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Chip's Challenge/Levels 1-20

This page will give the walkthroughs for level 1 (LESSON 1) through level 20 (TOSSED SALAD).

Level 1:LESSON 1
Get the first chip to the left and go up. Get the chips and open the right yellow door to the bottom. From here go in a counterclockwise circle to get the rest of the chips. Your first 83 seconds!

Level 2:LESSON 2
Get the two chips to the east. Push a block vertically and then west into the water. Push the other block into the water at the same place. (Remember, after you push the first block in, step on the dirt.) Go counter-clockwise around the blocks, avoiding the bugs. Pick up the two chips as you pass them. When you get the second chip, go west and north hugging the wall. Go through the chip socket to the exit.

The only thing that will increase your speed is to follow the bugs' line going from the third chip to the fourth. Also, get the top chips first if you push the blocks up or vice versa. The best time is 90.

Level 3:LESSON 3
Get the flippers. Go into the water and get the chip and ice skates. Go onto the ice and get the chip and fire boots. Go through the fire and get the chip and suction shoes. Go onto the force floors and get the chip. Follow the path on the east side of the force floors until you find the exit. The best time is 89.

Level 4:LESSON 4
There are four exits from the starting room: the north, east, south, and west directions. You must complete the east, south, and west sections (in no particular order). Once you have completed them, you will be able to pass the chip socket on the north wall and go to the exit.

West: Go along the path. Whenever you come to a blue button, press it. When you get the chip, return the way you came, again pressing the blue buttons as you come to them.

South: The middle block has fire under it. The rest have chips under them. Push the blocks to get the chips, but be careful not to push a group of four blocks together or you may not be able to get all the chips.

To go faster, move the SE block south, the SW block west, and so on in clockwise fashion.

East: The path splits into two paths. Each of these paths splits again. At the end of each of the four paths is a chip. Start at the top and get the four chips. Whenever a green wall is in your way, press the nearby toggle button.

To get faster, recognize when you need to press the green button, and press it on your way (except once when you will have to go out of your way to press it on the bottom). The best time is 116.

Level 5:LESSON 5
Go along the path to the north, and step on the green button. Go back south, head west, and take the red key. Go back and open the red door. A glider is caught in the east side of the room. Step on the trap button to the west of the glider to release it. The glider will get caught in another trap. Press the trap button to the left of that trap. The glider will run into the bomb in front of the exit, destroying it and allowing you to pass through. The best time is 85.

Level 6:LESSON 6
Go straight west through the fake blue wall. There are chips west of you, but invisible walls block you. Go north and through the rightmost blue wall. Go west three squares, and down through the blue wall. Get the chips. Return by the way you came. Go through the chip socket and to the exit.

To go quickly, memorize what you must do and don't push the fake walls that are real. The best time is 94.

Level 7:LESSON 7
Go down through the teleporter. Go past the thief and get the chip. Return and go north through the teleporter. Get the flippers and go south through the teleporter. Go west through the teleporter. Cross the pop-up wall, but do not get the fire boots. Go through the water and ride on the force floors. When you get the chip, go east. You will run into a thief and lose your flippers. Go east through the teleporter, and then west through the teleporter. Get the fire boots and go north through the teleporter. Cross the pop-up wall and the fire. Ride on the force floors and go west when you get the chip. You will lose your fire boots to the thief. Go through the teleporter. Go through the chip socket and to the exit. The best time is 139.

Level 8:LESSON 8
Go straight over four spaces and down one, and then rush to get the chip and right to the exit. This doesn't always work, but you can wait one move to make it work, or you can use odd step. The best time is 96.

 * Note: "Odd step" usually means that teeth and blobs are initialized such that you can pick up something next to them and get past them (if the route before it is followed). What happens is: Teeth and blobs are initialized such that either they move or don't move on the second move of the game (monsters don't move at all on the first). If you keep trying, you can get odd step to work.

Level 9:NUTS AND BOLTS
This is where new chipsters will start to get stumped. Get the yellow key from the room to the south, avoiding the fireballs. Get the chip and go through the yellow door, holding the arrow key down. You will cross the force floors, break through the blue wall, and enter a room with four blocks. Push the blocks into the water to get the red key. Open the red door.

From the red door, move east, south, west, north, west, south, east, north, west, south, and east. You should now have obtained the chip in the room. To leave, move east, south, west, north, west, and north.

