Chip's Challenge/Levels 41-60: Difference between revisions

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(41 to 60. These are easy ones, but after 20 of them, good night!)
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As can be seen at the top of the map, there is a secret "back door" route over the force floors which was unaccounted for in the Lynx version, where sideways steps from sliding on force floors were allowed, but backwards steps and all steps when previously sliding ice or teleports disallowed.
As can be seen at the top of the map, there is a secret "back door" route over the force floors which was unaccounted for in the Lynx version, where sideways steps from sliding on force floors were allowed, but backwards steps and all steps when previously sliding ice or teleports disallowed.


From the given landing, move 2L D U L D, then return to the start and move D, and go through the blue lock, green lock, and then toggle wall to reach the monster room. Avoid the monsters any way you can, giving up one move if you have to, reach the force floor, and ride to a choice of three paths, the exit being on the left. Programmer error in your favor...your score is thus 222.
From the given landing, move 2L DULD, then return to the start and move D, and go through the blue lock, green lock, and then toggle wall to reach the monster room. Avoid the monsters any way you can, giving up one move if you have to, reach the force floor, and ride to a choice of three paths, the exit being on the left. Programmer error in your favor...your score is thus 222.
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''Block 3:'' Move 2D 3R 13D R 3D 8L to set the block for use, and go back for...
''Block 3:'' Move 2D 3R 13D R 3D 8L to set the block for use, and go back for...
''Block 6:'' Move this 9L and use it, and follow by moving block 3 2U R and on the next spot.
''Block 6:'' Move this 9L and use it, and follow by moving block 3 2U R and on the next spot.
''Block 7:'' Use the ice as a shortcut to under this; shove it 4U 5R and onto the bridge.
''Block 7:'' Use the ice as a shortcut to under this; shove it 4U 5R and onto the bridge.
''Block 5:'' 4D, left to the block, and then push it right and onto the bridge.
''Block 5:'' 4D, left to the block, and then push it right and onto the bridge.
''Block 4:'' 5D 9L 6U, where it's located 2L from you, and pass this by for now.
''Block 4:'' 5D 9L 6U, where it's located 2L from you, and pass this by for now.
''Block 2:'' Shove this block 7D, then retrieve block 4 and move it 6D, then block 2 2R.
''Block 2:'' Shove this block 7D, then retrieve block 4 and move it 6D, then block 2 2R.
''Block 1:'' From there, move 9U R and move the block U 4L 12D, then right and up to the water. Slide over the ice, then step 3U L 2D to use block 2. Finish with 8D, west, and use block 4 to reach the chips. Drop to the very bottom of the level, then run to the exit in the southeast for a score of 231.
''Block 1:'' From there, move 9U R and move the block U 4L 12D, then right and up to the water. Slide over the ice, then step 3U L 2D to use block 2. Finish with 8D, west, and use block 4 to reach the chips. Drop to the very bottom of the level, then run to the exit in the southeast for a score of 231.
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Thieves will repeatedly pop up through this four-sectioned metropolis, which means you have to be a bit thrifty with your tools.
Thieves will repeatedly pop up through this four-sectioned metropolis, which means you have to be a bit thrifty with your tools.


