL. Step D2RD2R2ULU2L2RU3R2U3L2DU3L2D. Use the left block and replace it. Step D2RD2R2ULU2L2R2U3L2D. Use the left block and replace it. Move 4UR2URD4R2D2L2R2UR2ULDRD4L2DU2LUL2D. Use the left block and replace it. Move 4UR2URDRD2LUL2D. Use the left block, but don't replace it. Instead, take the lower path and push the block right into the alcove. Move U2RD6LDL4U3LDLD2RD4RULR3U2L2R2UR2ULDRD4L2DU3L2D. Use the left block and replace it. Step 4UR2URDRD2LUL2D. Use the left block and take the down path. Go D2R3U3LD2RD6R2ULRD2L3U2L2R2UR2ULDRD4L2DU3L2D. Use the left block and replace it. Step 4UR2URDRD2LUL2D. Use the left block and take the down path. Go D9R. Push this block left to the wall and go D3LDLD2RD2RURDR6UR2ULDRD5LULDL3D. Use the left block and replace it. Step 4U2RDLUL3D. Use the left block and replace it. Step 3U3RDRD3L2R2U3L2D. Use the left block and move the last two blocks one at a time to get to the exit. 598 seconds are prophesied to come upon you.
[[Image:Chips Challenge Level Pack 2 Oracle II.png|thumb|right|Level 141, time limit 999, no chips. Eight more difficult levels coming next!]]
The final stretch of CCLP2 begins with another harsh challenge, much more difficult than ''Oracle I''. ''Oracle II'' has two sections - the west and east. The toggle walls are open on the west and closed on the east at the beginning, and they can only be switched once. Therefore, complete the west section first.


==Level 142:Chomper Romp==
Of the 14 in the west section, move blocks 6 and 11 2D, then use 14, 11, 6, and then 2 and 3. Run over to the west, moving blocks 4 and 5 L, and now unscramble the southwest room: 4D 2L (UR) 2D R 2U 2R DL 3U RD, and lead out blocks 10, 9, 12 and 13. Five blocks remain; to open the passageway between the rooms, move block 8 2D, then run block 4 out and into the bombs and return to the southwest. Before moving block 8 to oblivion, drop block 7 R, allowing it to be intercepted on the way around. Use both of these, then enter the extreme northwest, move block 1 DR, block 5 R, and 3D and around to the bombs, finishing with block 1. Now, touch the red button and move to the east section, where 15 blocks await in a much harder puzzle.
Run left and open the doors. Push the left block on the right side to get a chip. Step ULU4R and run up past the teeth. Get the chip and continue on the path. This time, go right. Hit the button and go D6L2UR4DRL3D. Run left to the next chip. Circle around and up. Go to the top and push the right lock on the left side. Now step 2D6R and run down to another chip. Now, turn left. Press the button and go U5R3D5ULR3U and right. Get the next chip and enter into the center of the level. Step 3R3U2L2U and wait. As the teeth moves NE of you, run 4D2LUL and hit the top wall. Continue left and get the chips. Run right to the force floor and down, then 6R2U2D6RU3LD and left to the edge of the thin walls. Go 2U4L and down to the traps. The teeth will hold the traps, so run to the exit. 518 seconds.


==Level 143:Trapped==
Start with block 15 R, block 13 D, and now block 1 4D, with block 13 out of the way. Retreat around block 2 and flick it R for continued access, then run blocks 5 and 10 U, still allowing the use of block 2. Finish the first stage by running block 9 2R out of the way, then block 8 R, and finally use block 11. Now, turn across the left side, push block 3 L out of the way and use block 6, and now run block 3 R 3D L, leaving this here for continuous double-block replacement runs. Return block 8 2L, then run 2R U into a jam, and then run around the east and move block 10 2D back. Continue block 4 3L, then use block 3 and replace it with 8, and now drop block 10 3L D in a similar way. This time, move block 5 D, then run block 9 L, and carry block 2 D 4L, again dropping block 9 D to use as part of this operation. Pull block 5 down and replace block 10 with it, then replace this with block 2 above. In further turns, Chip will be turning across the ice; different moves are required now.
Very easy level. 2R6D and right to the blue key. Sometimes a paramecium will come out; keep trying. Run out, circle around the wall (to the right) and run left to the exit. Untrapped in 5 seconds! (You keep the other 495.)