Cross the force floor, stepping on the green button. Step on the green button again by hitting the force floor again. Go north, avoiding the fireballs, until you get the blue key. Go south to the door area. Open the blue door and get the yellow key. Toggle the walls with the green button (south of the key area) and get the green key from behind the yellow door. Toggle again, and get the red key from behind the green door. Toggle one last time, and open the red door. Slide on the ice, being careful not to collide with a fireball.

Continue west until you see another chip (not the first one). Get that chip when it is safe. Leave the bug area by the path to your west. When you come to the chip surrounded by blue walls, go through the south wall to get it. Return to the bug area.

On the south side is another passage. Staying on the gravel, go to the entrance. Now, you need to push the blocks into some bombs to open a passageway. From the gravel, move like this for the first block: S4 W2 S2 E2 S1 W1 N1 W1 S2 N1 W2 S2 E2. For the second block: N2 E4 N1 E2 S1 W5 N1 W1 S2 N1 W2 S2 E3. To get a chip: W1 N2 E6 N3 W1 N2. For the third block: S2 W1 S2 E1 S1 W4 N1 W1 S2 N1 W2 S2 E4. For the fourth and last block: W2 N3 E3 S1 E3 N3 W2 S2 E1 S1 W4 N1 W1 S2 N1 W2 S2 E5. Get the two obvious chips, and push the block to get the hidden last chip. Return to the bug area. Get the last chip and go through the chip socket on the east side. Push the block onto the button to release the fireball. Cross the trap and bolt into the exit. The best time is 306.

Level 10:BRUSHFIRE
Move like this: S4 E4 N4 E12 S3 W3 N1 W7 S7 W1 D3 E8 N1 E10 S10 E4 N2 W1 N3 E1 N2 W1 N6 E3 S18 W5 N2 W10 N7 E5.

There are no shortcuts. The best time is 51.

Level 11:TRINITY
Start off by going west over the force floor. Now, go down to the bottom, left, and go right on the force floor. Ignore the next force floor and go up. Circle around the force floor to a fireball guarding a red key at the end. Get the key and leave down. Now go left, down, and right. Get the yellow key and exit left. Then, go north, opening the yellow door and getting the skates. Go to the right and go up and to the left. You see a blue key nearby. Get the blue key and exit right. Go to the bottom right corner and up through the force field. Turn left, down, and up. You should arrive back where you started. Open the blue door and get the flippers. Get the chip beyond the water. Open the red door and get the fire boots. Get the chip beyond the fire. Go along the ice path and turn left. Get the chip and head straight east. Go through the chip socket, and continue until you reach the exit. The best time is 211.

Level 12:HUNT
Fortunately, you don't need all the chips in this level. There are two teeth at the bottom of the level, but they should not bother you. Okay, go one up and around the wall to two away from the edge of the level. Go 4U3R2D; go right until stuck. Go all the way left, all the way right but one. U-turn and go L182D and spiral left, right, left, down, and up (when you make a smooth edge below). Spiral all the way around the level, U-turn back at the left, and spiral around again. Don't get the chip in the corner. Spiral around again, then take a 2 square wide U-turn. Spiral down, up, down save one, right, left, right save one, up, down, and up save three. Go into the center, pick up the remaining chips outside in, and exit. The hunt for 270 seconds has ended!

Level 13:SOUTHPOLE
Keep going south (holding down) until you reach the exit.

Level 14:TELEBLOCK
Collect the red key and go through the teleporter. Open the top door. Push the block into the teleporter and into the water by stepping to the right of the teleporter and going in left. Push the next block in and open the next door. After the second is pushed go 90 degrees counter-clockwise and then push both blocks in, always pushing the one to get the chip second. The best time is 203.

Level 15:ELEMENTARY
Get the red and blue keys, and go through the four doors in the corners of the room. In each of the four rooms, push the block into the bomb. You will get a key behind the bomb and a tool that was hidden under the block. When you've done that, do the four doors that lead into hallways of fire, water, ice and force floor. In each of these, you need to find three chips and a key. Go the following directions at each intersection, retracing your steps at dead ends (that is, when you get a chip or key):

Northwest (force floor): east, south, north, west, north, south, south, north, east, west.

Northeast (fire): west, west, south, east, north, east, north, south, south, west, south.

Southwest (water): south, south, east, south, east, north, west, north, south, east, north.

