Chip's Challenge/Levels 121-140: Difference between revisions

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133, 135, 136, 139, and 140. I am on a different computer without the CC solutions, so I have to edit what I can without them.
(128 to 131.)
(133, 135, 136, 139, and 140. I am on a different computer without the CC solutions, so I have to edit what I can without them.)
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Step sideways to dodge the ball, slide UDUDUDU to take the red key a space above, then slide D, pause for a brief period, and then click the mouse. The bug is that one of the balls happens to be on the teleport you are sliding onto next, and since the teleport is "busy", Chip just skips it in the sequence, which leaves him going into the next teleport, and thus is heading down out of the teleport on the very top - a veritable shortcut out of the network! This is done by UDUDUD, but make sure to press the keys with authority in order to override the mouse, which is fighting for its own movement to be recognized.
Step sideways to dodge the ball, slide UDUDUDU to take the red key a space above, then slide D, pause for a brief period, and then click the mouse. The bug is that one of the balls happens to be on the teleport you are sliding onto next, and since the teleport is "busy", Chip just skips it in the sequence, which leaves him going into the next teleport, and thus is heading down out of the teleport on the very top - a veritable shortcut out of the network! This is done by UDUDUD, but make sure to press the keys with authority in order to override the mouse, which is fighting for its own movement to be recognized.


The red door is to the upper right, the blue door is to the lower left, the yellow door is to the lower right, and the green door is to the upper left; touch the green button in the last room, enter through the toggle door near the start area, slide DUD and step LU, and then slide RLRLRL. Now, wait half a move again, and then slide RL, which skips the next teleport again. Finish as such with RLRL (all chips gone) RLRLR, and then slide L just after the clock ticks to 454. Going straight in would cause a last-second collision with the ball that has just gone in; as it is, you can now play DR2D to exit the level with 454 seconds. up all the chips and then end up in the exit room. The exit is down below. You score 454 seconds.
The red door is to the upper right, the blue door is to the lower left, the yellow door is to the lower right, and the green door is to the upper left; touch the green button in the last room, enter through the toggle door near the start area, slide DUD and step LU, and then slide RLRLRL. Now, wait half a move again, and then slide RL, which skips the next teleport again. Finish as such with RLRL (all chips gone) RLRLR, and then slide L just after the clock ticks to 454. Going straight in would cause a last-second collision with the ball that has just gone in; as it is, you can now play DR2D to exit the level with 454 seconds.


* NOTE: People who do not have the MS version of CC cannot score this bold, unless they play the level differently: use the regular 453 route, but leave the toggle button untouched and hope for a stray blob to touch it. This probably works, but the odds against this are huge.
* NOTE: People who do not have the MS version of CC cannot score this bold, unless they play the level differently: use the regular 453 route, but leave the toggle button untouched and hope for a stray blob to touch it. This probably works, but the odds against this are huge.
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==Level 133: BLOBDANCE==
==Level 133: BLOBDANCE==
Go through each blob room and pick up the chips. Be patient.
Blobdance is a more progressive type of Blobnet, but Blobdance has no time limit. Consequently, you can take as much time as you require to play Blobdance, using the tricks you learned from the former level to speed through potentially hazardous situations with little or no risk. Be patient - the last few sections are very hard! There's a reason why I (the author) completed this last of all.


==Level 134: PAIN==
==Level 134: PAIN==
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==Level 135: TRUST ME==
==Level 135: TRUST ME==
There is a bug in this level. Go to the right, all the way to the force floor, then go down and get the key. Due to a common problem, bees can only be cloned in the direction that the most recent created monster, called the "boss", is going at the time. Since the boss is not going west, bees are not cloned for a while, and you can escape. Go back to the start and exit. This takes only seven seconds, entrusting you to the other 293.
The level's structure is that of many different obstacles around yellow keys, one of which is all that is required to reach the exit from the start. However, the bug clone machine on the east end of the start is bugged, so to speak, due to the lack of a boss, and will not clone for seven seconds!
 
Therefore, all you have to do is play RU and right to the gravel, take the key, and jump back out to exit the level in 7 seconds! The time, therefore, is 293.


==Level 136: DOUBLEMAZE==
==Level 136: DOUBLEMAZE==
The name of the level indicates that there are two mazes wound together. FIRST MAZE: Go 4U3D2RDL2RURDR2URD3RUR2D4L4R2ULD3L3U2R (''A'') D4RDLD2RD2L2RU2LU3R2D2U2LU3R2D2U2LU2RUDLU2L2ULR2D2L5U (''B'') R2D3RDLD2R2U2D2LUR2UR2U2D2LURU2L. Go back to ''B''. 3UL2ULDLRUR2DRD4L4U. Go all the way back to ''A''. U3L3R5ULR2D2L2ULR2D2R2D4LULDLD2R2DLR2ULDLDLURURLURURD2RULUL6ULR4DL2DLDLRUR4ULR2D3L2DRUDL4URURU2L. Go all the way back to the start. SECOND MAZE: 2RUR (''C'') DRU4RU3RD2RD3LULD4L4RURD3R2ULU2R3D3U2LULU2RDR2ULUR2U. Go back to ''C''. U4R2URD2RULU2LUR (''D'') R2U2RDLD2R2URU3LUL. Go back to ''D''. ULURU2L3D2LUL2ULR2DLDR3D4L4R6U2RUl2ULR2D4LD2L2R2D2L2DL3DRDLR3U4RU3LUD3RD4L2DL9URDRU (next line)
Doublemaze is one of the most notorious levels in the entire set, because it is an ice maze (which, of course, is an annoying type of level), and only compounded by the fact that it is extremely hard to map - there are ''two mazes wound together''. Fortunately, there's no time limit.
RU3LUD3RD2RULU4R2D3RD3R3U3D3LU2R2ULU2RUL3DLULURU2L2RDLDRD2LUL2ULR2DRD3R3URD2LDRD4LUD2R2U8LDLU3L EXIT.
 