==Level 144:Wormwood==
Don't touch block 2 and instead nudge block 15 U out of the way, snake around block 13 and push it back 7L 4U, then run 3L DL, which will now allow this operation to continue. Doing this earlier would spend 4 moves, while doing it now with DL takes two, as Chip is moving towards the south anyways. Here, move block 15 L, block 13 also L while moving block 1, and then push block 1 2U D 4L, drop block 13 D, and now replace block 2 when using it. Again, use the block on the top, this time block 1, to replace the used block 9, and after that, don't move block 1. Here, run block 15 2U and run 3L DL again, and now approach blocks 12 and 14. First, move block 12 L, block 14 2L, and then carry block 12 north, also hitting block 15 on the way. Pull block 12 D 4L to the west, again drop block 15 D, and use and replace, followed with block 12, which is not moved.
Make sure you are in odd step and go 4R3D2RU4R2UR3D. Get all the chips the right side. After you expose the teeth, there should be no chips to the right of you. Continue U2L2U4L3UL (wait 2 moves) 4D6RU3D. Follow the pop-up walls to the left section. Press the trap button down and run left. Circle around the force floors to get the three chips. Go back to the hint and go 6L8ULD to get the fire boots. Push the block right and down onto the force floor. You can now get the suction boots.
Go back to the beginning area and zigzag left to the fire. Leave the two chips that are the farthest left of the lower part behind. Follow the force floors to another chip. Go back to the chips and get the first chip on the left. Hurry, the fireballs are multiplying fast!! Step RUL and run up. Continue right and get the remaining detached chips. Zigzag through, avoiding the fireballs, to get the remaining chips. Pass the chip socket above you and exit. Hardly a bitter victory; you score 539 seconds.


==Level 145:Gauntlet==
Now, sneak around to block 7 and run it 6L, drop D and 3L DL again, and run block 14 north and D ''5L D'', rather than D 4L and dropping block 7 D, as the level is nearly finished. Use and replace, then pick up block 14 and use and replace again, and now pick block 7 up D 3L, use and replace with block 7, and then carry block 7 and the still untouched block 3 to get to the exit. 598 seconds are prophesied to come upon you.
{{-}}


==Level 146:Run-A-Muck==
==Level 142: ''Chomper Romp''==
[[Image:Chips Challenge Level Pack 2 Chomper Romp.png|thumb|right|Level 142, time limit 600, 12 chips. WAYT, WAYT, don't tell me: it's a teeth level?]]
There are five sections to this level, four of which contain an army of teeth and four blocks with a chip, a boot you won't need, and two teeth under them, which kill Chip if he pushes the block. The final "windmill" section contains three separate teeth, which will be led to the center to hold out a series of traps blocking the exit.


==Level 147:Cloner's Maze==
The trick in the first four sections is to use the one chip on one side to cause dissent in the slowly approaching line of teeth, such that one moves away from its row or column and allows Chip to sneak through. Otherwise, the only way to pass the teeth would be to collect the boot, and then hide as the teeth all die; this can be used for slower routes. Start the route in odd step, as this will release them on the turn that the given moves will take effect.
This is an extremely difficult level to optimize, but here is the best route:
Clone eleven gliders and go to the top right. Push the block onto the trap button and pass the trap (to your left, across the wall). Blow up the bomb and get the chip and green key. Exit this area and move left to where the glider (facing up) is trapped. Run further left and release this glider. Go back and release the other glider. Go to the cloner and clone two gliders. Release the glider to the left and repeat the same thing (cloning only one glider this time). Now, follow the glider down and open the green door. DO NOT get the chip to the right yet, but return to the cloner and release another glider towards the red button. Clone another glider, but don't release it yet. Instead, move to the right where the fireball is trapped. Release it and then release the glider on the left. Go back to the fireball cloner and release the second fireball. Clone another glider, but before following it, push the block above you one space up (picking up a chip in addition). Follow it and release it. Follow it up to the button island and go to the left of it. Release the other glider down one trap and run right to another button island. Go around it and through the toggle door back to the cloner. Clone five gliders and move towards the red key. Pick it up and release another fireball. Jump just in front of it to the left and run to the glider apparatus. Release BOTH gliders and get the blue key. Go down, past the button island, and release the top glider. Follow it to the next trap. Circumvent this and get the second blue key and a chip. Pass the exit (above) and the fireball cloner and open the red door. Release a fireball and clone a glider. Release it and go back. Push the block back to its original position and clone and release another glider. Shift up to the upper left corner. Clone four gliders and unlock the blue and green doors. Hit the tank button twice and push the top block even with the bottom. Move the bottom block R and the other block into the water. You picked up two chips under the blocks. Go back to the right and release a fireball. Clone one more glider and push the block up into the corner. Release the glider to the left. Follow the route carefully: 6R2D (thus pushing against the wall once) 4R3DR (releasing the fireball). Move right and release the other fireball. (The two will collide.) Beat the top fireball to the glider above the start and release it. Step 2U2D to release the fireball too. They, in turn, will collide. Now, you may get the chip by the start. Go below the button island and release the top glider. Use the button below you to release the other glider. Get the chip. Go to the other button island and get the chip above that. Run up and get the chip below the fireball cloner. Clone and release another glider to the left. Now, you may go to the top and get the chip by the toggle wall. Move to the right. You will see that the colliding fireball blew out a bomb. Get the chip and key and open the yellow door to another chip. Get the chip above you and finally the chip by the (opened) red door. Go to the center right, take the bottom entrance, and exit. You received 781 clones of seconds.


