Chip's Challenge/Levels 1-20: Difference between revisions

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One more clean-up time through.
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== Level 1: LESSON 1 ==
== Level 1: LESSON 1 ==
[[Image:Chips_Level_1.png|right|200px]]
We all have to start somewhere... Specifically, this lesson will teach Chip about keys and doors, and also the chips and socket. Move 2L2UL, take this key and chips, then swap this for a green key and go in a counterclockwise circle to get the rest of the chips. Your first 83 seconds!
We all have to start somewhere..Move 2L2UL, take this key and chips, then swap this for a green key and go in a counterclockwise circle to get the rest of the chips. Your first 83 seconds!
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== Level 2: LESSON 2 ==
== Level 2: LESSON 2 ==
Get the top chip, the bottom chip, and continue with 3LURU, which belongs in the first water, and the other block past it. Take the chip at the top of the circle, then the bottom, and finish the level to the west. The best possible time is 90, although the "long first second bug" allows an unofficial time of 91.
This level will teach Chip about dirt, water, blocks, and monsters. Get the top chip, the bottom chip, and then move the second block over the top end followed by the first. Now, remove the top chip from the bugs and then the bottom, and exit to the west. This scores 90.


== Level 3: LESSON 3 ==
== Level 3: LESSON 3 ==
Get the flippers, then the ice skates, the fire boots, and then the suction shoes and chip below you. To exit, follow to the east. The best time is 89.
Lesson 3 teaches the boots. Get the flippers, then the ice skates, the fire boots, and then the suction shoes and chip below you. To exit, follow to the east. The best time is 89.


== Level 4: LESSON 4 ==
== Level 4: LESSON 4 ==
There are four exits from the starting room: the north, east, south, and west directions. You must complete the east, south, and west sections (in no particular order). Once you have completed them, you will be able to pass the chip socket on the north wall and go to the exit.
This one teaches toggle doors and buttons, tanks and tank buttons, and hidden items under blocks. There are three paths to three different rooms:


''West'': Go along the path, switch the tanks when you can, and take the chip, then return to the south section.
''West'': Go along the path and switch the tanks to collect the chip.


''South'': The middle block has fire under it, so move the north-east block L and move 2D2L2U2R to take the chips on the other four.
''South'': The middle block has fire under it, so move the north-east block L and move 2D2L2U2R to take the chips on the other four.


''East'': The path splits into two paths. Each of these paths splits again. At the end of each of the four paths is a chip. Start at the top and get the four chips. Whenever a green wall is in your way, press the nearby toggle button. After finishing, go exit. The best time is 116.
''East'': The path splits into two paths, which lead to four, and then to a chip apiece. Take the top chips, then the bottom, and then go back to the center and exit. The best time is 116.


== Level 5: LESSON 5 ==
== Level 5: LESSON 5 ==
[[Image:Chips_Level_5.png|right|200px]]
This level teaches clone machines, traps and trap buttons, and bombs. Move to the top, release the pink ball to slow the cloning down, and take the red key. You can now enter the upper room; release the glider with the trap button, then release it from the next trap into the bomb to exit for a time of 85.
Go along the path to the north, step on the green button to stop the cloning, and take the red key. Use the red key to enter the exit room and release the glider with the first button, and when it gets trapped again, release it with the next button to make it explode the bomb. The exit is now free... the best time is 85.
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== Level 6: LESSON 6 ==
== Level 6: LESSON 6 ==
Move as such: 3L3U3L5DL3U, and backtrack to the exit at the start. You won't need the second room of four chips to the east, because they're inaccessible. The best time is 94.
Lesson 6 teaches blue walls and invisible walls, and also that there may be extra chips, takable or not. Move 3L3U3LD to collect the chips on the left and then return to the exit. You won't need the second room of four chips to the east, because they're inaccessible. The best time is 94.


== Level 7: LESSON 7 ==
== Level 7: LESSON 7 ==
[[image:Chips_Level_7.png|right|200px]]
This lesson teaches teleports, thieves, and recessed walls. Slide D through the teleport, take the chip, and U to the flippers. Continue DL, through the water to one of the chips, and then back to the start. Now, you will take the fire boots with RL, then slide U to take the last chip, and teleport into the exit room to win the level for 139.
Go down through the teleport, take the chip, and then slide up to the flippers, and continue to slide DL. Ignore the fire boots for now, and swim to the chip, then the thief, and slide RL to get the fire boots. Continue U to use them for the final chip, and then slide either way through the port, which will allow you to exit. The best time is 139.
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== Level 8: LESSON 8 ==
== Level 8: LESSON 8 ==
This is possibly the easiest CC1 level, period. 4R, then U or D, and east to the chip, then further east to the exit completes it in 3.2 seconds, with odd-step active.
The final lesson may be one of the easiest levels in the set; it teaches dirt as a means of interacting with monsters, gravel, and the teeth monster specifically. To win, play 4R, then U or D, and east to the chip, then further east to the exit.


