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Chip's Challenge/Level Pack 2/Levels 121-140

This is a continuation of the walkthrough for Level Pack 2 of Chip's Challenge. Levels 121 (Flame Boy) through 140 (Keep Trying) will be discussed on this page.

Level 121:Flame Boy
Spiral outwards, following the fireball, and go to the top. Get the block and take it to the top. Push it left onto the force floors. Wait about 1/2 move, then follow it. Due to a slide delay or something, the block freezes, and you can step up into the exit for a surprising 283 seconds.

Level 122:Warehouse II
This level has three major areas: upper left block, upper hybrid, and lower right button. Go into the hybrid area and push the east block up to the top wall square. Circle around to the top fork. Go: 6L2DRULU5R and bring the block above you to the upper right button. Then push the block you moved 2U and go: 3D3L2D2L, up, and right. Take the top block and push it left of the last block. Continue 2D5LR2UR3UD5L2D2RU and bring this block to the right. Move the top block to the right of the buttons and push 2U. Exit this area and go to the middle. Push the loose block up and go to the block room. Take the left fork, move 4U2L3U, and go around the block to the other fork. Move this block into the corridor and go back around the block. Move the lowest block in the group 2L and the block below you R. Run this block out, back down towards the traps, and up to near the hybrid room. Move it L and go back to the block room. (This pattern will be called for again many times. "Move the block near the hybrid room" is the keyword.) Take the top fork and move the block down one space. Use the block below you. Push it into the 4-way intersection and go back to the hybrid room. Don't touch the blocks on the buttons, but move the block SW of them 3L. Continue 2UR3U and move the left of the "frozen" blocks out. Take the above block to the 2nd bottom button and move the block in the center 4R. Move the block near the hybrid room and go back to the block room. You will have to repeat this pattern many times. Use the lowest block this time here. Repeat the block moving, but push the block on the right side right. Move it down to near the button room and go back to the hybrid room. Push the loose block up into the upper left button and continue D3L2UL2R3U. Move this block to the 2nd bottom button and circle back. Go to the center, move the block near the hybrid room, and go back to the block room. Take the top fork and use the left block on the top. Do not move the block into the center, but take the top block right to the right. Now, move the block to the center. Take the southeast fork from the center and the east fork. Move this block left and then move the above block down. Go straight through the hybrid room and move the block near the hybrid room. Go back to the block room and take the top fork. Move the top frozen block L and the right block U. Now, use the frozen block. Repeat the block pushing and take the block down to the button room. Bring this block 6R. Replace the block with the block above you, and replace that block. Move straight through the hybrid room and move the block near it. Take the top fork to the block room. Move the block 2LR2D2L and use the block below you. Repeat the block pushing and go to the east of the button room. Move this block 2D9L. Replace it with the other block. Replace the above two blocks. Move straight through the hybrid room and move the block near it. Go back to the block room for the final time. Take the top fork and move the last block down. Repeat the block pushing and go to the east button room. Move the block D and the new block 7R. Step DRURUL and replace the upper two blocks. Go straight through the hybrid room and this time, don't move the block L when you move it near the room. Repeat the pushing and move the block on the row of trap buttons into the corner. Circle around and move the block 6R. Replace the upper two blocks and enter the hybrid room one more time. Go through the trap buttons and move the lower block 2L. Continue 3UD2L2U4R4L4DRDR4UD3R3U and move the block to the 2nd bottom trap button. Take the last block from the left and put it above it. Exit the hybrid room and move the block to the right. Move the other block down, go to the east button room, and move the loose block U. Circle around and move the block 6RD. Move this other block back to its original place and replace the upper block. Before replacing the second block, go back to the hybrid room one last time and cover the other three trap buttons. Now, replace the block and move the other block down to the button room. Go to the right of the room and move the loose block L into the corner. Circle around and move the block 7R. Get the last block from above and move it to the left of the room. Ignore the loose block; this time circle around and move the block R. Move the loose block L and the bottom frozen block 5R. Move the top of these blocks RUL. Circle around and move the upper block to below the top trap button, then push it onto it. Move the last two blocks onto the lower buttons. Now, go back to the center, run over all the traps, and exit. You have 451 hours.....no, seconds left on the clock. Whew!

Level 123:BlockSlide
Split-second timing is required on this level, for you must push blocks WHILE they are sliding on the ice! One miss can be fatal. Get the ice skates and hit the clone button four times. Move over to the right side. About 8 moves to the right you will see a strip running up and down. Go to the far left sqaure on this strip, right above the blocks. Watch carefully and you will see two blocks hitting the wall. As the two blocks return to the left side, intercept the second block and push it down. Move to the center row of this strip. The remaining three blocks are pushing against the wall; intercept the third block as it goes back left. Go to the far right column and push the remaining two blocks down as they come. Move up the strip to where it intersects with the strip above you and go to where the far left column of this strip intersects the lower row of the top strip. A block is in front of you; push it to the right. When it comes back, the two blocks on the far right side will stop it and then hit the top of the level. Just as they are going down, intercept the top block and push it towards the other block. Move to the far right of this strip. Wait for the blocks to come to the right. If you push the block now, you will be sqaushed. Thus, wait about half a move for the other block to move back to the left. The second block is still held against the wall; push it down. Go to the middle column and intercept the other block. Move to the bottom of this strip and the center of the strip to the right. Intercept the front block and push it right. Move down to the bottom row and push the other block to the right. Leave this section for now; go back to where the four blocks were. Travel down this strip and get on the strip to the right of it. Hurry to the right side as the block comes down and push it to the left from the middle of the strip below you. Wait and intercept the next block from the bottom row. Run quickly left and move the other block down from the right column of the strip. Go to the bottom of the strip and push the block right. Move over to the left and intercept the block on the right column. Push the block on the top column of the bottom strip and blow up the bomb to get 6 chips. Return to where the other block is sliding. Go just below it and all the way to the right. As it comes to the right, knock it up and throw the rebound to the right. Go to the far right and push this block up for 6 more chips. Go back up and you meet the other two blocks you left behind. Move onto the strip to the right of this (on the left column) and wait for the block. Push it up and go to the top. Move the block left onto the lower row to open the last 6 chips. Go back to the other block; it should be coming fast towards you. Move it down and follow it. Stop just before you meet the next strip and wait for the block. Knock it to the right and then immediately move right. Push it down. Follow it and cross past the block's path. As the block comes down, move it to the right and step QUICKLY LD. When the block rebounds right, push it up and get out of the way. The exit is just below you; blow up the top bomb with the sliding block to access it. You put 739 seconds on ice.

Level 124:Paramecia
Follow the paramecia to the top. Jump in front of the paramecium to your left and run all the way down. Get the ice skates and skate across to the red keys. Leave the three keys in the upper right corner and get the rest. Run through the red door below you and up to the teleport ahead of the paramecium. Pass a few more doors and reside in the left niche above you. Wait for the paramecium, then switch sides. Wait one more time, then go up to get the fire boots. Pass the block and go out to the ice area. Zigzag down to the bottom and the force floor. You go all the way to a suction boot. Step back up and you go back to the force floor. Now, step left and get the ice skates. Beat the paramecium to the gravel and hide. Continue on the path. Travel up through the center of the ice and right to the teleports. Pick up the fire boots and beat the paramecia out of the area. Skate down and hide. Continue on the path left and down. Return to the original chambers and pass the fire. Backtrack through the force floors and travel up the ice strip (teleporting will not work here). Go back to the start room and surmount the force hurdle to exit with a time of 228.

Level 125:Blocks 'n Bombs
A whole section of this level goes unneeded, but whatever. Run right to the top area. Get the blue key and switch the tank to reach the chip and suction boots. Run back out and take the lower path. Open the toggle door and wait for a block clone. Push it right and up. Get more blocks and push them up from there. (Wait before hitting the toggle button for the fourth block.) Get the chip, suction boots, and green key and return to the center. Pass both doors on the right and beat the bees to a clone button above you. Push the block DR and L to trap the bee temporarily. Clone another block to catch it permanently. Move the block out of the way and get the last chip below you. Push the block left, remove the socket and push the block through the teleport. Push it one sqaure up to stop the fireball cloning. Go back through the port and go down. The fireballs are stopping cloning; go past the last one and run right to the exit for 232 seconds.