==Level 148:Neptune==
In section 1, move 6L across the green button, then 5U 2R DULU 4R, take the chip and walk the path all the way to the far east; here, move similarly 5L 3U 5D RL 3D and west to safety. Walk the path to the far north, then 5D 2L U [1] 2D 6R and south to safety. Expend [1] after you take the chip to change the teeth timing in the west section to the proper time, then walk over and flip the southeast section's route into 3D 5U LR 3U and east to safety. From the chip, step 7D to enter the final section. From the force floor, run R 3U (2R) 2U and [2] to trap the teeth temporarily, while Chip picks up the two chips on the far west. After collecting both chips, wait [1] and then onto the force floor and 6D 6R as you run into the teeth on the east spoke of the windmill. Feint out of his way with 2U [1] 2D, then take the remaining chips and 3L D to escape. Enter the traps and hold down, while the teeth eventually reach the brown buttons, releasing Chip into the exit at 518.
Run down and right into the chip area. Get the first two chips on the top and go down for another. Get the two on the left and step U. Push the block to the left and get the next two chips to the right of you. Move left and get the lower left chip. Run right and get two more. Backtrack and go up to get the lower left chip. Step 2U2R and up for three more chips. Go left to the last chip and step left. Push the block all the way to the top and then one space right. Run down through the "planet" and carry this block 8D. Wait for two fireballs to hit it, then push it left. Stop it one space NE of the tank button. Go up and left. Clone a glider and wait one move. Step off and onto the button again. Repeat. Clone one more glider and run above you. Pass all the tanks to get to the red key. Wait for the tank to move, then run all the way back out and to the right side of the level. Repeat the same pattern to clone five gliders and blow up the bombs. Pass the first tank and wait 1 move, then run to the top. Get into the toggle wall and wait. After the toggle walls have switched, wait for the tank and pass it. Get the yellow key and beat the balls to the doors and exit. 548 Neptunian seconds.
{{-}}


