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

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This is a continuation of the walkthrough for [[Chip's Challenge]]. Levels 41 (I. C. YOU) through 60 (SCOUNDREL) will be discussed here.
This is a continuation of the walkthrough for [[Chip's Challenge]]. Levels 41 (I. C. YOU) through 60 (SCOUNDREL) will be discussed here.
__NOTOC__
<center>
{| {{prettytable|notwide=1|text center=1|style=font-size:12px}}
| width=225px | [[#Level_41:_I.C._YOU|'''Level 41''': ''I.C. YOU'']] <br> [[#Level_42:_BEWARE_OF_BUG|'''Level 42''': ''BEWARE OF BUG'']] <br> [[#Level_43:_LOCK_BLOCK|'''Level 43''': ''LOCK BLOCK'']] <br> [[#Level_44:_REFRACTION|'''Level 44''': ''REFRACTION'']] <br> [[#Level_45:_MONSTER_LAB|'''Level 45''': ''MONSTER LAB'']]
| width=225px | [[#Level_46:_THREE_DOORS|'''Level 46''': ''THREE DOORS'']] <br> [[#Level_47:_PIER_SEVEN|'''Level 47''': ''PIER SEVEN'']] <br> [[#Level_48:_MUGGER_SQUARE|'''Level 48''': ''MUGGER SQUARE'']] <br> [[#Level_49:_PROBLEMS|'''Level 49''': ''PROBLEMS'']] <br> [[#Level_50:_DIGDIRT|'''Level 50''': ''DIGDIRT'']]
| width=225px | [[#Level_51:_I_SLIDE|'''Level 51''': ''I SLIDE'']] <br> [[#Level_52:_THE_LAST_LAUGH|'''Level 52''': ''THE LAST LAUGH'']] <br> [[#Level_53:_TRAFFIC_COP|'''Level 53''': ''TRAFFIC COP'']] <br> [[#Level_54:_GRAIL|'''Level 54''': ''GRAIL'']] <br> [[#Level_55:_POTPOURRI|'''Level 55''': ''POTPOURRI'']]
| width=225px | [[#Level_56:_DEEPFREEZE|'''Level 56''': ''DEEPFREEZE'']] <br> [[#Level_57:_STRANGE_MAZE|'''Level 57''': ''STRANGE MAZE'']] <br> [[#Level_58:_LOOP_AROUND|'''Level 58''': ''LOOP AROUND'']] <br> [[#Level_59:_HIDDEN_DANGER|'''Level 59''': ''HIDDEN DANGER'']] <br> [[#Level_60:_SCOUNDREL|'''Level 60''': ''SCOUNDREL'']]
|}</center>
==Level 41: ''I.C. YOU''==
[[File:Chips Challenge I.C. You.png|thumb|right|Level 41, time limit 250, 60 chips. Now you see me, now you don't.]]
The key to ''I.C. You'' is the shown hint near a teleport, which says "''Teleport direction sequence 1st rdul 2nd lulu.''" There are two ways to teleport to each section, and only one will let Chip take the chips. Teleport U first, then R, D, U, and L through the next teleports, then slide UD and begin the L, U, L, and U. The only set of chips that may pose a question is the second L; in the circle of eight, collect one part on the way over and the other on the way out. Now, slide L to return to the start, then circle clockwise around with the bugs to take the remaining chips, and duck into the exit near the first teleport. You score up 172 seconds.
{{-}}


==Level 41:I. C. YOU==
==Level 42: ''BEWARE OF BUG''==
As you might have guessed, the hint is a code. "R" means to go right (east), "L" means to go left (west), "D" means to go down (south) and "U" means to go up (north). These come into play when going through the teleport. The code is "1st rdul 2nd lulu" (for reference). The code saves you a lot of time. Since you need all the chips, you need to go the right direction.
[[File:Chips Challenge Beware of Bug.png|thumb|right|Level 42, time limit 300, 27 chips. Beware of ''Bug''? Then what are the other monsters doing here?]]
In ''Beware of Bug'', a series of monsters will be thrown at Chip, and he has to dodge them with one of two moves: into the chip corner, or out. The latter is done only for paramecia in this case.