Southeast (ice): east, south, south, east, east, west, north, south, north, west, north. When you are done with the southeast area, you should be in the lower right. Step on the spy and your ice skates will go away. (So will all the other boots, but you don't need those anymore. Or did you forget something? :-O) Now step back right and you can slide back to the center at twice the speed! This doesn't work on the force floor maze because the loss is greater than the gain here.

Open the last blue door and step on the chip socket. Push the block from the main room onto the brown button. Open the red door and go to the exit.

Speed is crucial to completing the level, let alone scoring well. The only way to get faster is to memorize these combinations. If you do so, consider yourself lucky. The best time is 89. It's elementary!

Level 16:CELLBLOCKED
Move E4, S12, E4, N4, E4, N8, E4, N8, W4, N4, W20, S4, W4, S16, E4, S8, E20, N4, E4, S4. And you're finished.

Level 17:NICE DAY
Go northwest to a group of six chips, and get them. (Be careful of the balls and walkers, of course.) Go straight east and collect another group of six chips. Go south until you reach a long squiggly line of chips. Get all the chips in this line. Now, head for the southwest. If the green toggle walls are closed, wait for them to open. Head to the corner and enter the exit.

Because of the random movements of the walkers, this level is more made of luck and alertness. If you get all the chips in this order and get through the toggle blocks without pausing, then you will get the best time possible, 83, with a smile on your face, just like the level itself.

Level 18:CASTLE MOAT
Go along the only available path until you reach the area with the blocks. Head through the block area to the northeast part of the level. There is a block in the middle of a vertical wall. Push the block two square east, then two squares up into a corner. Push the block along the north wall aside, getting the flippers underneath. Go back to the southwest part of the level and leave the block area east. Cross the water, and go to the south side of the mass of blue walls. Go through the chips sockets to the exit. The best time is 553.

The solution given above is a hidden shortcut which will only be found by careful searching. To do this level the long (and more obvious) way, you'd need to bridge the moat. This can be done with five blocks. You need to push them to the moat and along it, filling in the water at the end of the thin walls and pushing one block 2RU3R from the right of where the two bombs are. The last two push up to the north side and to the east, where the moat is only two squares wide. This route gives you a bogged-down score of 434.

Level 19:DIGGER
Follow the chips down, right, and up until you are about to cut across the path. Backtrack to the start of this path and get the chips there. Stop one before the intersection and go down. Make a U-turn when you get to the start of the chips. You may die by the teeth. Try again if that happens. Follow the chips up to the next teeth. Run left and stop one before the chips. Drop down and back right again. Run down from the new teeth and open the next teeth up. You should move at the same time as the teeth above you do; if you don't, you will die. Follow the chips left and take off the overhang above the end of the chips. Go back down and continue following until the next teeth stares you in the face. Step right over the teeth's hiding place (3 rows to the right of where it was) and run up. Turn left and up at the end of the chips. U-turn to start at the end of the chip string. Pick it up, along with the offshoot to the top. Now do not return to the normal route; instead, go 1 to the right of the carved path. You can now outwit the teeth coming right toward you. Time it perfectly, then follow the string of chips to the exit. You have dug up 171 seconds.

Level 20:TOSSED SALAD
You don't need any of the chips in this level. Even though the CHIPS LEFT counter says that you need to collect 15, there is no chip socket guarding the exit. This means that no chips are needed.

From where you start, go east a bit, north a bit, and east (crossing a chip) into a one-cell-wide passage. When you come out go south and cross the gravel. (There is a block cloner here. If you spend too much time in the first part, the block will clone, trapping you. This should not be much of a problem since you don't need to get all the chips). Enter through the teleporter.

Go along the south passage. You will have to wait for the tanks to move and the toggle walls to open up. Be careful not to run into the tanks. At the end of the passage you will get a red key. Return and when you get back to the teleporter, go along the north passage and open the red door.

As you continue along the path you will go over some force floors into a room with chips surrounded by fire. Go through the path at the southeast of the room, crossing the ice. Go down and get the fire boots, and go on the force floors. Continue south and east. You will come upon a long, thin west-east passage with a ball bouncing in it.

Wait for the ball to reach your end. Then jump in front of the ball. Go north before the ball hits you. Go and cross the force floor and fire, and head west and over the force floor for a free ride south.

Now you need to get by the tanks to the south. To do this, run through the tanks down. Continue until you have passed all the tanks. Get the yellow key and return. Now, to get by the balls to the north, wait. When the first ball passes, keep going north until you've passed. Open the yellow door and continue to the exit.