Level 126:Dodge!
Zigzag up and down to reach the ice skates. Step 2DLU and zigzag up and down, 2 spaces wide. Go to the next area and wait. Then step in and 3R. Wait and step D. Repeat. Then step UR2D. For the last area, step 3LDLU3L2D. Drop off your ice skates and slide past the fireballs. Yes, it's long, but the ice will bring you back to the exit. You will not have to dodge anything more to get 156.

Level 127:Escape from Chipkatraz
Wait for the ball to free you, then run down. Continue past the paramecia and step left, then run right to beat the teeth. Go right to the green key, and down to the yellow. Push the lower left block 3L and up through the paramecia. Open the upper yellow door and uncover the red key below the burned Chip. Push the block out of the way of the paramecia and open both doors, then push the block into the water. Get the next block from the upper left corner of the X and push it into the water. Go back to the X. Push the lower block 3L and the other two blocks U. Take the far north block and push it to the water. Push both of the blocks 2L and use the lower block to pass the fourth water space. Move the block one space left and wait one move, then push it left again and bring it to the bridge to exit. You escaped from prison cell 112.

Level 128:Fantasy Island
Get the lower layer of chips first, and then run right for the next. Zigzag around until the length gets larger at the left. Then take a chunk out of there and continue zigzagging. Do so all the way to the top, but leave the upper right layer of chips there to get on the way out. Get the flippers and swim around the island to the exit on the left side. 336 seconds have become a reality.

Level 129:Miscellaneous
This level looks very difficult, but there is an easy way out of it. 2R3DR6D2RD5RDURDL2DR wait. 2LR and wait again. Go 2LU and you pop into the exit! 593 seconds from various sources.

Level 130:Frozen Birdbath
This level has tedious boosting, so I will give the route. R2DL3RU2RUR3LDUL2U3RLU2L3ULUDR4D2LDL2DL2U2LU3R3URU4DRDLRDR3DLDULUL2U2LULURL2UL exit. 385 seconds.

Level 131:Time Bomb
This appears difficult, but the solution seems easy. Pass the fire out and around, below the chips. Push the block up and get the chips. Run to the bottom and open the first three sockets (not the one on the left), getting a red and green key and ice skates. Run all the way right through the sockets, revealing two yellow and one blue key, suction shoes, a tank button, and two blocks. Step ULD2R3LD4R3U2D and run left to get the remaining tools. Jog up to the doors and open them to get another block. Push it two short of the fire and then down to the socket line. Now push it even with the other block to the right and then up to intercept gliders. Jam the lower block against the edge of the level and go right to clone a glider. Return to the cloner and push both upper blocks 3D. Push the left block onto the tank button and the next one past it. Push the block off the tank button, and bring the other one 20 squares up. Move the block to the left onto the fire, and resume pushing the other block up. The glider should be following close. Step out of the way and get behind it. The glider will blow up the bomb and you can now exit with 241 seconds still left on the timer.

Level 133:Block Maze
Push the first block down and move the other one around to follow it. Go to the right and down to a bee room. Beat the bees and pick up the dozen yellow keys. Get all six chips below you, using the blocks to stop the balls as you cross sides. Move left to open a door. You see a bunch of blocks and a couple of paramecia. Push the lower two blocks into the water. Get the one above you and push it in. Push both lower blocks down one, then take the one you have and push it through. Go back up to the top left and use that block. Make an even figure by pushing the upper left block down one, then use the block SE of it. Take each of the last three one by one. Get the blue key. Continue going left and then move back up, near the start. Go to the lower gravel (above a few blocks) and open three dirt squares to the left. Then, follow the path of blocks and go through the doors. Push L2D to get the red key. Go back up and right to the red door. (Open the dirt in your line on the way.) Take the lower block and push it onto the lower strip of gravel. Go get another one and put it 2 squares above it. Take it left to prepare to push up. Detour down for a moment and push all the blocks into the bombs to get to the toggle button. Press it and go back up, pushing the block into the water. Open the door and get the chip. Now, repeat the block pattern to get another block into this room. Open the door again and take the last block in to get the remaining chips. Circle left and to the top. Open the two yellow doors and get the chip. Turn right and open the blue door. Push strings of blocks both ways to get two chips. Finally, go right again. Open three more yellow doors and build a bridge to the last chip. Run right to return to the bee area. Go right and open the last yellow door. Push the block up and zigzag left and right to get the green key behind the chip socket and blocks. Go left, zigzag the blocks out of the way, and unlock the exit. You get 832 seconds.

Level 134:Microcosm
Step U2LU to get a chip. Run down to get more chips and a yellow key. Force down through the floors and key your way to the chip. Run right for 9 more chips. Go past the fireball cloner and avoid the blue walls to get the chip. Go left and up. You can trap the paramecium to get the chip. Run right and this time, stay ON the blue walls. Get the chip. Go up to another chip and left into the fireball trap area. Go up through this area and get the chip above you. Negotiate the toggle maze as is. The doors will swap; just wait for them to swap back. Run down and get the chip. Key past the blob and enter the next toggle maze. The doors will swap soon, so hold left. Wait for the next swap, then exit left. Pick up all 9 chips, then run down through the teeth and past the exit. Force over the force floors to a chip. Go right for 9 more chips. Beat the bees up to the last chip. Run right to the exit. You score 361 seconds.

Level 135:Zartacla
Get the red key and switch the toggle doors. Open the right red door and get the blue key. Swap blue keys at the left, and then hit the toggle button twice. Swap for a red key. Swap that for a yellow key. DO NOT open the yellow door yet. Instead go left and push the top block. Open the left side of the dirt so that teeth can hit the button. Now go down and right. At the second pairing of water, push both blocks into it. Get all the keys. Go back to the left and push the bottom block. Open all the doors and clone teeth. Get the chip and wait for them to open the trap. Get the suction boots and go to the top. Push the first block open to water through. Take the left force fork and open a red door. Circle counterclockwise to get a block. Push it onto the floors. Open the red door to the right and free the tank; then switch it. Follow the dirt to the ice skates. Retrace your steps through the invisible walls and switch the tank back again. Exit out. Go to the right side and push the bottom of two blocks through the water. Free the glider and pass the bomb it blew up. Open the last four doors and get the chips. Go back to the "lockers" and get the last chip. Go to the lower left and pass the socket. Go 4DL2D2RU to get the fire boots. Continue 2UL and wait. Run out of the area. Push the middle block on the left side and exit for 402 seconds.

Level 136:Switch Hit
Clone a block and push it onto the toggle button. Take another block and push it up and left. Get another and build another bridge up. Hit the button twice and get another block. Push it into the cross and switch walls twice. Push the next block to the left, below the last. Move the upper block into the water to the left. Leave the dirt and go down and around. Get another block and do the same thing. Pass the dirt and switch the walls. Bring the block 3DLD and switch walls. Push it down, right, and down. Switch walls and push it off the wall. Repeat, then circle left and down. (You must use the mouse bug the second push in order to get the top score.) Switch again and push the block down into the water. Switch again and take the next block down the same way, but leave it one sqaure beow the old water. Switch again and push it right. Get the green key. Run left and up to get the chip at the top left. Go back to the start and push a block right. Take another one and push it down. Take the next one all the way down. Push the block right and switch walls. A new option is open to the right; push the block down and then through the new, open wall. Push the block down and switch. Push it off the wall and go back to the start. (Switch the walls back along the way.) Take one last block and continue the down-track. Push the last button twice and enter the exit to the right. You switched 423 seconds onto your computer.

Level 137:Iron Mysticus
Follow the fireball outwards and go left through the teleport at the end. Get the green key and port right. (When I say "switch tanks" I mean go to the room at the start with the teleport, and then go down through it. Then you hit the tank button and return to your last spot.) Get the red key, swap for a blue key and get the fire boots. Switch tanks and swap for a yellow key, followed by a red key. Switch tanks and swap for a blue key. Switch again and swap for a yellow key, then get the red key. This time, go up through the teleport. From here, you are taken right to the tank button, so be prepared. Swap for a blue key and switch tanks. Swap for a yellow key, then a red key, and switch tanks. Swap for a blue key and leave this one behind. Now, go left through the teleport. Swap for a yellow key and switch tanks. Swap for a red key and then a blue one, and switch tanks again. This time, run down past the tank button. Swap for a yellow and then a red key, and open the toggle walls. Switch tanks and swap for a blue key. Switch again and go up. Swap for a yellow key and then a red key, and exit the area. Switch tanks and go left through. Swap for a blue key and switch tanks. Swap for a yellow key and then for a red key. You now have all the chips; go back through the teleport and to the start. Swap the red key for an exit and 400 seconds.