Teleport up to the starting area. According to the hint, you must go east into the teleport right next to the hint, push the block and get the chips. Then go south into the port and get the next four chips. From the ''l'', go UD through the teleport to get to the west side and start the ''lulu''.
Take one chip and avoid the paramecium, one chip from the fireball, and then ''three'' chips before the bug, and finally one chip before the glider and one chip before another paramecium. Now, because the glider will survive the water, he's going to intercept the second paramecium and slowly chase you. However, he's ''way'' too far away. Just keep running to the center and exit for 187 seconds.
{{-}}


Now all that remains is to get the chips around the bugs. You have to be quick to do this. Once you get back to the bug area(going left from the last ''u'', find a gap in the bugs north of you and follow them all the way around the loop until you get to the middle. You have the exit right there. Go in. You score up 172 seconds.
==Level 43: ''LOCK BLOCK''==
[[File:Chips Challenge Lock Block.png|thumb|right|Level 43, time limit 200, no chips. I thought you just said it was locked...now it's blocked?]]
The theme of levels like this are the blocks of four with a lock as one corner; the key is needed to use the three blocks.


==Level 42:BEWARE OF BUG==
Move right and take the red key from the ball, then turn to the left, move the block out of the way, and move block 3 north to access the goodies. Now, use the red key to open the first "lock block" and use the blocks in order of 2, 3 and 1. Though there is no red key next to you, there is one to the left; do not push the block, because it cannot be used. Open the red lock, move block 2 D, then use in the order 1, 3 and 2.
OK, this is the level to introduce the four "regular" creatures. The '''fireballs''' and '''gliders''' go straight until they hit anything. Fireballs turn left and gliders turn right. '''Bees''' and '''paramecia''' stay on one side of a wall. Bees turn left as much as possible and paramecia turn right.


The monsters will come at you in this order: paramecia, fireball, bee, glider, paramecia. Only when dodging paramecia will you go to the outside. Otherwise, occupy the space where the chip was.
The red key for this lock is located below you; slide past the ball to collect it and then open the red lock. Use in the order of 2, 1 and 3 to reach another lock; take the red key first, then open the lock, move block 3 R, and use 1, 2 and 3. Finish the fifth lock by moving block 2 D, then use blocks 1, 2 and 3 to exit the level with 126 seconds left.
{{-}}


To complete the level, you have to go west to the chip, take it, and move to the corner before the paramecia gets there. After he passes, go south and take the chip before the fireball goes past. You should be able to take three chips before the bug comes. When he does, stay in the chip spot (he will turn left). Then take the next chip before the glider comes. Again, stay in the chip spot. Take another chip and go to the outside before the paramecia comes. He is the last monster.
==Level 44: ''REFRACTION''==
[[File:Chips Challenge Refraction.png|thumb|right|Level 44, time limit 300, 32 chips. Things are different through the looking glass.]]
''Refraction'' is of simple design, with four quadrants containing eight chips apiece, with four on each side of the quadrant, separated by toggle walls, but only two of the chips on each side available at any one time because of the tanks. It is named ''Refraction'' for its symmetry excepting the refracted line through the center.


The level is easy after this, but not a giveaway. The glider survives the water and starts to head back. On the way, he intercepts the paramecia and the two come after you, covering every square. Keep getting chips and wind your way to the middle. To beat the level, you cannot waste time after the last paramecia. You wouldn't do so anyway if you attempted to get the top time of 187 seconds!
Move to the southeast quadrant, take the 2 chips on the left, the 2 chips on the right, and then switch the toggle walls to access the northeast quadrant. Remove the chips on the right, then on the left, and swap the tanks to access the other two chips on the right and left. Swap the walls again and go to the southeast, then take ''only'' chip 3 on the left, and divert to the right before collecting chip 1. Normally, such a venture would waste a lot of time, but because of the extreme wait that would result if both 3 and 1 were taken, it works out to a greater sum.


Just for interest's sake: The '''bee''' is the bug to be aware of (it takes a long time to come).
Now, follow the balls to the left side, swap the walls, and enter the northwest, where you take the right and then left chips, and then transpose to the southwest to take chips 4, 1 and 3, and then 2. Now, swap the tanks and take the left, then right, and also the left and right to the northwest. The exit is in the middle, and 146 seconds remain.
{{-}}


==Level 43:LOCK BLOCK==
==Level 45: MONSTER LAB==
Go south and then east from the onset. When the ball bounces, follow it and jump off to the right. When it passes by, take the key. Follow it back, get out of the way, and go back west.
[[File:Chips Challenge Monster Lab.png|thumb|right|Level 45, time limit 300, no chips. If God could play any busted level...]]
There are two routes to complete this level, one a very nifty neutralization reaction influenced by ''Perfect Match'', and one 8-second straight-ahead route requiring more luck to pass than a repealing of the 5th Amendment.