* NOTE: Odd-step is an important fixture of this guide. Teeth and blobs are initialized into two positions: moving on your second move, or moving on your third move (as nothing moves on your first step), and then every other move after that. Odd-step is the former. There is a control in Tile World that allows you to set this feature simply by pressing O; in MS, you'll have to use trial and error.
* NOTE: This solution will require "odd-step" mode. Nothing moves on Chip's first step; after that, if teeth or blobs first move in step 2, they are in odd-step, and on step 3, even-step. There is a control in Tile World that allows you to set this feature simply by pressing O; in MS, you'll have to use trial and error. Chip will always begin a session in even-step; he can change to odd-step by moving two levels away, then setting the full first second and moving to the level he wishes to play.


* Extra tip: For people learning how to deal with teeth, play around with this level for a while.
* Extra tip: For people learning how to deal with teeth, play around with this level for a while.
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I have to tell you that if you're stumped on this level, so has almost every known Chipster in their beginning stages. It's the way to the exit that hangs them up...
I have to tell you that if you're stumped on this level, so has almost every known Chipster in their beginning stages. It's the way to the exit that hangs them up...


Start with the yellow key, bust through the door, and hold the east key until you stop in front of a block. Move this 2U, then step RDRDR, use the block, and take the remaining three blocks to the water by themselves. This allows you to open the red door onto an ice rink; the route through this is, starting from the door: RDLULDRULD2RDLULU. Step again U, then step D to touch the button again, and then continue to the blue key. Use this on the blue door, then swap the walls as necessary to collect the green key, then the red key, and open the red door to slide to a bug and gravel room. (But make sure you wait about half a move before you slide! Splat.)
Start with the yellow key, bust through the door, and hold the east key until you stop in front of a block. Move this 2U, then step RDR, use the block, and take the remaining three blocks to the water by themselves. This allows you to open the red door onto an ice rink; step off the door RDLULDRULD2RDLULU. Step again U onto the button, D to touch the button again, and then continue to the blue key. Use this to initiate a chain of keys and doors that leads to the red door; wait briefly and slide to the next area.


Walk the gravel four spaces up, then steal the chip on the top, enter the room to the west, and open the block ''underneath'' the chip to take it from the south. As you were passing into and out of here, you could see a block and bomb room; enter this room and shove the first block on the top R, then use the south-west block. Continue with the block on the bottom, then circle to the block now on the very top and take the chip before using it. With one block left, nudge it R before you circle around and use this block in the same way. Two chips are visible, and one is hidden under that block. You now have all the chips except one, which was located at the very end of the ice slide. With this complete, bust through the chip socket and observe...
This room contains bugs walking around through an S; the top chip is currently open, so move 4U and west. Sneak into the room to the left and collect the chip from the south end, then move into the block room to your right. Four blocks are diagonally located from each other; move the top block on the left R, then use the bottom two blocks, collect the chip, and use the third block. Now, nick the last block R and get behind it to finish the bombs. Push the block for one hidden chip, and the other two can be collected easily. Now, head towards the chip socket, collecting the final chip from the bugs, and pass through it.


The fireball is stuck on the trap, and releasing it will simply cause it to circle around again without you being able to reach the exit. You can move the block DL, which will cause the fireball to open the trap for you...or you can just hold the trap open permanently by dropping the block onto it. Now, continue L5U to exit the level. Quite a nutty solution! You should have 306.
In this final area, the fireball is stuck on the trap, and releasing it will simply cause it to circle around again without you being able to reach the exit. An easy way to fix this is to drop the block onto the trap button, and then exit the level. Quite a nutty solution! You should have 306.


== Level 10: BRUSHFIRE ==
== Level 10: BRUSHFIRE ==
It's a big, but not hard, maze of fire, and it's completed with a series of moves: 4D4E4U12R3D3LU7L7DL3D8RU 10R10D4R2UL3UR2UL6U3R18D5L2U10L7U5R. The best time is 51. A bug can be found patrolling this maze (bugs will not touch fire), but you won't be seeing it with this route.
It's a big, but not hard, maze of fire, and it's completed with a series of moves: 4D4R4U12R3D3LU7L7DL3D8RU 10R10D4R2UL3UR2UL6U3R18D5L2U10L7U5R. A bug can be found patrolling this maze (bugs will not touch fire), but you won't be seeing it with this 51 route. If you go slower, you might see him.