Level 138:Patrolled
Get the green key and pass the door, and then wait. Run left and get two yellow keys. Continue left and pass the green door to a chip. Go back to the start and switch the tanks above you twice. Go up and run left. Swap for a blue key. Move right and swap for red. Circle around you and swap for blue. The tanks switch, so swap for red just to the left. Go back to the left side and swap for blue. Run down and swap for red. Continue down and step right, out of the way. The tanks switch. Run past it and swap for blue. Jump in front of the tank and swap for red. Continue right and swap for blue. Continue right and swap for red, and also get the chip to the right. Switch the tanks, jump in front of the tank above you, and swap for blue. they switch again, so squeeze down past the tank and swap for red. Switch the tanks twice and run right to swap for blue. Also, get the two yellow keys and chip past the green door. Go up and swap for red. The tank passes by; run right and up to the upper right corner of the level to swap for blue. Wait for the tank and go left to swap for red. Retreat and swap for blue. Go left and ONLY get the chip. You don't need any more keys (well, except the three yellow keys past the chip socket to the left). Go get them and pass by the last spot again. Switch the tanks twice and run left. Hit the gravel and open all six yellow doors to exit. The tanks are fired and you score 481.

Level 140:Keep Trying
Run left through the walls and teleport left. Now teleport up. Get the four red keys and teleport RL. Go through the red doors and get the three yellow keys. Open some of the doors and push the block (by the yellow door) up into the teleport. You open up a secret back-door route. Zigzag your way through the tanks and get the keys and chip at the end. When you go back down to the bottom, run left. Get the yellow keys above you, and go down to the bottom. Hug the left wall, and then the down wall. Push the block to get a blue key. Run up and go through all the doors. Push against the block and go 3U10R2U2R3DR2D2R. Push the block above you down and hold the trap button. Go right to the end of the teeth line. As a teeth monster goes one space above you, run left. Wait after the first chip, and then get the rest. Go all the way to the right and through all five yellow doors. Get the chips on the right end and then zigzag down to get the rest. You can fit through the tanks. Pass the chip socket and go through the random force floors. After the zigzag, take the down path. You will eventually reach fire boots. Get them and go all the way back to the blue wall maze. Open the wall under the left fire and pass the fire. Go through more random force floors and hold the DOWN key when you get near the intersection. You push the lower block and get suction boots. Go all the way back through the other random force floors and take the top path. Go through the toggle walls and hold left to get to the exit. Your time depends on your luck; the top score so far achieved is 474, although more is possible.


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Chip's Challenge/Level Pack 2/Levels 141-149

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

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.

Level 142:Chomper Romp
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
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
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 147:Cloner's Maze
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
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
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.

license: Creative Commons - Attribution Share-Alike - https://creativecommons.org/licenses/by-sa/4.0/


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Chip's Challenge/Level Pack 2/Passwords

This is a password list for Level Pack 2. All the passwords for each level will be listed on this page.

title: Chip's Challenge/Level Pack 2/Passwords


text: Category:Book:X-COM: Apocalypse Strategy Guide


text: Category:Book:Chibi-Robo!

title: Category:Book:Chibi-Robo!


text:
User:Dinaagudelo

Most of the important things in the world have been accomplished by people who have kept on trying when there seemed to be no hope at all. "

- Dale Carnegie

Greetings!
My name is Dina Agudelo. I am 25 years old and I was born and raised in Colombia, South America. I came to this beautiful "land of the free and home of the brave" when I was a just teenager. My first language is Spanish, and I am currently attending College to pursue a career in Criminal Justice.

The first couple of months in the U.S. were really challenging for me since I was a high school student, in a new country, surrounded by people who did not speak my language and no friends. You try to take a test in a language which you don't know and see what it's like! It's no fun at all, believe me!

I had a very hard time adapting to my new life during those first few months, but I knew that all the sacrifice and hard work that my Mom endured for many years to bring me here was because she wanted me to have a better life and to have what she never had... Her example is what motivated me to deal with my own challenges and gave me the strength to keep going.

title: User:Dinaagudelo


text:
Perspectives in Digital Literacy/The Great Awakening

Very few people know how to protect themselves from the corrosive influences that surround them.

Fortunate is the person that during their adolescence years doesn't give up on education.

- Orison Swett Marden.

One of the most controversial and influential conspiracy theories of 21st Century America is QAnon. At its core is the belief that a worldwide shadow government of the elite secretly runs the world; its members have been variously accused of following Satan, of cannibalism, of running a child sex trafficking ring, and, more recently, of creating and deploying the coronavirus. This "deep state" cabal manipulates the public, democratically-elected state with the help of the mainstream media and Hollywood. Because the majority of those who believe in QAnon conspiracy theory may be categorized as politically far-right, they see the election of President Donald J. Trump as marking the beginning of a behind-the-scenes battle against this secret cabal, which, in turn, plotted to remove him from office and is now blocking his return. QAnon followers are kept in the know about this battle through cryptic coded postings on the Web by a supposed government agent who signs the messages with "Q-Clearance Patriot," which is meant to indicate the poster has Q security clearance, that is, top-level security clearance in the U.S. Department of Energy. Q's revelations will lead to a "Great Awakening" and to the ultimate event of this battle between the forces of good and evil, "the Storm," when the cabal will be defeated and the truth revealed to all.

As a Q follower reveals to filmmakers Bayam Nooman and Mary Clements during an interview for their documentary QAnon 101: The Search for Q, Q's communications have all the characteristics of a psychological operation (psy-op), that is, "a military-led strategy to influence a population’s emotions, motives, and objective reasoning." By using a "gamified model" that requires readers (known as Anons) to follow clues and conduct research to decode their meaning, Q's postings engrosses its audience. The Anons' hard work is then rewarded by the top-security insider information supposedly obtained, which further encourages their buy in. Since the goal of a psy-op is to undermine an adversary's ability to command and control its military operations, the process of decoding Q's messages is seen by QAnons as a means of liberation from the lies and propaganda by a corrupt establishment.

The Consequences of QAnon: Division and Chaos
On January 6, 2021, the United States suffered an attack on the Capitol, where members of Congress were meeting to confirm the victory of Joe Biden in the 2020 presidential election. Some of the attackers were QAnon followers who believed in President Trump's affirmation that the election had been stolen from him. That day many QAnon supporters were expecting to get more instructions from Trump to finally bring the secret shadow government to justice and allow him to rule for the next four years as he deserved. Inflamed by the president’s rhetoric, they forced their way into the capitol to “stop the steal,” threatening our democracy and causing the death of five people.

This was not the first time that individuals who believed in the reality of a “deep state” cabal had taken matters into their own hands. In 2016, Edgar Welch, a man from North Carolina armed himself and went to self-investigate conspiracy theory allegations that Hillary Clinton was running a child sex ring out of Comet Pong, a pizza restaurant located in Washington D.C. After finding that no children were being held in the pizza place, he surrendered to the police. A second example happened in in 2019, when Anthony Comello, a Staten Island man, fatally shot the Mafia boss Frank Cali because he believed he was a member of the deep state. That was when the FBI classified QAnon as a domestic terror threat.

Even after President's Joe Biden victory was confirmed, the QAnon movement did not stop its spread of false assertions, the latest of which concerns the effectiveness of the COVID-19 vaccines. Believers in the QAnon conspiracy theory refuse to get vaccinated because they think that the government’s “elite” wants to control humanity and that the COVID-19 virus was developed to reduce the population. The fact that some of those vaccinated have suffered complications has given more credibility to these false assertions, creating fear between American communities, preventing people from getting the vaccine, and slowing the process to end to the pandemic.

How Do Conspiracy Theories Interfere With Our Commonsense Reasoning?
Conspiracy theories have always been with us. However, in recent years we have seen a dramatic rise in their influence on politics thanks to social media. While in its most basic form social media helps us express freely, instantly, and globally, the repetition of ideas via "likes" and "re-posts" gives power to irrational and harmful beliefs that only end up destroying commonsense reasoning and may end up creating an unstable and dangerous society.