Follow the path to an area with four blocks. Push the first one north and go back east. Push the ''third'' block north and go across to get the fire boot and blue key (the other two blocks have fire under them). Go west and north and you come to the first "lock block". DO NOT touch the recessed wall.
The goal in this level, using the longer route, is to cause all the monsters to clone in patterns such that the toggle walls stay in one position all the time. You can stop all the clone machines, but it takes significantly longer.


For each of the five lock blocks, you need a key. The three blocks are used to bridge across a section of water and you get to another lock block. To solve each lock block, open the keyhole to release the blocks. Then align the blocks so only one is in line with the water and push it in. Stamp the dirt and align the back block with the water. Push it in and get the final block in to complete the lock block.
Clone two blocks near the bug clone machine, shove them 5L D and 5L, and L and 4U 5L. Now, take a detour to the top section, build a bridge to the blue button and touch it, and then [1] U D to switch them again. Now, move two more blocks 3U 4L and 3U 5L to access the fire boots (ignore the suction boots) and take the path to the eastern section of the level, where another clone block awaits to the east. Move the block outwards 6L, then 6D 5R D onto the red button to stop the cloning and cause the toggle walls to stay where they are. Return to the beginning of the level and move south, clone a block, and step 2D 3R 2U, then move this block out to the exit.


Once you have finished the first lock block, take the path off to the west. Go along the recessed walls, get the key, and take the forcefield back. Unlock the next lock block and go across.
To get the bold route of 292, simply clone a block, move it to the left, and dive into the pool of walkers. It's so unlikely that it almost ''assuredly'' will take hours. It took me eight hours of continuous work, on a day I was luckily alone, and an estimated 3,650 attempts, on the day when I really gave it a shot. Go for the 226 before you try the 292. And don't try for a 291 - just get the 292 done with.
{{-}}


You need a key for the next lock block. To get it, ride the forcefield down, dodge the ball and take the key. Go over the recessed wall and get back to where you were. Unlock this lock block and go south. Since you have the fire boots, get the red key. Unlock the last two lock blocks to get to the finish and score up another 126 seconds.
==Level 46: ''THREE DOORS''==
[[File:Chips Challenge Three Doors.png|thumb|right|Level 46, time limit 250, 14 chips. Not all the bugs are yellow, episode 2.]]
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.


==Level 44:REFRACTION==
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.
This is a very simple level. However, simple levels tend to be tedious (with this one taking over half the time to complete, leaving you with only 146 seconds). Start by going to the SE quadrant and getting the left chips, followed by the right chips. Go to the NE quadrant and get the right chips, then the left chips. Step on the tank button and get the right chips, then left chips. Go back to the SE quadrant and get the upper left chip, followed by the right chips, then get the lower left chip. Now go to the NW quadrant and get the right chips, then the left. Go to the SW quadrant and get the upper right chip, then the left chips, then the lower right. Hit the tank button and get the left chips, followed by the right. Go back to the NW quadrant and get the left chips, followed by the right. Go back to the center and exit. Noticed the refraction between the top and bottom areas?
{{-}}


==Level 45:MONSTER LAB==
==Level 47: ''PIER SEVEN''==
This level is very fun. To beat the level, you need to neutralise all random activity, i.e. the monsters. First, go northwest to the bugs. Clone a block and shove it three spaces north of the clone machine. Use three more blocks to get the suction boots and fire boots.
[[File:Chips Challenge Pier Seven.png|thumb|right|Level 47, time limit 300, 4 chips. Too bad you can't peer over the pier.]]
Seven blocks are scattered around this level, with a few ice patches thrown in to shake things up a bit. The goal is to find the one area where you can bridge to the chips in the center with only the seven blocks given. The map shows that this spot is about at the very south edge.