Take the chip above you, then return to the start and touch the first down force floor, followed by L 2D to slide to an ice rink. Continue 2U L to take a chip, then U and R over the up force floor, and 2U L to reach a pool area. Remove the two chips, then continue 5R D 2RU to reach a fire room. Again, take the chip, but ignore the suction boots; you're not going to need them, assuming MS rules. Instead, step on the east force floor near the thieves, and continue R 2D and slide U out of the teleport to the ice rink. Steal the flippers, then slide D back through the teleport and L, overriding the down force floor, to return to the pool and the exit. Steal this: 277 seconds!
Take the chip above you, then return to the start and touch the first down force floor, followed by L 2D to slide to an ice rink. Continue 2U L to take a chip, then U and R over the up force floor, and 2U L to reach a pool area. Remove the two chips, then continue 5R D 2R U to reach a fire room. Again, take the chip, but ignore the suction boots; you're not going to need them, assuming MS rules. Instead, step on the east force floor near the thieves, and continue R 2D and slide U out of the teleport to the ice rink. Steal the flippers, then slide D back through the teleport and L, overriding the down force floor, to return to the pool and the exit. Steal this: 277 seconds!
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In the case of traps, the monster created directly before the trapped monster's direction is the way the monster will exit the trap. For clone machines, it is the most recent monster created. This can nowadays be altered in level editors without erasing all the monsters, but when these levels were made, there was no such thing as a level editor.
In the case of traps, the monster created directly before the trapped monster's direction is the way the monster will exit the trap. For clone machines, it is the most recent monster created. This can nowadays be altered in level editors without erasing all the monsters, but when these levels were made, there was no such thing as a level editor.


In the first room, you have to take the keys and escape before the paramecium releases a bunch of pink balls that would make the collection of the keys problematical, not to mention possible occasions of the Transparency Glitch. To speed out, move 3L 3D 6L 4U 8L 4D U 5L D L, up, and east to escape the room. The paramecium releases the balls on the top and prepares to release a second set of balls in the lower room, which would be annoying...except it never gets there, because the "controller" for the trap is a ball. Like all the balls in this level, it moves only horizontally, and the paramecium cannot move horizontally out of the trap. Therefore, it will never come out!
In the first room, you have to take the keys and escape before the paramecium releases a bunch of pink balls that would make the collection of the keys problematical, not to mention possible occasions of the Transparency Glitch. To speed out, move 3L 3D 6L 4U 8L 4D U 5L DL, up, and east to escape the room. The paramecium releases the balls on the top and prepares to release a second set of balls in the lower room, which would be annoying...except it never gets there, because the "controller" for the trap is a ball. Like all the balls in this level, it moves only horizontally, and the paramecium cannot move horizontally out of the trap. Therefore, it will never come out!


From the brown button, move as such, unimpeded, to collect the chips: 2D 9L 5D 2R 2U 3R 3D L 3D R 7L 3U 2L 4D 5L 2U 5L 4U 5R 2D 2R U 3R 5U 8L D, and exit above. 162 seconds...no problem!
From the brown button, move as such, unimpeded, to collect the chips: 2D 9L 5D 2R 2U 3R 3D L 3D R 7L 3U 2L 4D 5L 2U 5L 4U 5R 2D 2R U 3R 5U 8L D, and exit above. 162 seconds...no problem!
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The route through ''I Slide'' is almost completely sliding on ice, which means although there aren't many choices for Chip, a wrong choice can cost a lot of time.
The route through ''I Slide'' is almost completely sliding on ice, which means although there aren't many choices for Chip, a wrong choice can cost a lot of time.


The correct route is 2D U 4L 2D L 3R 2D U R U D L 4U R D L 2U R D R 2U, worth 655.
The correct route is 2D U 4L 2D L 3R 2D URUDL 4U RDL 2U RDR 2U, worth 655.
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Although you already know that you can override a force floor in any direction, this is the level you're likely to find it on. The hint suggests you direct the walkers to the green button, which is slow and unreliable.
Although you already know that you can override a force floor in any direction, this is the level you're likely to find it on. The hint suggests you direct the walkers to the green button, which is slow and unreliable.


For a quicker long route, push blocks onto the water U and UL from the green button. For the full 478 route, move 2D3L and all the way south, which will create a big shortcut. Return to the exit when the walls are open to score 478 seconds.
For a quicker long route, push blocks onto the water U and UL from the green button. For the full 478 route, move 2D 3L and all the way south, which will create a big shortcut. Return to the exit when the walls are open to score 478 seconds.
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''Potpourri'' is just what it sounds like, even though there is a limit to the amount of things that can be contained in it.
''Potpourri'' is just what it sounds like, even though there is a limit to the amount of things that can be contained in it.