"Conspiracy theories arise in the context of fear, anxiety, mistrust, uncertainty, and feeling of powerless," explains John Ehrenreich when reporting on the phenomenon for Slate magazine. People who present anxiety, stress, and a need for control over the environment are more susceptible to believing in conspiracies because they are frequently suspicious and distrustful, easily believing that others are plotting against them. They find relief in theories that explain their feelings and concerns, which offers them a safe environment. Conspiracy theories also fill psychological and ideological needs as individuals are more likely to pay attention to and believe information that validates their existing beliefs. This is referred to as “confirmation bias” by psychologists. Here, again, is where technology tips the scales: because the algorithms on which social media platforms are built tend to give us more of what we have indicated that we like, we may get our biases confirmed as “facts” when we interact with others who share our opinions through social media.

Americans and News Consumption
The frightful way Americans are consuming their news nowadays is one of the main reasons they are often falling for the misinformation shared on the Web, as shown on a survey analysis by the Pew Research Center. About 18% of adults confirmed getting their political and election news from social platforms, and about 25% from news websites and apps. According to the survey, only 8% of these adults followed the 2020 election “very closely.” The lack of attention leads to insufficient knowledge for which users who rely on social media to get their news are less likely to get  the facts and more likely to hear unproven claims.

Conclusion
Americans should become more cautious about how they consume their news. The Internet and Web can be great tools for unscrupulous people attempting to manipulate information, which ends up threatening our daily lives, national security, and democracy.

Conspiracy Theories Trivia Game
The goal of this trivia game is to create awareness of how easily we may believe in conspiracy theories. You have one minute and thirty seconds to answer as many questions as you can!

 * Trivia Game: Are you a conspiracy theory believer?

If you like the game and want to learn more about each topic presented, go to this link click on the ''' ? ''' as you play the game.

Further Learning

 * Eli Pariser, Beware online "filter bubbles" TED. March, 2011. In this TED conference the activist and entrepreneur Eli Pariser explains how algorithms used by social media shape our political views.
 * Myles Bess. "Why Do Our Brains Love Fake News?" Above the Noise. An explanation of how confirmation bias works so that we end up believing what we want to believe. A lesson from National Public Radio (NPR) and Public Broadcasting Service (PBS).
 * Claire Wardle, "Can you outsmart a troll (by thinking like one)?" TED-Ed. October, 2020. This video illustrates how quick and easy it is to spread false information with the purpose of manipulating people's beliefs.
 * United States Department of Homeland Security, Analytic Exchange Program. "Combatting Targeted Disinformation Campaigns: A Whole-Of-Society Issue." Homeland Security Digital Library. October, 2019. In this article a team of researchers explain how disinformation campaigns became popular, how they work, and what we can do to combat this threat.

Discussion Questions

 * 1) List the common elements of conspiracy theories. Discuss what these common elements can tell us about those who believe them, about the historical moment we are living in, and about our society.
 * 2) Where do you usually get your information? How do you know these sources are credible?
 * 3) Look at the types of information that the Web algorithms are suggesting that you check. What trends, biases, or possibly filter bubbles do you see? How could you train the algorithms to give you more diverse information?
 * 4) "The best way to fight ... fake news discourse is not to give counterarguments, but to try to check the validity of the other person's argument." --Journalist Thomas Huchon, "A Conspiracy Video Teaches Kids A Lesson About Fake News." Do you agree with Huchon? Is it better to fact-check the sources of a person's story than to counteract the story's fake information with facts? Which method, in your view, might change the mind of a conspiracy theory believer? Why?


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Israel and the Palestinian Territories/History: Hellenistic rule and the Hasmoneans

Alexander the Great conquered the Levant in 331 BCE, annexing the region into his Empire as part of the Governorate of Coele Syria. According to Josephus, the Jewish historian, the Samaritans got the permission to build their own Temple from Alexander, and as Alexander entered Jerusalem, he received a vision from the God of the Jews, and re-affirmed the privileges Jews had under the Persian Empire.

After Alexander died, the region was fought among his successors, and when Ptolemy, Satrap and later King of Egypt, took over the region, he took a number of Jewish notables to Alexandria.

Under the Ptolemies, existing cities along the coast of modern-day Israel were given the status of poleis, and Hellenistic culture gradually developed in the region. The Jewish self-governing system remained mostly intact, while government held a monopoly in trade in the region.

Throughout 3rd  Century BCE, Ptolemies and Seleucids were fighting over the region of Coele Syria, and ultimately the region was conquered by Seleucids.

Seleucids encouraged Hellenization while allowed local autonomy, and Judaeo-Hellenistic synthesis gradually developed in much of the region. Under Antiochus Epiphanes, however, situation deteriorated as Antiochus IV, after failing to conquer Egypt, decided to turn his focus on Jerusalem. He established a royal citadel, tried to Hellenize the Jewish population by force in order to consolidate control. This caused a Jewish revolt under the leadership of Mattityahu and his son Judas Maccabaeus(Yehuda Hammakkabi), which, after 3 years of fighting, resulted in partial Jewish victory and the re-dedication of the Holy Temple, the anniversary of which is still celebrated as a major Jewish holiday, the Hanukkah.

Fighting over Judaea continued under the Hasmoneans(Mattityahu and Judas Maccabaeus’ family) and the Seleucids, and Simon Thassi(Shim’on Hattassi) became the first Hasmonean High Priest and Prince of Judaea, ruling over a self-governing entity.

Under John Hyrcanus(Yoẖanan), the Hasmonean state expanded, Samaria was destroyed and Idumea(Edom) was conquered and its people forcefully Judaized. The policy continued under his successor Aristolobus(whose Hebrew name was Yehuda), who, during his brief reign, conquered Galilee and Judaized parts of Ituraeans in areas he took over. Aristolobus’ brother, Alexander Jannaeus(Yannai), succeeded him and continued expansion of the Hasmonean state, conquered Gaza and Gadara, but was later defeated by the Nabataeans.

During the time large number of Jews settled in Galilee. Meanwhile, Judaism had split into multiple sects during the Hasmonean period, include the Pharisees, who believed in ritual purity and the inspired traditions and wanted to preserve the Jewish religion to the common Jews; Sadducees, who tried to preserve the priestly privilege and who refused to acknowledge the existence of hell and extra-Torah sources of religious teachings; Essenes, who lived in a strict life in the desert, and ultimately the Hellenists, who tried to synthesize Judaism with Hellenism. From the later parts of John Hyrcanus, the Hasmonean rulers usually sided with Sadducees, and Alexander Jannaeus’ contempt for Pharisees caused a Judaean civil war. At the end, Queen Shlomitzion(Shelometsiyyon, who was also called Salome Alexandra), who was a Pharisee and the sister of the deputy Pharisaic leader Shimˈon ben Shetaẖ, recalled Shim’on from exile, and Pharisees became dominant from then on. Alexander Jannaeus continued his wars for 7 years, until his death. It was likely during this period when the idea of collective schooling emerged in Jewish society, as Jewish sources credited Shim’on for establishment of formal schools among Jewish society.

Queen Shlomitzion ruled for 9 years, re-organizing the Sanhedrin, the Jewish Assembly, and brought Judaea to a high level of prosperity, while trying to prevent another Sectarian war. After her death, conflict resumed among her sons Aristolobus and Hyrcanus, and Judaea was reduced to a Roman vassal in 63 BCE as Gnaeus Pompeius, the Roman general,  entered Jerusalem and (against the Jewish law) the Holy of Holies. Antipater, a Judaized Idumean, arose into prominence during the time.


title: User:6411inoino3


text:
Talk:FHSST Physics/Electrostatics/Summary

Owethu


text:
User:Mqadi owethu

Palosadosini

title: User:Mqadi owethu


text:
Skaneateles Conservation Area/Invasive species/Vincetoxicum rossicum

<< Prohibited invasive plants at the SCA

Vincetoxicum rossicum (pale swallowwort)
Pale swallowwort (PSW), European swallow-wort, or dog-strangling vine (Vincetoxicum rossicum, syn. Cynanchum rossicum)  is an invasive herbaceous vine, native to Europe. These plants can smother native vegetation and inhibit the growth of natives and alters the soil microbial communities.

The monarch butterfly relies on native milkweed plants as place to lay their eggs. Milkweed has become less common due to development and herbicide use, so the monarchs are said to resort to laying their eggs on European swallowwort, which is a fairly close relative of milkweed, but apparently not close enough, because the eggs won’t survive on non-native swallowwort.