You now need to neutralise the tanks. Go northwest again to another block clone machine. Push two blocks in the water to bridge to the blue button. Press it once and go south. Turn east after the passing the trapped bugs and go north at the intersection. Walk across the forcefield and you will see another block clone machine. Clone and push four blocks into the water. Then use a fifth block to stop the pink balls. Go back the way you came (since you have the suction boots) to the intersection.
The blocks are presented in order of appearance; follow each instruction in order.
* ''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 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 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 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.
{{-}}


One more monster group needs to be neutralised. Get a block from the block clone machine on the east side and stick it in front of the fireball clone machine on the south side. You might have to press the green button once to get out. Go back to the beginning. Then go over the thief to the area with the trapped walkers. Clone a block, push the green button, and push the block into the main area. Wait for any stray walkers to go in the water, then push the block in and go straight to the exit.
==Level 48: ''MUGGER SQUARE''==
[[File:Chips Challenge Mugger Square.png|thumb|right|Level 48, time limit 300, 6 chips. You'd think a square would be too conspicuous.]]
Thieves will repeatedly pop up through this four-sectioned metropolis, which means you have to be a bit thrifty with your tools.


There is a much faster way to beat this level, but it requires a cool head and lots of time. Go down to the walker area, clone a block, push it into the water, and run through the walkers. It takes thousands of tries to do it this way, but the dividends are very high (a score of 291 or 292 as compared to 190-200 the long way).
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!
{{-}}


To succeed, you have to stop all the 'monster labs' cloning monsters. To stop the walkers, the toggle door must be closed.
The reason the name of this level is called "Mugger Square" is because the name Mugger refers to the spies or thieves in the level that steals your equipments.


==Level 46:THREE DOORS==
Another way of working this level is that from where you begin, get the one chip in the ordinary floor area, but do not get the skates in the center of the ordinary floor area, go directly to the thieves, you have nothing for them to take at this moment. From where you are next, get the skates that are adjacent to the thieves you first encounter, then press the "Down" button to be teleported to the ice rink. When you are at the ice rink, grab the one chip, but do not get the flippers in the middle of the ice rink just yet because those need to be saved for the end, once you have collected the chip, go to the thieves and for now, you may let them take your ice skates. From this point, get the flippers that are adjacent to the thieves, then move left to teleport to the water area, swim across the water and grab the two chips in the center of the water, then go to the thieves and let them take your flippers for now. Next, from where you are, get the fire boots adjacent to the thieves, then go up one space to be teleported to the fire area, in the fire area, get the one chip and the suction shoes. From here and on, you have the suction shoes and you can safely avoid the spies or thieves that will take your equipments and allow you to walk on the force floors the same way you walk on ordinary floors; safely pick up all the remaining chips, walk to the ordinary floor area and grab the ice skates, then head to the ice rink and get the flippers in the center of the ice rink, and now you will have all four gears and you can go to any area safely by simply avoiding the spies and the monsters and swim to the exit.
There are two ways to beat this level.


The "long" way: Grab red key. Go down and pick up fire boots and green key. Step up. Go to the left and grab flippers, blue key and chip. step left, go up and grab red key. step right, go up and grab 3 chips and yellow key. return to start and head down force field tracks. Open blue door, get blue key, chip and suction boots. Go up, through yellow door, collect chips, grab yellow key, head for start. Go through doors, through teleport, and choose far left aisle to
==Level 49: ''PROBLEMS''==
go up, for a maximum of 204 seconds.
[[File:Chips Challenge Problems.png|thumb|right|Level 49, time limit 200, 23 chips. Not all the bugs are yellow, episode 3.]]
The "short" way: Get the red key. Go down the left side and get the fire boots and green key. Go west across the ice, getting the flipper and blue key. Go back to the top. Now go down the ice on the right. You will splash into some water. Go through the blue keyhole, get the stuff and go through the green keyhole. Touch the green button. Go back the way you came (over the forcefields). Enter the monster area (hopefully, you will survive), and go to the top and left. Go over the recessed wall on the left and exit. You don't need the chips, but you do need to have 222 on the clock to have the top score.
''Problems'' could be a bit of a problem if it worked the way it was supposed to, but in the transition from the original Lynx version to the Microsoft MS version, some glitches turned up. One of those is the way that paramecia, bugs, and teeth exit traps or clone machines, officially known as the ''Controller and Boss Glitch''.