The exit is at the end of the maze to the right, so play U first to collect the chips on that end, and then finish the chips when near to the exit. Lettered "bases" are also noted in parentheses and italics to greatly simplify the route.
 
In the first maze, play 4U3D2RDL2RURDR2URD3RUR2D4L4R2ULD3L3U2R (''A'') D4RDLD2RD2L2RU2LU3R2D2U2LU3R2D2U2LU2RUDLU2L2ULR2D2L5U (''B'') R2D3RDLD2R2U2D2LUR2UR2U2D2LURU2L, and then go back to ''B'' and play 3UL2ULDLRUR2DRD4L4U. Go all the way back to ''A'', and finally play U3L3R5ULR2D2L2ULR2D2R2D4LULDLD2R2DLR2ULDLDLURURLURURD2RULUL6ULR4DL2DLDLRUR4ULR2D3L2DRUDL4URURU2L. You are now finished with the first maze; 15 chips should remain.
 
Return to the start, play 2RUR (''C'') and then venture into the main part of the second maze: DRU4RU3RD2RD3LULD4L4RURD3R2ULU2R3D3U2LULU2RDR2ULUR2U. Go back to ''C'', then play U4R2URD2RULU2LUR (''D'') R2U2RDLD2R2URU3LUL, and go back to ''D''.
 
The final section of the route is so long as to be divided into two sections:
 
* ULURU2L3D2LUL2ULR2DLDR3D4L4R6U2RUl2ULR2D4LD2L2R2D2L2DL3DRDLR3U4RU3LUD3RD4L2DL9URDRU
 
* RU3LUD3RD2RULU4R2D3RD3R3U3D3LU2R2ULU2RUL3DLULURU2L2RDLDRD2LUL2ULR2DRD3R3URD2LDRD4LUD2R2U8LDLU3L. This exits the level, with a theoretical (999 time limit) time of 927 with all the boosts in existence; I held the tentative record for a time with a score of 911, until both that record and the previous Melinda time of 925 were broken with 925 and 926 scores. A 927 score has not been achieved, nor has it been confirmed if that is the actual Melinda time.


==Level 137: GOLDKEY==
==Level 137: GOLDKEY==
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==Level 139: YORKHOUSE==
==Level 139: YORKHOUSE==
The entire level is composed of walkers stuck in "yorkhouses" of chips, among the 388 chips contained in the level. Since there are no ice, teleports, or force floors in Yorkhouse, the walkers can only move at Chip's speed. Even if the walker is heading directly at you, unless it is one move away from you when you pick up the intended chip, you will succeed. If you can take a different method of collecting the yorkhouse, such as simply turning in the opposite direction, then do so.


Try to pick up all the chips except for the ones around the walkers, and then free them one by one. This level is untimed, so be patient with the walkers. The exit is at the bottom.
This level has been completed in 79 seconds with the best of luck; try to simply complete the level first, because there is of course no time limit. Remember that the exit is at the bottom center, so try to economize by collecting one side, then the other side, and then the bottom, and exit.


==Level 140: ICEDEATH==
==Level 140: ICEDEATH==
As long as you have a map, Icedeath is extremely easy. However, many players didn't have an editor or a map in the old days, and the level was therefore extremely difficult. Imagine Doublemaze with water in place of the dead ends, which would normally be still easy because it's easy to spot the water, but widened such that you can't see your doom until it's too late! So you see the difficulty associated with Icedeath in that time.


This is very simple if you know where to go. Else, you are bound to drown in freezing water.
Nowadays, we have a level guide, and the route is as such:
UR2ULDRDR3D2L2U2LULULDRDL2DRD2RURUR2U2LU3L2D2RD2R2D2RU3LU2LD4R2U4L4U2RD5RU; you now have ice skates. Skate 4D12L6D3L and exit.
UR2ULDRDR3D2L2U2LULULDRDL2DRD2RURUR2U2LU3L2D2RD2R2D2RU3LU2LD4R2U4L4U2RD5RU, which collects the ice skates, and then 4D12L6D3L to reach the exit.
You have braved the cold and scored 263 seconds.
Groov-u-loids! 263 seconds.


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