==Level 149:Key Color==
==Level 143: ''Trapped''==
One of the most diverse levels in the pack, and deserving of the last level. Beat the ball up to get the blue key. Build a bridge to the red key. Push one block all the way left, and then stop the fireballs above with another. Take one more and bring it down to stop them permanently. Push the block up to the yellow key. Push one block onto the trap, and then take another one. You can put the other block on the other trap. Put the first block on the first trap. Get one more and put it on the button. You can now reach the green key. Take one more block and free the right block the same way. Push it to the left to go to another set of locked blocks. Open the green door and go ULURD. Push the block into the toggle door maze. Bridge to the toggle button, but don't press it. Run left to another chip. Now, switch the walls. Go back to the blocks. Push the left block 2D and the other 2R. Move the other block left. Tread down the water to the left and return to the toggle maze. Push the block left and swich the walls. Move it all the way left and switch again. Get the two chips in the corners and push the block DL. Switch the walls again and move the block left. Get the three chips and yellow key. Open the yellow door and go 2L2UR2D. Push this block where you hit the dirt. Push the next one onto it and out of the way (down). Push the other block left through the bugs. Get the red key and six chips. Take the block out and push the other one down into the bombs. Get the chips on the left side and use the other block to finish the bombs. Get the chips below you. (You don't need the blue key.) Open the red door and push this block through the teleport. Thrust left and push the block 2R. Return through the teleport and get another block. Push it through as well. Get the chips on the right side, and then the ones on the left side. Go back through the teleport and push the lower block in the block room to the blob cloner. Push it into the water. Get the lower chips and then the upper chips. Exit for 408 seconds. To Be Continued........
[[Image:Chips Challenge Level Pack 2 Trapped.png|thumb|right|Level 143, time limit 500, 1 chip. Why must people insist on making hard levels easy? It makes it so much less fun!]]
The Controller and Boss Glitch was supposed to be eliminated from levelsets, but ''Trapped'' was missed. This is an analog of ''Trust Me'': the blue keys are blocked by various items, many of which are surprise barriers, that would eventually lead Chip through the blue lock into the exit. However, Chip can steal the key from the paramecium clone machine and return right to the exit, leaving a time of 495. Unlike ''Trust Me'', though, this is not guaranteed; the boss of this clone machine is a blob, and it's in a very tight room, so when it moves east or north after you touch the button, the paramecium is coming out. If it can't, you'll escape.
 
If you want to complete the level as intended, it's green button, blocks through the water, past the bees, take 5 blue keys, around the tanks, create walkers to make a path, get the fire boots.  Then back to the fire to get the flippers and all the way back to the ice slide. Take the portal to the ice skates, back through the portal to the ice and get the blue key. You're home, no chips required!
{{-}}
 
==Level 144: ''Wormwood''==
[[Image:Chips Challenge Level Pack 2 Wormwood.png|thumb|right|Level 144, time limit 600, 111 chips. How much wood could a fireball chuck if a fireball could chuck wood? ...okay, maybe that didn't flow well.]]
The famous level 144, and possibly one of the most difficult solutions to figure out yourself. It's easier than you think it might be, but far from obvious. Odd step is recommended, as Chip runs directly into a teeth.
 
Collect a specific run of chips in this manner: 4R 3D 2R U 5R [D 3L D 3R x2] 2D LULDLU, which allows the teeth out, then 2L 2U 3L UL 2U L 3D R 2D RURDRU 2R U 3D. The idea of this spaghetti setup, with the teeth inside it, is to block the (continuous) stream of fireballs with the teeth, then collect the remaining chips and exit before they can take over the entire room.
 
Follow to the block, then slide on all the force floors to collect the three chips, and move block ''25'' D for a pair of fire boots, and 7R 7D further onto the force floor, which allows Chip to step R off the floor and take the suction boots. Normally, at this point, you would swing the block all the way downwards and stop the glider cloning the fireballs; you won't need that. Return to the fire room, follow the force floors to another chip, and then emerge back out as the teeth has lost its hold on the fireballs. Quickly, run across the west side and finish 3R 3D 4R 2U 2L 2U RDR [1] UR D 3R U 2L, and exit. In the MS version, you get the ''Fireflies'' "ending" animation here, so just type in the ''Cypher II'' password (MAER, for ''Gauntlet'') to move on. Oh, and did I mention this route is worth 539 seconds?
 
To use the alternate 490 solution, Chip would have to collect ''only'' 19 chips from the beginning room, then stop the fireballs and release them into 19 bombs. A 20th fireball will enter the teleport and block out the exit.
{{-}}
 
==Level 145: ''Gauntlet''==
[[Image:Chips Challenge Level Pack 2 Gauntlet.png|thumb|right|Level 145, time limit 500, 15 chips. Tough luck, Chip. This is level 145; we don't have any armor this time!]]
The level is easy to complete in general once you've figured out how to pacify the teeth, but actually using the route is extremely hard due to random elements at the end, and quite frustrating because it takes 40 seconds even to get to those random elements. Odd step is ''required'' for the bold route.
 