It seems that monarch oviposition on swallowwort is actually very small, so swallowwort may be causing more of a threat by displacing milkweed than by acting as a milkweed impostor.

European pale swallow-wort (Vincetoxicum rossicum) is arguably one of the worst invaders at the SCA and seems to have been introduced (at least in part) from yard waste dumped at the transfer station, which is located right in the center of conservation area and appears to be a continuing contributor to both invasive plants and general litter at the SCA.


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Skaneateles Conservation Area/Invasive species/Lonicera

<< Prohibited invasive plants at the SCA

Lonicera spp. (non-native bush honeysuckles)
The Eurasian bush honeysuckle species most likely to be present at the SCA (in approximate order of likelihood) are: These exotic honeysuckles are all similar in appearance and invasive characteristics and displace valuable natives.
 * Lonicera morrowii (Morrow’s honeysuckle),
 * Lonicera × bella [L. morrowii × tatarica] (Bell’s honeysuckle),
 * Lonicera tatarica (Tartarian honeysuckle), and
 * Lonicera maackii (Amur honeysuckle)

All four of these taxa are grouped in what is now called Lonicera subg. Lonicera sect. Lonicera (syn. sect. Coeloxylosteum sensu Rehder).

Section Lonicera is characterized by flowers  with a two-lipped corolla  and  hollow  branches.

This section also contains native "fly honeysuckles," of which Lonicera canadensis (American fly-honeysuckle) is known to be present at the SCA.

Description
All of the above honeysuckles are upright deciduous shrubs with long arching branches, and commonly reach 5 to 20 feet tall. They are all in the Lonicera section Lonicera and produce abundant red to orange-yellow fruit.

''Table 1. Bush honeysuckle differentiation''

Note: The native Lonicera canadensis (American fly honeysuckle) is also present at the SCA and looks superficially similar to the exotic bush honeysuckles, so care must be taken before removing any plant. A simple but not definitive way to tell the difference is that the European honeysuckles may have hollow or dark piths, while native honeysuckles have solid white pith.

Eurasian bush honeysuckles are some of the first shrubs to leaf out in the spring, which allows them to shade native plants and encourages birds to nest earlier and lower to the ground, where they are more vulnerable to predators. Second to European buckthorn, Eurasian bush honeysuckles, are probably the dominant shrub seen on most of the SCA.

In fact the two shrubs (buckthorn and honeysuckle) are sometimes referred to collectively using the colloquial term "bucksuckle,"   which locally has broadened to refer collectively to all common invasive shrubs and even to be used as a verb indicating the removal of any such invasive plants.

Invasiveness ranking of Lonicera × bella complex
The 2008 relative maximum invasiveness score for the complex containing Lonicera morrowii, L. tatarica & L. × bella (exotic bush honeysuckles) was 85.54%.

All species of the Lonicera × bella complex are prohibited by New York State law.

Ecological impact
Dense patches of Lonicera morrowii can cover 100% of an infested forest understory.

Forest regeneration following disturbance can be severely impeded by these species, which displace and suppress native species.

The L. × bella complex is an aggressive invader of lower elevation forests throughout the northeastern United States.

Red carotenoid pigment (rhodoxanthin) in the fruits of Lonicera morrowii were found to cause the terminal tail bands on cedar waxwings (Bombycilla cedrorum) to change color from yellow to orange.

Biological characteristics and dispersal ability
A high percentages of seeds of L. morrowii (78–97%) germinate, both under litter and beneath the soil surface.

Even though the fruit (as of introduced species in general) is of low quality, it is eaten and dispersed by both birds and mammals.

Ecological amplitude and distribution
Exotic bush honeysuckle invades wetlands, including shrub swamps, forested wetlands, riparian zones, and ditches. It also invades upland grasslands, shrublands, forests, woodlands, and roadsides.

Dense patches often cover 100% of and area.

Studies are mixed on its ability to colonized well-forested areas. It's clear that it can co-dominate old fields and early-successional forest communities, but may decline as forests mature (if they are allowed to).

Difficulty of control
Exotic bush honeysuckles are perennial shrubs that readily resprout from roots.


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Final Fantasy IV/Gameplay

Characters
As you play Final Fantasy IV, you will constantly have new characters join your party and old characters leave it. At any time, you can have anywhere from one to five characters in your party, as determined by the plot. In some versions of the game, you can pick which party members face the final boss. Otherwise, it's out of your hands.

Different characters bring their own talents to the table. Furthermore, the game is designed so that your party will be capable of dealing with any challenges it faces where you need to go. Just be sure to learn your characters' new abilities.

Getting Around
The overworld of Final Fantasy IV consists of a variety of terrain, such as grasslands and forests. Players gain access to various vehicles throughout the course of the game, which may aid them in their travels. When the player reaches a special location, such as a town or a dungeon, the game zooms from the overworld map into a new map for the specific location. This is where most of the notable events in the game occur, including story segments, boss fights, and problem solving. Towns will sell items and equipment, and provide lodging for a small fee to restore your party's health.

When wandering throughout the overworld and in dungeons, you will fight random encounters. The enemies you face in these encounters depend on the area of the world you are currently traveling in and the terrain. Oceans and rivers have their own set of enemies. There are no random encounters while riding on the airship or in towns.

Saving
The game may be saved at any time in the overworld. In locations, special spots can be found midway through dungeons and locations. Be sure to save often, especially in dungeons, where a save spot is often a sign of a tough fight coming up.

Combat
Combat in Final Fantasy IV uses an Active Time system. Characters charge up a bar over time, and when the bar is full, the player can give them a command. If the game mode is set to Active, the bar charges at all times, even while in menus. Enemies also charge up this way, meaning that players should make their decisions as soon as possible. You can also set the game mode to Wait to halt the flow of battle while in menus.

Although different characters have different abilities, a few commands are common. For instance, all characters can Attack an enemy to inflict physical damage with their weapons or use Items. Characters can Defend to reduce damage taken or use the Row command to either get behind other party members to take less damage, or go in front of other members to maximize physical attack power.

Characters have Health Points, or HP. Battles are won when the enemy's HP are reduced to zero, and they disappear. If a party member loses all their HP, they fall, and cannot fight again until they are healed in or out of battle using specific items or magic.

title: Final Fantasy IV/Gameplay


text: Final Fantasy IV/Controls

title: Final Fantasy IV/Controls


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Final Fantasy IV/Characters

These are the party members and other characters within Final Fantasy IV.

Party members
Below is a brief description and the abilities of each party member.

Other characters

 * Baigan
 * King of Baron
 * Elder
 * Terrell

title: Final Fantasy IV/Characters


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Final Fantasy IV/Weapons

Common weapons
These weapons can be used by many different characters
 * Legend:
 * DK = Dark Knight Cecil
 * Ce = Cecil
 * Ka = Kain
 * Ci = Cid
 * Ry = Rydia
 * Ro = Rosa
 * Po = Porom
 * Pa = Palom
 * Ed = Edge
 * Ew = Edward
 * Ya = Yang
 * Te = Tellah
 * Fu = Fusoya

Swords
Swords can be used by Dark Cecil, Cecil and Kain.

All swords are metallic equipment. Two swords are only available in the Japanese "Easy Type" version: the Coral sword (lightning-elemental) and the Piglet sword (inflicts Pig status)

Axes
Axes can be used by Cecil, Kain and Cid.

All axes are Metallic equipment. Some are two-handed, i.e. they don't allow to use a shield.

Daggers
The Assassin Dagger was originally a dummied item in the Super Nintendo and PlayStation versions of Final Fantasy IV.

Bows & Arrows
Bows & Arrows are the starting weapon of Rosa the White Mage, who has a special ability specific for these weapons.

Bows and Arrows can also be used by Cecil & Cid (physical warriors), Rosa & Porom (white magic users), Rydia & Palom (black magic users), Edward (bard).

Dark Knight's swords
Dark swords are used by Cecil (Dark Knight).

Dragoon's spears
Spears are used by Kain the dragoon.

Engineer's hammers
Hammers are used by Cid the engineer.

Ninja's katanas, shurikens and boomerangs
Katanas and throwing weapons can only be used by Edge the ninja.

Monk's claws
Claws are the only weapon that can be used by Yang the monk; they can also be used by Edge the ninja.

Bard's harp
Harps are used by Edward the bard. When equipped with a harp, Edward can use the Sing command, that inflicts a random status ailment on the enemies; if Edward is turned into a toad, the Sing command turns opponents into toads as well.