==Level 47:PIER SEVEN==
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.
There are seven blocks on this level. You need to push the blocks north from the very south end of the lake. There is only one line that this will work with. That line is marked with Xs below:


<pre>
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!
[~|~|~|~|O|O|O|~|~]  ~=water
[~|~|~|~|I|#|#|I|~]  I=ice
[~|~|~|~|I|#|#|I|~]  O=land
[~|~|~|~|X|I|I|~|~]  X=where you put the blocks
[~|~|~|~|X|~|~|~|~]  #=chip
[~|~|~|~|X|~|~|~|~]
[~|~|~|~|X|~|~|~|~]
[~|~|~|~|O|~|~|O|~]
[~|~|~|~|X|~|~|~|~]
[~|~|~|~|X|~|~|~|~]
[O|O|O|~|X|~|~|~|~]
[O|O|O|O|O|~|~|~|O]
[O|O|O|O|O|O|O|O|O]
[O|O|O|O|I|I|I|I|O]
</pre>


Block 1: a few moves right from the start. Push down all the way but one and left to the end of the ice slab, but leave it there for now.
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!
Block 2: to the right of here. Push it one UR of Block 1 and push up into the water. Push Block 1 2U R and up into the water.
{{-}}
Block 3: to the lower left. Push 4U 5R and up into the water.
Block 4: to the far left. Push all the way right and up into the water.
Block 5: to the upper left, about at the center left. Push 6D, to the right, and up into the water.
Block 6: at the top, lower of two blocks. Push 10D, right, and up into the water.
Block 7: to the right of the upper ice slab. Push U 4L 12D, right, and up into the water. Get the chips and exit to catch ferry 231.


==Level 48:MUGGER SQUARE==
Chip doesn't have to dodge any pink balls in the lower section of the maze, because when he runs over the bear trap release near the middle right side it fails to release a paramecia.
Get the chip to the north in the walker room. DO NOT get the ice skate. Step onto the top force floor, then off the thief and down two. You will go through the teleport to an ice rink. Again, only get the chip here (off the third force floor from the bottom). You will need the flippers later.


Go up, then push right onto some thieves, then pick up the flippers. Move UL from there. You will end up near a swimming pool. Get both of the chips and use the same technique to get the fire boots. This time approach the teleport from the north. You will be forced into the fire arena. Get the chips, but not the suction boots (they are safer but also a few seconds slower). Repeat this technique, but let yourself go down into the teleport. However, step back up to get back to the flipper area. Get the flippers and go back down through the teleport. ''Immediately'' step left. You will override the up force floor and be forced into the pool again. Go to the exit located off of the swimming pool. You will end the game with only the flippers, but a proud 277 seconds.
==Level 50: ''DIGDIRT''==
[[File:Chips Challenge Digdirt.png|thumb|right|Level 50, time limit 350, 16 chips. Better not have those Levi's on during this level...]]
This level isn't a difficult one, but you have to watch where the monsters are moving and also to note where to move to keep them from being right on you.


==Level 49:PROBLEMS==
Step 2R 5U 2R to take the first chip, then down to a chip, left to two, down to a chip (wait one), right to three more (enter from the bottom on the third), up to three more (wait two entering the second, and enter from the right on the third), left to three more (enter from the top on the third), and then down to one, and right to one, entering from the bottom. Now, drop to the exit below for 318 seconds!
Go 3L 3D 6L 4U 8L 4D and get the remaining keys in order as you go to the right. Go down the line of red keyholes in the east as the pink balls attack. Go south over the brown button (it doesn't do anything, due to the lack of a controller) and collect all of the chips. From the nearest chip, go: 4L 2R 3D R 3D L 3D R 9L 3U 5R 3U 5L 3U 3L 5D R D 3L 2R 4D U 5L 3U 2L 2U 4R 2L and up. The exit is in the west. Due to the controller bug, you can escape this level with 162 seconds and no problems.


==Level 50:DIGDIRT==
Starting from level 50 and at every ten levels, plus 144 and 149, a special message, known as the ''decade message'', is delivered to Chip. For Digdirt, the message reads: ''Picking up chips is what the challenge is all about. But on the ice, Chip gets chapped and feels like a chump instead of a champ.''
First of all, if you try to jump in and get the chips, you will end up with a whole lot of bugs and paramecia on your tail. You need to be very fast and go straight through the square or dodge to the side if necessary. This is very simple to do. Dodge to the left (as you are facing the "nest") if it's a bug, or right if it's a paramecia. On the first, third, and ninth squares, enter from the sides, as going straight through can screw things up. Notice that the paramecia and bugs are ''not'' following the chip. There are sixteen chips you need to get. Turn from the start: 2U R 3D L U L D L 3U R 2D R. Run for your life and 318 seconds!