== Level 11: TRINITY ==
== Level 11: TRINITY ==
Although the level name might suggest taking the three keys and then collecting the boots, there's a quicker way.
Although the level name might suggest taking the three keys and then collecting the boots, there's a quicker way.


Begin with D3LD, then hold south, west, and north until you reach an east force floor moving up. Continue to move north, then circle west and all the way to the top, where the key awaits. Although the fireball will move east to one space away when you step onto the floor, you can boost away from him and take the key safely! Exit this part, then run all the way south, then all the way to a yellow key. Turn back west, return to the start, and take the ice skates ''only'' before you continue east and take the path to the north. This leads to the last key, then down to the south-east corner, and then take the up force floor to a west force floor, and to another west force floor, which brings you back to the start. Now, take the flippers, its chip, the fire boots, its chip, and skate up and west to the chip. Now, make the turn east and pass the chip socket to exit the level. The best time is 211 - which isn't divisible by 3. Sorry. :(
Begin with D3LD, then hold south, west, and north until you reach an east force floor moving up and step through this. Circle to the west, steal the red key from the fireball, then move back onto the extreme west, go to the south-west corner, and then east to the yellow key. When you pass the start, take the ice skates ''only'' before you continue east and take the path to the north. This leads to the last key, then down to the south-east corner, and then take the up force floor to a west force floor, and to another west force floor, which brings you back to the start. Now, take the flippers, its chip, the fire boots, its chip, and skate up and west to the third chip. The exit is down the path to the right. The best time is 211 - which isn't divisible by 3. Sorry. :(


== Level 12: HUNT ==
== Level 12: HUNT ==
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== Level 16: CELLBLOCKED ==
== Level 16: CELLBLOCKED ==
[[Image:Chips_Level_16.png|right|300px]]
Hey, just poke around. Sorry.
Hey, just poke around. Sorry.






All right... 4R12D4R4U4R8D4R8U4L4U20L4D4L16D4R8D20R4U4R4D. Bing!.
All right... 4R12D4R4U4R8D4R8U4L4U20L4D4L16D4R8D20R4U4R4D. Bing!  
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== Level 17: NICE DAY ==
== Level 17: NICE DAY ==
You won't get this every time, because this level contains a new monster: walkers. Besides blobs, the walker is my most hated monster! It moves like a fireball or glider, but makes a ''random'' turn when it hits something.
You won't get this every time, because this level contains a new monster: walkers. Besides blobs, the walker is usually the most hated monster of any player! It moves like a fireball or glider, but makes a ''random'' turn when it hits something.


Therefore, play the level like this: 5L, take the chips, and then run directly east to six more. Continue 5R7D, or any route as such depending on the walkers, and continue to take the "smiling" chips all the way west, then exit to the lower left. 83 will result if the toggle doors didn't hold you up.
Therefore, play the level like this: 5L, take the chips, and then run directly east to six more. Continue 5R7D, or any route as such depending on the walkers, and continue to take the "smiling" chips all the way west, then exit to the lower left. 83 will result if the toggle doors didn't hold you up.


== Level 18: CASTLE MOAT ==
== Level 18: CASTLE MOAT ==
Go along the only available path until you reach the area with the blocks, and walk alternately east and north to where a block is in the middle of a vertical wall. Knock this 2R2U, then move the other block to take the flippers (!). Now, return to the moat and swim to the exit, resulting in a time of 553.
Go along the only available path until you reach the area with the blocks, and walk alternately east and north to where a block is in the middle of a vertical wall. Knock this 2R2U, then move the other block to take the "secret" flippers, which allows Chip to simply swim over the moat and score a time of 553.
 
The solution given above is a hidden shortcut which will only be found by careful searching. To do this level the long (and more obvious) way, you'd need to bridge the moat. This can be done with five blocks. You need to push them to the moat and along it, explode the second bomb you see, then move one block UR of the other bomb before you explode this bomb. Now, take the other block 2RU3R to fill in a key water space, and two more blocks will bridge the moat at the north-east, where it's only two squares wide. This route gives you a bogged-down score of 434.


== Level 19: DIGGER ==
== Level 19: DIGGER ==
688

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