Summoner's whips
Whips can only be used by Rydia the summoner.

Black Mage's rods
Rods are the main weapon that Palom the black mage can use. The two sages, Tellah and Fusoya can only use staves and rods. Rods can also be used by Rydia.

White Mage's staves
Staves are the main weapon that Porom the white mage can use. The two sages, Tellah and Fusoya can only use staves and rods. Staves can also be used by Rosa, Cecil and child Rydia.

title: Final Fantasy IV/Weapons


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Final Fantasy IV/Armor

There are small differences between the armor parts available in the different versions. The main difference is a slightly different translation of the names. In the 3D version, all the physical evasion rates were raised by 10, so that negative values were removed. Furthermore, in some versions, a handful of parts received minor improvements.

Common armor parts
They can be equipped by any character, except for Dark Knight Cecil (DK in th table).

 * Legend:
 * D: defense (physical)
 * M: magic defense
 * D%: evasion rate (physical attacks)
 * M%: magic evasion rate

Light Armor Parts
Can be equipped by up to 9 of the 12 characters; typically, Cecil, Kain and Cid will wear heavy armor instead.

Heavy Armor
Can be equipped by Cecil, Kain and Cid.

Armor parts introduced in the remakes
A series of equipment parts was introduced in the remakes.

Advance & PSP version
Two bonus dungeons were added in this version. They are full of equipment parts specific for one character each.

3D version
A full set of onion armor parts was added in this version. These armor parts grow stronger according to the level (Lv) of the wearer.

Japanese mobile version
Some extra sub-quest were added, and their prizes are armor parts.

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Final Fantasy IV/Advance equipment

In Final Fantasy IV and subsequent releases, two optional dungeons were added. In there, many equipment parts can be found. Each equipment is specific for one single character. Their attack and defense power are very high, but their most important characteristics are their unique special effects.

Note that Tellah and Fusoya have no special Advance equipment.
 * Legend:
 * Reward = equipment won from a boss;
 * Sets = equipping the weapon sets a status on the wielder;
 * Inflicts = attacking with the weapon also inflicts a status on the enemy;
 * Casts = use the weapon/armor from the Item menu to cast a spell;
 * Resists = the armor reduces damage from some elements;
 * Prevents = the armor makes the wearer immune to some status;
 * Upgrade = the armor changes one command ability;

Kain the Dragoon
Jump allows perfect defense and double strength for one turn; Double Jump is faster and further increases strength.

Edge the Ninja
Steal takes an item from an opponent; Mug robs and hits an enemy at the same time.

Yang the Monk
Focus temporarily increases Yang's power; Deadly either instantly defeats an opponent or misses.

The Tiger Mask headgear is probably a tribute to the famous manga and anime of the same name, starring a wrestler.

Edward the Bard
Sing inflicts a random status ailment on all enemies; Chant increases magic and elemental defense of all allies.

Rosa the White Mage
Pray has a 50% chance of either restore HP to all allies or fail, Miracle has 50% chance of either restore HP and status to all or fail.

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Final Fantasy IV/Items

Under the description of each item is a table displaying the cost at each Item Shop if it is available.

Special items
These items can't be directly used, but are otherwise important.

Adamant: Give it to the Blacksmith and he will make the Excalibur sword.

Baron: When you return to Baron, Yang will give this to you and you can unlock the secret passage.

Crystal: Use it against Zeromus in the final battle.

Magma: Will open the underground when dropped in the well.

Luca: Key to the Sealed Cave in the Underground

Package: Bring it to Mist, and it will destroy the village.

Pan: Use it on Yang to wake him up

Pink: Use it to get more Adamant from the guy who collects tails.

Rat: Use it to get Adamant from the guy who collects tails.

SandRuby: Get it from the Antlion and use it to heal Rosa.

Tower: Yang will use this to unlock the cannon room in the Tower of Babil.

TwinHarp: Edward will play through this harp to aid you against the Gnome.

Original Japanese version
In the original version of the game, the cost and types of items were different. In some cases, the changes are better; Life or revive cost was reduced. However, the centralized heal item was split into various individual items that cured one status ailment, requiring much better management of inventory.

title: Final Fantasy IV/Items


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Final Fantasy IV (3D remake)/Augments

Augments are special items that appear only appear in the 3D remake of Final Fantasy IV. They can grant characters extra abilities, but each can only be used once.

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Final Fantasy IV/White Magic

White magic users:
 * Cecil (Paladin)
 * Rydia (Summoner, child)
 * Rosa (White mage)
 * Porom (White mage)
 * Tellah (Sage; initially he uses random spells, later he learns all white & black magic at once)
 * Fusoya (Lunarian; starts with all white & black magic, but has low MP)

Spell types:
 * Field: spells that can be used outside battle;
 * Support: battle spells that target the allies;
 * Disable: battle spells that target the enemies but deal no damage;
 * Attack: battle spells that damage the enemies.

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Final Fantasy IV/Black Magic

Black magic users:
 * Rydia (Summoner)
 * Palom (Black mage)
 * Tellah (Sage; initially he uses random spells, later he learns all white & black magic at once)
 * Fusoya (Lunarian; starts with all white & black magic, but has low MP)

Spell types:
 * Field: spells that can be used outside battle;
 * Support: battle spells that target the allies;
 * Disable: battle spells that target the enemies but deal no damage;
 * Attack: battle spells that damage the enemies.

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Final Fantasy IV/Call Magic

Call magic user:
 * Rydia (Summoner)

Spell types:
 * Support: battle spells that target the allies;
 * Debuff: battle spells that target the enemies but deal no damage;
 * Attack: battle spells that damage the enemies.

Spell list
The mist ring is an item introduced in the Advance port.

In order to learn some summons you need to get the items from those monster by the same name. For example, to get the Bomb summon, you need to fight Bombs until they drop a "Bomb Item" which lets you learn Bomb Summon.

From Final Fantasy 3 to Final Fantasy 4
Summons were introduced in the previous title of the series, Final Fantasy 3. There were eight of them: five could be purhcased as soon as the Evoker/Summoner job is unlocked, the last three could be obtained by defeating the summon. The same scheme is repeated here in Final Fantasy 4.

Eight Summons from Final Fantasy 3:
 * Chocobo (start)
 * Shiva (start)
 * Ramuh (start)
 * Ifrit (start)
 * Titan (start)
 * Odin (fight)
 * Leviathan (fight)
 * Bahamut (fight)

Three new summons were introduced in the original version of Final Fantasy 4:
 * Mist Dragon (start)
 * Sylph (event)
 * Asura (fight)

Further four summons were introduced in the GBA and subsequent remakes of Final Fantasy 4:
 * Goblin
 * Bomb
 * Cockatrice
 * Mindflayer

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Final Fantasy IV/Ninja Magic

Ninja magic user:
 * Edge (Ninja; he starts with all ninja spells)

Spell types:
 * Support: battle spells that target the allies;
 * Debuff: battle spells that target the enemies but deal no damage;
 * Attack: battle spells that damage the enemies.

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Final Fantasy IV/Twin Magic

These two spells can be cast when Palom and Porom use their "Twin" Ability. Both must be alive from when the spell is cast until when it is completed, or else it will fail.

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Final Fantasy IV/Beginning to Kaipo

Introduction
The opening cutscene introduces you to Cecil, leader of the Red Wings of Baron. The Red Wings' morale is low, since they just completed a raid on the town of Mysidia, killing innocent, defenseless people in order to obtain a crystal. Cecil returns to Baron and questions the King's motive.

Angered at Cecil's perceived impudence, the king strips him of his title as Captain of the Red Wings and sends him and his friend Kain on a new mission: deliver the Carnelian Signet to the town of Mist and slay a Summon Monster.

Baron Castle

When you gain control of Cecil, exit the throne room through the south exit. You should be in a room with a few treasure chests behind a wall to the east. Press the switch on the wall near the eastern torch to access the treasure: Ether, Tent and 480 Gil.

You can explore the castle for more information, but that's it for treasure for now. To progress the story, go up the staircase on the west side of this room. In the next room, head south, and stop to chat with Rosa. After she leaves, go outside. Walk to the north, between the two parts of the castle until you are interrupted by Cid. After he leaves, go through the western door on the rounded tower. Climb the stairs until you are at the top, and climb into the bed.