Move the block, then wait [2] for the paramecia on the other end, and blast south through the teleport, which takes Chip to the gravel after several runs of monsters. Dart into the next corridor to lure the teeth out, and run behind him with R 2U [5] 2D, which lets you sneak through to take the chips and fire boots. Now, you have a teeth next to you and a teeth waiting in the main shaft. You have to keep him to the far right while you also deal with the one next to you; this combines the skills of ''The One Sensible Chip'' and ''Hard as Rock''. Step 3R (2D) 5L 4D, and now bolt all the way west! Now do it again on the next pair of teeth, and in the final room, you only need the chips, so you can take those and just walk to the gravel.
 
Touch the blue button, step onto the other blue button and slide onto the green button, and then walk all the way east when the ball clears out. The blobs could be a problem, but that's why it's a tough level. After sliding off the force floor, detour UDU [1] DU, which will clone three walkers. What needs to happen for this 458 route to work is:
 
* All three must turn south.
* Walker 1 must turn north.
* This collision between 1 and 2 must cause walker 2 to turn east. Boom!
* Walker 3 must knock walker 1 east as well.
* And finally, the blobs have to be holding down the trap when you step into it! Otherwise, you'll be held to 457.
 
It's a long parlay, but eventually it should happen. From the red button, step 2R [2] 2R D 5R and hope.
{{-}}
 
==Level 146: ''Run-a-Muck''==
[[Image:Chips Challenge Level Pack 2 Run-a-Muck.png|thumb|right|Level 146, time limit 500, 7 chips. It's level 146 now: don't muck this up!]]
This level, objectively, is a lot of different things strung together in a back-and-forth battle, but the way through each one is different every time. Therefore, this level is ''insanely'' difficult compared to many of the other similarly styled levels. The toughest parts are going to be the tank sequence, which will be listed from just east of the trap (the start) when going east and from the 1-space entrance when going west, and the balls in the ice area. Odd step is required.
 
''Cycle 1:'' Start the tanks with 3R UR [1] RD 3R DR, east to the ball complex, and wait [4] for ball 3 on the bottom, at which point you step (DL) 2L [1] D onto the other wall, and ''then'' collect the ice skates. You could easily move faster, but this route pays this wait period back. Go back to the tank passage and continue 2L U 2L DL [1] LU and run to the left, then drop to the bottom. Wait [2], then continue with 2R D 2R [2] and right; off the ice, run [1] 7R [3] RD, take the flippers, and retreat all the way back: 5L [2] 4L [1] 2L U 4L [2] 4L [1] 2L U.
 
''Cycle 2:'' 5R UR [1] RD 3R DR through the tanks, pass all the balls, and pick up the suction boots, and then repeat 2L U 2L DL [1] LU and west to reach the center section again. In this spot, move [2] 2R D 2R 2U 8D 2R 2D [4] RD 2L UL 6U 2L, to pick up a few goodies, and return to the tanks.
 
''Cycle 3:'' [1] 6R DR [1] RU 2R D, and you can now nudge the block onto the brown button safely. Notice that both teeth are stuck in the upper left corner of the flipper room; this is vital! The 2U 8D move instead of [4] 6D sent the teeth above the gravel. Return back 4L U 3L UL [1] 2L, then shove the block in the central room 4R, trapping ball 4 and disrupting ball 3. To pass the six-ball room, run U 4R 2D 4R U 5R; now, move past the fire and fireballs, and remove the formerly trapped block onto the brown button west. From the gravel entrance to the six-ball room, step 2L D 6L 2U, 8L over the ice, and finally over the trap and other stuff behind it.
 
''Chip intermission'': Move 3D RD off the gravel to pass the circle, then collect chip 6 and move 5U-L for all the remaining chips, uninterrupted by any balls.  
 
''Final tank run:'' 2R D 2R U 2R 2D, and continue all the way to the socket at the far east. Drop into toggle wall ''three'', then move R and through the toggle walls to reach the final section. Start with 2D 11L off the hint; in this area, Chip must use some of the blocks to reach the red buttons, the bottom one removing the bombs in front of the exit. However, half of the blocks are actually clone blocks; block reading order includes only real blocks.
 