If you want to get all the chips on this level, then in the initial area you must go around and get ten of them. Also, after you get the fire boots you must double back and get the four chips surrounded by fire. The last is in the final area with the balls and tanks, but you can just pick that one up. The best time is 340.

For speed, don't get the chips not directly in your path. The path is straight-forward, except at risky points.

title: Chip's Challenge/Levels 1-20


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Chip's Challenge/Level Pack 2

This is a walkthrough for a continuation of the game Chip's Challenge. This level pack was assembled from custom-made levels by many people. It is similar in many ways to the original Chip's Challenge, but there are many quirks not exploited in the original Chip's Challenge. Examples include keys hidden under the floor, hidden traps, the use of the mouse, and many other related "hidings". To start the walkthrough, go to Levels 1-20.

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

title: Chip's Challenge/Level Pack 2


text:
Chip's Challenge/General hints

This is a database for general hints for the game Chip's Challenge. Although things like hidden items under floor do not apply to the original Chip's Challenge, they are used frequently in custom-made level sets, and are therefore included here. A reference to "level xxx" means the level of specified number in the original Chip's Challenge.

 * Use force floors or ice (if they take you in the right direction) as much as possible.
 * If you are going across force floors or ice, when you hit a force floor, you can step off the force floor in ANY direction. It will only work for one square, but it immensely helps your score.
 * Try collecting things on your way to others. This will work for block pushing as well, and is one of Warwick Anderson's most frequently used block magic tricks.
 * When you are dealing with random monsters, plan a path through them (usually you can pretend they are not there). If you die, continue to try your route.
 * Be careful when pushing blocks on ice/force floors. They can squash you if they slide onto your square. Blocks can be pushed on random force floors.
 * You can block monsters with blocks.
 * You can wait until bugs/paramecia are one to the left/right (opposite to the direction they follow) and one behind you, and then push the block/get the chip or boot/open the door/step on the dirt...etc. The monster will go in circles. Try this on level 141.
 * Learn the patterns of the monsters. They will help you.
 * You can collide monsters to send them to otherwise unreachable places.
 * Teeth are very dumb. They follow you, but they don't have the sense to go around walls. If they have a choice between horizontal and vertical, it will always go vertical.
 * Many people recommend exiting and restarting the game in order to get the full level bonus and/or full first second. This is very cumbersome. An easier way is to go to the nearest timed level (make sure you are not in any danger) and let the clock run. As soon as the clock ticks, go to the next/previous level and you have both!
 * Hidden fire/water/chips/keys/bombs/force floors/ice/blocks/sockets/doors/buttons/walls/pop-up walls/hints/thieves (under floor) will not be effective when you reveal then first. However clone machines under anything make it a wall, dirt will still work like dirt (but not be "stepped on"), hidden exits/traps will respond immediately, and hidden teleports/toggle walls will not take you anywhere/open or close.
 * Some monsters do *not* move. You will only die if you step on them.
 * Extra chips don't help you.
 * Bugs and walkers avoid fire, gliders go through water, and fireballs go through fire.
 * Monsters avoid random force floors.
 * A trap button hidden under anything (even floor!) is held down.
 * There may be multiple Chip characters in a level. Any one of them being killed ends the level.
 * "Chip swim" tiles (Chip swimming in water) also apply to the previous criteria.
 * Two tank buttons or toggle buttons hit at the same time have no effect. Try this on levels 96 and 121, respectively.
 * To get past teeth, you should have a sense of rhythm.
 * Often putting one block in position while you get another and then pushing the first block to the destination (while taking the second over) will increase your time on block pushing levels.
 * Anything under water (including an exit!) will be obliterated if you swim over it (or if a glider runs over it). The same applies to floor, provided a monster steps over it.
 * Although monsters on ice/force floors move at the same speed as you would, they cannot boost. Use this to get ahead of monsters in circles, and be careful if you are following behind a monster on a force path/ice slab.
 * In the Lynx version, boosting is non-existent.
 * Sometimes it may be a better idea to not have suction boots/ice skates, for the sake of speed. A classic example is level 15.
 * If you/a monster step(s) off a trap button, it is still "held down" for one more move. You can experiment with this on level 124, although it does not increase your time.
 * A Chip under the floor is not killed by a monster.