Rosa visits you during the night and wishes you safe travels.

Overworld
When you wake up, you will automatically meet up with Kain and leave the castle. After a brief cutscene, you appear on the overworld. At this point you can explore the town of Baron.

Town of Baron
There are a few hidden items scattered around town. Check the two pots outside the inn and to the west of the house above the inn for two Potion. Follow the path to the north side of town and walk down the stairs into the water. Walk down through the waterfall and follow the waterway until you're in a pond outside of town. There are two invisible items hidden here: Tent and Bronze Hourglass. The first item is right outside the wall, and the other item is more to the south of the pond.

The last set of hidden items outside are a bit harder to find. From the building north of the Inn, cross the bridge to the east and then go north through an archway. There is a passage through the trees to the east - follow it north and then west to come out into a field. Keep going west and search for a Gold Needle. From that invisible item, go all the way south, to the wall, and then west until your character stops moving for a Phoenix Down. Then, go east, and down into a little nook to find another Phoenix Down.

Enter the inn and check the pot in the south side of the room before you get to the beds for a Potion. Go around to the east, and examine the crossed swords on the wall to open up a secret room with three chests: Gnomish Bread, Tent and Eye Drops.

The house north of the inn is Rosa's house. Chat with her family, if you like; they don't like Cecil and Kain too much. If you are playing the old 2D versions of the game, examine the pot and the bookshelf in the northern part of the room for Maiden's Kiss and Ether.

The weapon and armor shops here are closed for now, but you can enter the item shop and stock up on anything you might need.

Chocobo Forest
If you'd like a free ride to the Mist Cave with no enemy encounters interrupting you, head to the Chocobo Forest to catch a ride. The Chocobo Forest is a small octagon-shaped forest, located southwest of Baron, just beyond the desert.

Search the tall grass inside for a hidden chest with Gysahl Greens inside. Interact with a yellow Chocobo wandering around to get a ride. There is also a white Chocobo, who can restore your MP, but the boys don't have any MP to restore.

Mist Cave
Head northwest from Baron until until you reach a mountain cave.

From the cave entrance, head east and go up the stairs. Follow the ridge back to the west, and down a set of stairs. Take the stairs to the north, and continue up the next two flights of stairs as well. Open the chest for Potion. Go back down one flight of stairs, then east across a bridge. Take the first flight of stairs you come to and head east for a chest with Eye Drops. Go back down the stairs and head south, down two more flights of stairs. Then, go around to the northwest until you come to another set of stairs. There is a chest at the top of the stairs with Tent.

Go back around the lake to the east, and up one flight of stairs. Head east, picking up the Potion from the chest along the way. Head north, across a bridge, then head for the cave exit. Now would be a great time to heal up. Just as you are about to leave the cave, someone warns you not to go any further. When asked if you are going to ignore the voice's warnings, choose Yes to start the battle with the Mist Dragon.

Boss: Mist Dragon

This battle is fairly simple: just attack with Cecil and Jump with Kain. However, when the dragon turns into mist as pictured to right, choose the Defend command or the dragon will retaliate with a Freezing Mist attack. You can also just wait on a menu for the dragon to reform.

Mist
After you exit the cave, head east and enter the town of Mist.

Cecil takes only a few steps into town before the ring begins to glow, summoning Bombs and destroying the town! While surveying the damage, they find a girl, who says that something happened to her mother since her Dragon died. Cecil lets slip that they killed the dragon, and the girl attacks.

The girl summons Titan, causing an earthquake. Cecil is knocked out, but awakens shortly, and finds himself separated from Kain - but still with the girl. The girl is safe, and Cecil decides to help her - it's the least he can do.

Kaipo

Head to the east, through the desert until you reach a small oasis and a town. As soon as you enter the town, Cecil heads straight for the Inn. The Innkeeper generously lends him a bed, free of charge, so the girl can rest.

As soon as Cecil settles in for the night, soldiers from Baron invade the inn, demanding that he hand over the girl. Cecil refuses to comply, and is forced to fight off the soldiers. To maximize rewards, consider killing the general before all 3 of the guards so he does not flee the fight. This means you probably don't want to use darkness because it will kill all the guards and cause the general to flee.

After you defeat the soldiers, the girl asks Cecil if he was hurt fighting the soldiers. She makes Cecil promise to protect her, and tells him her name: Rydia. She will then join the party fully equipped. Note that her rod can be used as an item in combat for an effective attack, but she joins at level 1. It would be ideal to level her up around town before taking her to the next area. Make sure she is in the back row for combat.

Go to the house in the northeast part of town. The old lady inside the house tells you that a woman collapsed outside the town of desert fever, and only mutters Cecil's name. Speak to Rosa, and then the man in the room with her. You'll learn that you need to find a Sand Pearl to cure her desert fever, which you can find in the Antlion's cave.

Before you leave town, take some time to explore the town and stock up on any supplies. There is a single hidden item in a pot just north of the weapon shop: Ether.

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Final Fantasy IV/Mt. Hobs to Fabul

Mount Hobs

The party has a new mission: get to Fabul's crystal before Golbez does. First, you'll have to pass through Mount Hobs. To get there, board the hovercraft, and head back to the shallows to the northwest. Take a detour in Damcyan if you need to heal, then continue through the shallows in the northeast. Mount Hobs is in the mountains to the east of the Antlion's Den.

Mount Hobs West Slope

If you accidentally came here before while searching for the Antlion's Den, you may have already seen the wall of ice keeping you from going further. Once you enter, Rosa will coax Rydia into using Fire to melt the barrier of ice. Rydia is able to use the Fire spell in battle from that point on as well.

Head up the stairs to the west, and enter the first door you come to.

Mount Hobs Vista

There is a save point here - kind of soon, isn't it? There are also four chests to the south, holding Tent, Potion, Gold Needle, and 960 Gil. Head back to the previous area, and continue on the path to the east, and through the next door.

Mount Hobs Summit

From the entrance, head east, but skip past the stairs to get a chest with Holy Arrows for Rosa. Go up the first set of stairs, heal up if you didn't before now, and watch in awe as a single monk - Yang - takes out a group of enemies. However, the party decides to step in when a Bomb enters the fray. It's no ordinary bomb; get ready to face the Mom Bomb!

Boss: Mom Bomb
''Good grief! That's a bomb!'' Simply attack Mom Bomb with physical attacks, and have Rosa keep the party healed up. Rydia's Chocobo Summon is effective here, and Rosa's Aim ability lets her do a bit more damage while she isn't healing.

After taking around 1,500 damage, Mom Bomb transforms and starts a countdown. At the end of the countdown, she explodes into 6 bombs. Try to take out all of the bombs at once, so use multi-target moves such as Yang's Kick and Cecil's Darkness.

Once you defeat the 6 smaller bombs, the fight is over. Now, you'll have to descend Mount Hobs into Fabul. Go through the door that the monsters blocked previously. Walk east across the bridge, then south down a slope to get back out to the overworld.

Fabul
After leaving Mount Hobs, go east, then north. Follow the coastline around to the east until you see a break in the mountain range. Head east through this break, and work your way southeast until you see Fabul, a fortress with a moat and two bridges around it.

Go through the castle's courtyard and into the door. In the next room, there is an Inn and item shop to the west, and a weapon and armor shop on the right. Be sure to purchase sufficient healing items, and rest up at the Inn if needed. The Demon armor that is available for sale at the armor shop is an upgrade for Cecil if you have the money for it. Unequip all gear from Rosa and Rydia, and equip the best available gear to Cecil, Edward and Yang.

When your preparations are complete, head through the door in the north part of the room, up the stairs, and into the Fabul Castle Throne Room. The party made it just in time to join in the defense of Fabul's crystal! Edward, Cecil, and Yang head to the front gate to fight off Baron soldiers.

Defense of Fabul
During the defense of Fabul, you will be locked into a series of six battles, with no break in between. The enemies are fairly simple to beat; most of them you've already fought before. The Baron soldiers are slightly tougher since the unit in the back row can issue a Charge command to his cohorts, which gives each of the remaining units a priority attack. Be sure to keep your party healed with Edward's Salve ability.

As frustrating as it is to easily take out enemies only for your party to retreat unnecessarily to the crystal room, just roll with it.