''Checkerboard'': DL 2D 3L 3U R 2D 2L, and drop block 8 into the ice and return directly for block 15, moving this U. Continue 2R 2U (2L) 2R 2D, then carry block 16 4L U and use it. Block 1 is easy: drop it D and take it out, then run the moved block 15 2L D and use it as well. Finish by sneaking between clone blocks 1 and 2 as a shortcut to block 2, and now touch the lower button three times to open the path to the exit, at the end of the road underneath. This is just worth 317 when done exactly correct; it's a very difficult route!
{{-}}
 
==Level 147: ''Cloner's Maze''==
[[Image:Chips Challenge Level Pack 2 Cloner's Maze.png|thumb|right|Level 147, time limit 999, 14 chips. Does this level even look like a maze to you?]]
Like ''Force Field'', ''Cloner's Maze'' is one of the single hardest levels in the entirety of their respective sets. Many different puzzles are in play, some of which can only be solved by ignoring some parts of already solved puzzles until later. In particular, the yellow key is the hardest of all the puzzles in ''Cloner's Maze''; original routes would clone glider after glider, leaving the block in the far north untouched, until they recoiled and exploded the bombs. In this route, a monster collision will bust out the bomb in front of the key. This route isn't the fastest - a 789 route is in existence, but since I'm not the one who developed it and the owner hasn't released it, I can only provide you with this 781 route.
 
Clone 11 gliders, walk all the way to the block in the northeast and run it 2R 2U 3L U to hold down the trap just to the west. Now, Chip can reach the green key and the chip, then turn all the way to the far west and release gliders 7 and 11. Make two more gliders, release glider 13 into the next trap, and make one more glider which settles into this trap. Release him and follow him to the green lock, then open it for further gliders, and return to the clone machine. The chip just revealed must be left behind to deflect a fireball later. Clone and release another glider onto the button, then only clone glider 16, as the fireball cloned by the glider has a job to do. Release it, which drops into a trap, and ''now'' release glider 16, then return to the fireball clone machine, releasing the new fireball as it becomes trapped. Notice that the block near the start deflects the released fireballs into various areas; clone glider 17, then nudge it U on the way around to releasing glider 17.
 
Duck west around the red button island, and release glider 14 2D further, and then return towards the center, through the toggle wall. Clone an additional five gliders to remove the rest of the bomb stack in the southwest, then take the red key which you saw freed on the way in. Continue east to release another fireball, and now release gliders 18 ''and'' 11, to free the blue key. Now, run to the southwest and release glider 17, which runs D and east, and follow it across to the blue key and chip. Continue to walk north, open the red lock, and release another fireball, then clone glider 23, release it, and on the way back to glider 24, drop the block D again. After you release glider 24 into the red button island, enter the northwest area, clone four gliders to enter the blocks, and then punch the blue button twice to cause the tank to switch the toggle walls. To get out quicker, use block 1 to bridge across the water: 4D 6R DR 4U. Now, move to the east and release a fireball, clone glider 25, and move the block 2U before releasing it into the island.
 
Now, Chip must move exactly to succeed at the monster collision: 6R D [1] 4R 3D R (releasing one fireball) R 2U 5R (releasing the other fireball) 9L U (releasing the glider) and finally (2U), releasing the fireball and causing the two monsters to collide. At this point, you can collect the chip near the start and prepare to finish the level.
 
Release both gliders from the southwest corner, using the brown button under the bomb stack, to collect the chip, and now move northeast and take the chip from above the brown button island. Now, run further northeast to another free chip a little southwest of the fireball clone machine, and now clone glider 26 and release it, and in addition release the glider facing south as a result of the collision. Walk all the way to the top of the level, take this chip, and then move east to take the yellow key and the remaining chips to the east. Chip can now exit through the south, with the previously noted time of 781.
{{-}}
 
==Level 148: ''Neptune''==
[[Image:Chips Challenge Level Pack 2 Neptune.png|thumb|right|Level 148, time limit 600, 15 chips. Now, remember that Pluto is no longer a planet...this should be the ''last'' level!]]
This level has a series of tanks and toggle walls blocking further progress through it, and they cannot be modulated by Chip; something else has to do it. The fireball stream at the top is required, but this can get out of control very easily.
 