Move 6R to take a chip, then 2L 3U [1] R 2U L [2] R 2D R D and collect the fire boots, and walk around the tanks and continue to the south, moving block 4 specifically to avoid the thieves. Push the block in the fire section for one chip, then collect the curl of the "G" chips and walk around to the blue lock. The toughest part of the level is this boosting section; only three of these chips are required, and you already have fire boots.
Move 6R to take a chip, then 2L 3U [1] R 2U L [2] R 2D RD and collect the fire boots, and walk around the tanks and continue to the south, moving block 4 specifically to avoid the thieves. Push the block in the fire section for one chip, then collect the curl of the "G" chips and walk around to the blue lock. The toughest part of the level is this boosting section; only three of these chips are required, and you already have fire boots.


The fastest way through is R D R 2D 2U R 3U, leaving behind the one behind the fire boots, as there is one accessible but extra chip. In the ball section, Chip climbs the ladder of chips with 4L U 2L U D. Take a break 5L to uncover this hidden chip, then move R 3U D L D L to collect the wedge chip, and 2R [1] 2R U [1] and all the way east to the exit. Alas! A potpourri of 70 seconds!
The fastest way through is RDR 2D 2U R 3U, leaving behind the one behind the fire boots, as there is one accessible but extra chip. In the ball section, Chip climbs the ladder of chips with 4L U 2L UD. Take a break 5L to uncover this hidden chip, then move R 3U 2D-L to collect the wedge chip, and 2R [1] 2R U [1] and all the way east to the exit. Alas! A potpourri of 70 seconds!
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A secret easter egg in ''Loop Around'' is that the water spells "DUNG". Looking for a clue? Nope. That's just one of the playtesters' names (Dung Dang, as odd as that is!) Nevertheless, ''Loop Around'' isn't difficult to understand: loop around the four sections to collect some chips, and watch out for pink balls. However, it is actually ''quite'' difficult.
A secret easter egg in ''Loop Around'' is that the water spells "DUNG". Looking for a clue? Nope. That's just one of the playtesters' names (Dung Dang, as odd as that is!) Nevertheless, ''Loop Around'' isn't difficult to understand: loop around the four sections to collect some chips, and watch out for pink balls. However, it is actually ''quite'' difficult.


Begin with R 2U L U, hold the east key to bust into the N, and quickly run 7U 2R to avoid a good squashing! Move 2R and down to the flippers, then swim to the chip, and bust east out of the N. Keep holding north until you bust through two walls, and turn west to circle to the east side of the G. While on the east side, start to hold west, which will move you through the wall. Join the ball for 5D, then swim to three chips, retreat back around, and then walk out to the east and slide back out to the force track, which takes you finally back to the center again.
Begin with R 2U LU, hold the east key to bust into the N, and quickly run 7U 2R to avoid a good squashing! Move 2R and down to the flippers, then swim to the chip, and bust east out of the N. Keep holding north until you bust through two walls, and turn west to circle to the east side of the G. While on the east side, start to hold west, which will move you through the wall. Join the ball for 5D, then swim to three chips, retreat back around, and then walk out to the east and slide back out to the force track, which takes you finally back to the center again.


From the landing, slide to the west and around to the D. Now, you have to be careful about holding south because of the ball below you; enter the ''sixth'' wall, and then move [1] D 4L 5D 4R U and back to the force track. Finish by holding west as you reach the U, and swim to pick up the remaining chips. A little further down the track is the exit; your goal is 550.
From the landing, slide to the west and around to the D. Now, you have to be careful about holding south because of the ball below you; enter the ''sixth'' wall, and then move [1] D 4L 5D 4R U and back to the force track. Finish by holding west as you reach the U, and swim to pick up the remaining chips. A little further down the track is the exit; your goal is 550.
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