==Level 51:I SLIDE==
In Lynx, however, the messages begin directly from level 10, and the first four were lost in translation.
Move like this when you are on solid ground:
{{-}}
2D U 4L 2D L 3R 2D U R U D L 4U D L 2U R D R 2U
to slide to 655 seconds.


==Level 52:THE LAST LAUGH==
==Level 51: ''I SLIDE''==
Go to the area south of the teeth monster. When there is a gap in the bugs, go across the forcefield and jump off in the middle. This should cause the teeth monster to press the green button once without you going to the other side. Get out of the bug line and go north to where the fireballs used to go. Go to the top and near the ball cloning the fireballs. Push against the wall above the clone button and return back to the original area. Follow the recessed wall path (pressing the button and getting the chip) and pass through the (empty) corridor.  
[[File:Chips Challenge I Slide.png|thumb|right|Level 51, time limit 700, 13 chips. Since when was this game first person?]]
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.


Do the same thing you did at the beginning with the teeth monster and bugs. Cross the forcefield to the other side. Go all the way to the north end and go through the recessed wall path to get the final chip. Push the block into the water below and exit, taking your 382 seconds with you.
The correct route is 2D U 4L 2D L 3R 2D URUDL 4U RDL 2U RDR 2U, worth 655.
{{-}}


==Level 53:TRAFFIC COP==
==Level 52: ''THE LAST LAUGH''==
This level is the first one in quite a while that actually teaches something, despite that half the level is worthless. Simply travel along the fire and water paths to the southeast corner of the arena. Go on the forcefield across the ice and press the button. On your way back, it teaches you that you ''can'' force past a backwards forcefield when you slide on ice (though this has no doubt helped you already). Journey on back to the start where you'll find the exit wide open. You receive 478 seconds for a pass to the next level.
[[File:Chips Challenge The Last Laugh.png|thumb|right|Level 52, time limit 400, 2 chips. I always get the last laugh...my joke isn't funny, so I'm the last one that laughed.]]
Whenever you move across the level to the other side, the teeth will follow you, and continue to block passage to the top area. The only way to get there is to use the force floors to move faster than the slower teeth can handle, and get the button to be hit twice in one passage. Meanwhile, however, Chip must avoid the bugs.


==Level 54:GRAIL==
This is done, in even step, by 3R 3D 2R, then D off the third force floor, and LU. Now, speed past the open gap above, take the chip, switch the walls, and move 3U 3L 2U 6L [1] 6R, which will cause the teeth to touch the red button once while remaining on the east side. Now, you can escape the area, slide to the left, switch the walls and take the chip, and then move the block L D to escape and score 382.
Go to the right and down over the random force floor (if it doesn't work, try again) to get the green key. Go to the right and get the chips. Teleport yourself to the other side and get the remaining chips. Go back to the north end of this area and go in the teleport. Circle around the next teleport and go right, left, and right through the teleports. Keep forcing yourself right and go through the green keyhole to the chip socket and exit. You get 326 seconds for finding the Holy Grail.
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==Level 55:POTPOURRI==
==Level 53: ''TRAFFIC COP''==
Push the block to the east into the bomb. Get the chip. Go north, dodge the tanks and get the fire boot and blue key. Go to the bottom and push the bottom block to the right; get that chip, too. Head back over to the west and walk along the fire to get the chips there. Go through the keyhole and get those chips, too (and the fire boot again). Slide on the ice to the gravel. Dodge the balls and invisible walls to get the five chips there. At the end, push the blocks in on either side of the chip and push the block in front of the chip north or south. Get the final chip and run across the pink balls to the exit. Speed is essential, for you have only 70 seconds left even with the best route.
[[File:Chips Challenge Traffic Cop.png|thumb|right|Level 53, time limit 500, no chips. Another case of undercover police...]]
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.