Suddenly Kain enters the room. You automatically enter into battle with him. You can attack him, but there is no way to win, and eventually he defeats you. Then, Golbez enters, taking the Crystal and Rosa. Rydia brings the remaining members of your party back to life, and motivates the party to search for Rosa and the crystal. First, though, let's search for hidden items.

Exit the Crystal Room, and go west to the end of a corridor with a pot, which is hiding Hermes Sandals. Then go east to another corridor. Step on the button at the end to open a hidden passage to a treasure room with Spider Silk, Demon Shield, and Ether. Exit the throne room to the south, then go around the stairs down to the next floor and through a door in the southern wall.

Out on the castle rampart, go through the door immediately to the west. The left pot on the northern part of the room holds Zeus's Wrath, and the three chests contain Bomb Fragment, Antarctic Wind, and Potion. All the way at the top of this tower is Yang's wife, Sheila. Once you're done, head back out to the castle rampart.

Next, go through the western door. Head up the stairs to the next room, and watch the entertaining dancer's dance. Then, examine the bottom-most pot on the east side of the room for Bacchus' Wine. Go up the stairs and open the chest for a Tent. The king encourages you to rest at the inn, so take his advice. Head back down the tower, and back through the middle door. Take the stairs down, and go to the inn.

The party formulates a plan to steal an airship from Baron, using a ship to travel there. Yang decides to talk to the king in the morning to arrange for a ship. Then, the party rests for the night. In the morning, the party goes to see the king, who readily agrees to lend you a ship. He also gives Cecil a powerful new sword. Exit the castle, and into the overworld.

To the east is the ship that the king prepared for you. Remove equipment from everyone except Cecil, then board the ship. The ship sails itself for now, so just enjoy the ride, and the ensuing cutscene.

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Final Fantasy IV/Mt. Ordeals

Mysidia

Cecil awakens all alone on an island, but fortunately there is a small town nearby. Enter the town to find that Cecil is no stranger here! This is Mysidia, the town the Red Wings attacked at the beginning of the game, after all.

As you can imagine, most of the villagers are quite upset to see Cecil. One of the Black Mages near the entrance goes so far as to turn him into a Toad on sight! (Just speak to him again to be un-Toaded). In the inn, a dancer's mesmerizing dance turns Cecil into a Pig. (Watch the dance again to return to normal.) The bartender serves him a spiked drink, and you will need an Antidote to remove that effect. But don't worry, they'll still sell you weapons, armor, and items as usual, even though you could - as one of the villagers put it - use the weapons to butcher the people of Mysidia.

Ener the Hall of Prayers on the north part of town. The elder recognizes Cecil as well, and Cecil apologizes for his actions. The elder tells Cecil to go to Mount Ordeals and attune to the light to become a Paladin. He even sends the black mage Palom and white mage Porom to assist on Cecil's quest.

Before leaving town, stop by the armor shop and buy better gear and weapons for Porom and Palom. If you have the gil to burn, pick up the set of Paladin armor for Cecil to use later: Lustrous Helm, Lustrous Shield and Knight's Armor. Stock up on any healing items you might need, but especially Echo Herbs and Antidote. If you used your Emergency Exit in the Antlion's Den pick up a couple here in case of an emergency. Leave town when your preparations are complete.

Mount Ordeals
Head east from Mysidia, following the eastern coast as it winds around to the north. There will be a circle of forest around a cluster of mountains, which is your destination: Mount Ordeals. There is a Chocobo Forest south of Mount Ordeals. Don't forget that you can talk to a white Chocobo to restore your MP.

Inside Mount Ordeals, a wall of fire blocks your path. Palom uses his powerful ice magic to destroy the wall, allowing you to continue. Meanwhile, we see Rosa all tied up, and hear some of Golbez' nefarious plans, namely, that he is sending the archfiend Scarmiglione to deal with Cecil.

Follow the path around to the east, past the staircase, and open the chest for Potion. Go up the staircase and head east again for another Potion. Take the stairs to the west, then go through the door to the next area.

The next area is fairly linear - simply head to the north. Just before you reach the door to the next area, a familiar face appears: Tellah! Cecil breaks the news to Tellah that Edward and Rydia died in Leviathan's attack, and that Golbez took Rosa. Tellah reveals that he is here to learn the powerful Meteor spell. After the chat, Tellah rejoins the party. Be sure to check his equipment, and equip anything that might be good for him.

In the next area, head west past the ramp up, until you see a set of stairs. At the top of the stairs is a chest with Ether. Return to the ramp, then go east and up two sets of stairs. Cross the bridge, then go south for a chest with Ether. Head north and through the door to the next area.

In the next area, the party hears a strange noise, which Porom dismisses as Palom messing around. Head north, cross the bridge to the east, and rest up at the save point. Then, cross back over the bridge and continue north. Porom hears the noise again, and Palom insists he's not doing it.

When you go to cross the bridge at the top of the stairs, the maker of the noise reveals itself: the archfiend, Scarmiglione!

Boss: Scarmiglione
Scarmiglione brought a few Undead friends, so use Fire or Cure and Cura to take them out first. Just note that Scarmiglione does not take damage from healing items or spells like his cohorts. Cecil should attack Scarmiglione, since his physical attacks are not very effective against the adds. Be prepared to heal through Scarmiglione's Thunder counter after Cecil attacks.

After you defeat Scarmiglione, backtrack to the save point to heal and save, just to be safe. You should also re-order your party so that tankier units such as Cecil and Telah are in the back row, and weaker units such as Porom and Palom are in the front row.

Sure enough, when you try to cross the bridge again, Scarmiglione, empowered in death, attacks again!

Scarmiglione is back, this time with exactly 23 more HP, and a new moveset. The battle is also a back attack, meaning the row formations are reversed. Fortunately, Scarmiglione did not bring any cohorts to this fight. He will often cast status effects such as Curse, Blind, and Poison, which Tellah can cure with Esuna. However, it may be easier to simply heal the party as needed, and focus down the boss.

The strategy is more or less the same from the first fight: have Cecil attack with his sword, and have the others cast Fire or Cure. Taking the time to have Porom and Palom use Twincast is quite effective; just have Tellah heal them so an untimely death doesn't cancel the spell.

After you have dealt with Scarmiglione for what will almost certainly be the last time, continue across the bridge and walk up to the tombstones. The party enters a room in the tombstone, and Cecil obtains a shining sword of light, which turns him into a Paladin. However, his Dark Knight self attacks!

Boss: Dark Knight Cecil
You may be tempted to attack with the shiny new sword, cast Cure, or try out the new Cover ability that Cecil gained, but resist the temptation for now. Do absolutely nothing in this battle, except sit on the action selection menu, taking the hits from Cecil's Dark Knight self. Eventually, your enemy stops attacking.

After the battle, Cecil becomes a proper Paladin, as evidenced by the fanfare. Tellah also realizes that he now remembers all of the spells that he had forgotten. On top of that, Tellah also learns Meteor. Palom tries to tell Cecil something, but Tellah's excitement and desire to avenge Anna cuts her off.

You can ride a Chocobo all the way back to Mysidia to avoid battling. However, Cecil starts at level 1, so he could use the experience.

Head back down the mountain, saving and resting up at the save point if needed. If you picked up Paladin armor for Cecil before heading to Mount Ordeals, be sure to equip it now. Once back on the overworld, make your way back to Mysidia to report Cecil's success to the Elder.

The Devil's Road
Return to Mysidia, and speak with the Elder in the Hall of Prayers. The Elder recognizes the sword that Cecil obtained on the mountain, and tells him the legend of the sword. Palom and Porom reveal that they had been spying on Cecil, but that with his transformation into a Paladin, he has redeemed himself. The Elder opens the entrance to the Devil's Road, so that the party can make their way to Baron. The twins decide to tag along on Cecil and Tellah's quest for revenge.

If you didn't pick up Paladin armor for Cecil, make sure you do that now, since he cannot wear any of his old Dark Knight gear anymore. There are a few items that Tellah would benefit from wearing as well.

Now that Cecil is a Paladin, some of the villagers react differently. Some recognize his brilliant light, and forgive him of his actions as a Dark Knight. Others still cannot forget so easily. However, Cecil no longer gets turned into a toad by the villager outside, or poisoned at the bar. The dancer still turns Cecil into a pig, though.

After your preparations are complete, go to the northeast part of town and enter the building - the entrance to the Devil's Road. The party follows the path all the way to Baron.

title: Final Fantasy IV/Mt. Ordeals