Enter "Neptune" with 6D 9R; Chip only requires 15 of the 16 chips here, and in addition to collecting the chips, he has to move some blocks around to direct some loose fireballs around. Move through Neptune as follows: D 2R 2D 2L 3U (2L) DR 3D L 2D 4R 2L 2U R 2U 2R 3U DLU. Jam block 6 all the way up, then run 2L U 2R to direct the fireball stream through Neptune's axis, and also to multiply it for quicker switching. As you slide south, you will collect block 39; drop this 8D, then step RD [2] and continue moving it 8L. Above you is a glider-cloning apparatus that requires collisions to work; do so by touching the red button, then move R [1] L twice, which destroys the two bombs. Dash all the way to the red key, wait [2] for the tank, and emerge all the way back out.
 
On the right side of the level, step on the red button and use an identical pattern: L [1] R five times, then walk through the corridor. After the first tank, wait [1], then run to the top, get in the toggle wall, and wait [2] for the tank to switch, at which point you follow the path through the red and yellow locks to exit the level at 548...and get ready for the ending!
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==Level 149: ''Key Color''==
[[Image:Chips Challenge Level Pack 2 Key Color.png|thumb|right|Level 149, time limit 600, 38 chips. After so much buildup...this is all you come up with for a name? ....I take that back, this level is ''hard!'']]
The grand conclusion to this magnificent level set couldn't have been effective anywhere else. All your skills come together in ''Key Color'', including a miniature ''Switch Hit'' and two separate locked block sections with color-coded blocks, making it very fun to throw the blocks around.
 
One important notice concerns the edit made to ''Key Color'' itself: gravel was added at [24, 14] (and also at [26, 17] for other reasons) in an official revision, to preclude the admittedly astronomical possibility of the blobs wandering into the blob area, removing a bomb for Chip. Any score based on this bust is invalid and will not be taken.
 
Take the blue key on top, open the blue lock, and use block 1 first, then 2 and 3 to reach the red key. The red lock is obvious: 2, 1 and 3, but their placement is less obvious. Push block 2 directly west, stunt the stream with block 1, and then carry block 3 over the red key's square and 2L to permanently end the fireballs and allow Chip to reach the yellow key. Open the yellow lock now and run block 3 2L, then block 2 D and block 1 out onto the first trap. Use block 3 to free this so it can move onto the next trap, and then drop block 2 onto the first trap to initiate a chain which enables Chip to pick up the green key. Although Chip might run into blobs, this is unlikely as they clone only every 16 moves, they have a 50% chance of cloning directly into water, and even if they survive, they still have a 1/3 chance of drowning on the next turn. Now, move both blocks 3 and 2 to the traps, open the green lock, and use block 1 to continue the block chain. Off the trap, throw yellow block 3 R 4U L, which turns Chip into another area. Note that Chip is significantly more likely to run into blobs here! You have no further need for the remaining blocks, as you are now in another room of locked blocks.
 
Open the green lock, as you already have this key, and move block 2 UR and through the ''Switch Hit'' section to remove the first water space, take chip 5 to the west, and then swap the walls and return back out. Push block 1 2D, block 3 2R, and block 1 4L into water for later moves in this section. Now, move block 3 into ''Switch Hit'', swap the walls, then move the block 5L further and switch again. Pick up chips 2 and 1 in this area, throw the block DL while this wall is open, and then switch to allow Chip to access the other goodies. Open the yellow lock now, then move block 3 2L and block 1 2D 8L, ready to use in the beehive. Collect yellow block 3 and push it out D 5L U, then jam the other block through the beehive and pick up all the goodies behind it. As when coming in, the bugs will be ignorable when Chip pulls the block out; now, pick block 3 up and enter the teleport.
 
Immediately step L, then spring step [1/2] RD to catch the block, and now pull block 1 in and back out to the teleport, and now move R [1/2] 2L in the same way. Now collect the chips on the right side, slide through the corner and across the area to the left side, where you pick up two chips, slide R as a small shortcut, then run back, using the same shortcut, and now open the red lock. First, use block 2, and then block 1, to free the remaining chips in the bomb room to the south while collecting the six accessible ones. No more blocks are needed down here; move red block 3 out to the east side and bridge to the ending room. Note that the blob clone machine may be an impediment; two moves can be lost without dropping a second.
 
To finish CCLP2, collect chips 7 and 5 first, then circle counterclockwise through and jump into the exit. Your score is going to be 408.
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