==Level 56:DEEPFREEZE==
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.
Go to the east and get the first chip on the right. Wait to get the chips on the south side. Go to the west side (at the bottom) and take the bottom entrance. You get a chip. Go to the top entrance to the west. Once you've pressed the button once, go back the way you came. You can push over the force field.
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Go in the left opening on the top ice and get the chip. Follow the ball and go through the middle opening on the north side of the eastern ice to get three chips. Again, go back the way you came. Jump in just ahead of the ball and get the chip to the right. Now go in the middle opening on the south side of the northern ice. Get a chip. Get the other chips to the left You now shouldn't need any more chips. Go to the chip socket ice and into the middle. Get the ice skate and return to the starting ice. Skate through to the exit for your reward of 162 seconds.
==Level 54: ''GRAIL''==
[[File:Chips Challenge Grail.png|thumb|right|Level 54, time limit 350, 68 chips. Wow..I knew the Holy Grail was a religious experience to behold. Look at this!]]
When you've recovered from the exquisite design of ''Grail'', move to the right and onto the random force floor, hoping for a south move. Take the green key, play R, then R and D off the two other random floors and past the teleport. Circle around the chips, hopefully not bothering the walker (you can take the circle in either direction, so choose carefully if you can see a danger), teleport left, and take the other chips from this walker in a similar manner. The inevitable dead end of the double-wide chip stack to the west side allows for greater manipulation of the random elements to Chip's advantage.


==Level 57:STRANGE MAZE==
Now, slide R through the teleport again, U onto a fake wall, and now D and hold the east key all the way to, hopefully, the exit. If the random force floors in front of the green lock waste as little as one move, Chip can score 326.
An old-fashioned maze in with some strange "walls". Every type of monster trapped, chip sockets, water, fire, bombs, normal and fake walls, and traps make up the walls of the level. To beat it, go to the left and get the chip. Turn left first and get 7 chips. Then turn down and left for 7 chips. Go right from your left turn and get 12 chips. Go back to the start and go right twice for 3 chips. Turn right around the walkers to the top for 4 chips. Go left below you and get the last chip in the socket maze. Go through all the chip sockets and return to the start to exit. Strangely, you score 229.


==Level 58:LOOP AROUND==
In Lynx, ''Grail'' requires a drastically different method of solving, as Chip cannot go backwards over force floors. Here, Chip would have to use the area to the northwest, which is very unreliable due to random force floors, even under the structured Lynx rules for random force floor movement.
Go around an invisible block to the teleport in the north. You will end up next to the chip socket. Go north to the ice. Let yourself go through the teleport. When you get to the east side, shove yourself in. Go around the ball and water and get the flipper. Go around to the other side and get the chip. Go back in the force floors. On the northern side of this section, get in and clear a whole line of fake walls. Go on the force floors and get in on the east side. Go around the water and enter from the west. Return to the forcefields. When you get to the path you cleared, go south to the other forcefield.
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Enter in the one forcefield you haven't gone yet. The entrance to this area is in the north. Make sure you get out of the way of the pink ball. Go to the west side of the area and swim to the chips. Go back to the forcefield and you will go through the teleport. This time, shove past the fake walls right away. Get in from the north and get the chips. When you're done, go in the exit. You score 550 loop seconds.
==Level 55: ''POTPOURRI''==
[[File:Chips Challenge Potpourri.png|thumb|right|Level 55, time limit 100, 30 chips. Still not much...]]
''Potpourri'' is just what it sounds like, even though there is a limit to the amount of things that can be contained in it.


If you do this in the correct order, the water "bits" will spell DUNG. Many words are spelt using things (especially in level 145).
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.


==Level 59:HIDDEN DANGER==
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!
There are two ways to beat it: go to the exit from the north or the south.
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To get to the exit from the south, go south on the ice and north to the green button. Press it when the fireballs are in the west part of the "cell". Quickly go on the ice in the north, take the red key, and go back to near the green button. Go down the back door, taking all of the chips. Watch out for the gliders as you go on through and take the three boots. Go back up, press the green button and slide on the ice. Enter in the ring of fireballs when there is a gap of two, and get out of it on the east the same way. Walk straight into the finish with the three boots. This allows for a maximum of 360 seconds.
==Level 56: ''DEEPFREEZE''==
[[File:Chips Challenge Deepfreeze.png|thumb|right|Level 56, time limit 250, 8 chips. Ugh! This ice makes me look too round!]]
''Deepfreeze'' is generally easy, but you can make it even easier by using the MS-exclusive ice override.


To exit from the teleport, do the same, but continue on the path without getting any of the chips. Quickly go north in the lower right chamber, dodging the walker, and go into the teleport from the recessed wall on its south side. This tends to be the faster way. If you go out the red door, try again. You should not be getting the red key. Since you have nowhere to go, you slide across the teleport and you can just go down through again for an exit and a 368 second score.
Start with the chip to the right, pass the gravel in the center, and take the very bottom entrance to the right to reach one chip. Come back out, move 10U through the corridor, and slide L to the green button and back out to the center. Duck into the entrance just under the chip to the northeast (you'll collect it on the way out), move 4R through the corridor on the right as the ball slips west, and turn up to the three chips behind the toggle wall. When you come back, you can just slip to the right, collect this chip, and then move 5L 2D to reach the chip on the other side of this teleport. Now, go back to the start, taking the final chip, and enter the second socket to the left to reach the ice skates, allowing you to exit in the northeast corner. Brrr...162 seconds.
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==Level 60:SCOUNDREL==
==Level 57: ''STRANGE MAZE''==
A glitch in the Microsoft version allows you to win without actually doing the level. Go all the way south to the exit and force yourself in. Push yourself east at the random forcefield in the west. This leaves you with 288 seconds.
[[File:Chips Challenge Strange Maze.png|thumb|right|Level 57, time limit 400, 35 chips. Oh, sure. Like you weren't already creative.]]
''Strange Maze'' is simply a good old maze with some ''strange'' walls: trapped teeth and walkers, sockets, water, fire, doors, bombs, normal walls, and fake walls. To beat it, turn west first and move left at every intersection, and then turn to the right side of the level and turn right at every intersection. This collects the last chip within the sockets, and since the sockets can now be opened, Chip saves one second and scores 229.
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To do it the long way, go 5D (this is ''A'') 2L U and go to the yellow key. Go 6L 2D 2L and get the chip. Go 2R 2D 4R 2D and right to the chip. Go back to ''A'' and go 3R 2U and go to the chip. Return to ''A'' and go down, right through the toggle door, and down to the wall. This is ''B''. Go 9R 2U 2R (blue key) 3L (chip) 3L 2U R (chip) Return to ''B'' and go 4L 4U 2L 2D (chip) L 2D 6L 2D 4L. You are now on the force floor strip. Get off at the next exit and go R 2U 3R 2U 2R (chip) 2R 2D. You don't need the flippers. Return to the force strip and go to the top. Retrace your steps to ''B'' and go 2L and down; open the yellow door. Continue right to the blue door. Get the chips. Retrace your steps and go down again. Go into the beehive and get the two single chips. The others are walled off. Now go to the exit. The best time for this route is 233.
==Level 58: ''LOOP AROUND''==
[[File:Chips Challenge Loop Around.png|thumb|right|Level 58, time limit 600, 9 chips. Slow down, or you'll fall in the dung!]]
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 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.
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==Level 59: ''HIDDEN DANGER''==
[[File:Chips Challenge Hidden Danger.png|thumb|right|Level 59, time limit 400, 8 chips. Not all the bugs are yellow, episode 4.]]
This level is another one of the "busted" levels because you don't need the chips due to a secret "back door" route. In addition, this route doesn't require bothering the walkers, and works every time, so it is the only route provided.
 
Slide on the ice all the way down, left, up, and right, but hold south to override the force floor and avoid collecting the red key (important!). Now, make the turn all the way to the left, pass by the chips, tools, teeth, fake wall, and 5R, then up to the teleport. Because you didn't get the red key, with no other teleport in the level, you slide directly over the teleport and can exit with D. The game is up...368 seconds are yours.
 
Note that even in Lynx, ''Hidden Danger'' is still busted, because Chip can go up through the second corridor, with a little walker dodging, and then D into the teleport, still reaching the same conclusion but only slightly later.
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==Level 60: ''SCOUNDREL''==
[[File:Chips Challenge Scoundrel.png|thumb|right|Level 60, time limit 294, 12 chips. Not all the bugs are yellow, episode 5.]]
''Scoundrel'' is also busted, allowing you to complete it in six (!) seconds, because of the different boosting rules in MS. Move 11D 2R 6D 2L 9D to reach the exit area; can you spot it? Continue 2L 2D 2R (a route of 2D R is slightly faster, but it's less likely to work) which will get you to the exit at 288 provided the random floor sends you east.
 
As we are at level 60, the decade message pops up again: ''Chip hits the ice and decides to chill out. Then he runs into a fake wall and turns the maze into a thrash-a-thon!'' Get ready, because one of those is coming up next!
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