 * Be suspect of an exit that appears open to you. E.g: Secret traps may guard it, and you may have to hold down the trap or make a monster wipe it out (probably requiring the passage of the chip socket) to get to the exit.
 * Be familiar with what an exit looks like. Sometimes fake exits may be placed to fool you!
 * If there are extra chips, get the nearest chips required until you are finished. Don't forget there may be chips on the way to the exit.
 * You can go through more than one socket.
 * You can skate through ice corners, provided you are ON the ice that you are skating off of, and that the other side is free.
 * Teleports read from right to left, and from bottom to up. If the teleport you go to is blocked, you go to the next one. If they are all blocked, you slide across it to the other side. If that is blocked as well, you rebound back to where you were.
 * You can boost out of teleports.
 * You move faster when you override force floors than when you are simply riding on a force floor path.
 * Monsters move before you do. Therefore, if you have a monster heading toward you, and it is one square away, you will get hit before you can move. Two squares away is a safe distance. This system is different in Lynx, and contributes to your ability to score higher than the MS score on level 113.
 * While you must step on dirt created by a block pushing into water, you do not need to do so when a bomb detonates. In Lynx, however, you must wait one move before continuing when water is bogged down or a bomb blows up. The block must sink, and the bomb debris must clear.
 * While only one clone machine or trap can be triggered by a specific button, multiple buttons may trigger the same machine or trap.
 * Be suspicious of large amounts of the same type of button in a level. There may be a system where the opening of the toggle wall/changing of the tanks/cloning/releasing of the trap may trigger a mechanism that stops you from beating the level, such as killing a Chip, stopping access to a boot/key/chip/exit or specific location in the level. It is not always this way, but people do make levels based on avoiding whatever.
 * You can boost right past a monster, even if it is one square away from you.
 * If something is missing, try looking under the floorboards.......
 * Some levels are possible to beat without the chips, even if they are seemingly "required". These levels are called "busted". Levels 20, 39 and 46 are three examples. In fact, some levels have even requested chips when there are none, and you must find the way around the chip socket, or there may be none at all.
 * Levels that are based on block-pushing are called "Sokoban" or "Pocoman" levels. Both of said games are "block"-pushing games in which certain items have to be put on specific spots. A characteristic of a Sokoban level (the more common reference) is a lot of blocks in a level (or a few blocks in a section of a level) which have to be put in specific spots, such as trap buttons, water squares, bombs, or elaborately, to block a specific mechanism that stops you from completing the level otherwise. The upper right, lower left, and upper left areas of level 132 are such examples, where you have to blow up the bombs to get the green key/push the blocks into the water. Sokoban levels are not common, but they are usually very difficult to optimize due to the intricacies of block-pushing.
 * Sometimes levels are based on a particular aspect, and the level's solution has something to do with what the level is named after. Level 133, "BLOBDANCE", is such a level. You are sort of in a blob dance, and you must dance with the blobs to complete the level.
 * Some levels require a specific sequence of events to complete the level. Taking level 132 again, if you unlock the blocks at the lower left first (before releasing the teeth), you will not be able to get to the last block (guarded by the teeth), since you no longer have a blue key. Generally, in situations like this, if you can trade a boot/key for the same boot/key, it usually pays off, and is correct if there is something else along with the "clone" key/boot (in this case, the remaining block required).
 * Blocks are stopped by spies/dirt/fake walls/chips/ice corners (when you couldn't cross).
 * Be attentive to a configuration of tiles that surrounds a blank tile(s) or other tiles that you can enter (such as water/doors/fake walls/bombs/sockets/dirt). There may be hidden goodies. Some of these tiles that stand alone, out in the open, can also contain goodies.
 * Chips/keys/boots/blocks can even be under each other! However, 2 keys or 2 boots cannot be on the same square, as an error will occur if you step on them. I do not think a block can be under a key, either.

title: Chip's Challenge/General hints


text:
Chip's Challenge/Levels 21-40

This is a continuation of the walkthrough for Chip's Challenge. Levels 21 (ICEBERG) through 40 (FLOORGASBORG) will be discussed here.

Level 21:ICEBERG
To begin with, you can't use the cloned dirtbricks to bridge to the exit "island" - there are invisible barriers. Instead you need to move 3 spaces to the right of the entry to the first ice strip and keep pushing dirt bricks across to reach the area with the chips. You need three, but bring one more block along. After getting the chips, the block should be pushed down such that it goes straight down. Follow the open ice path to the exit for 119 Ice Ages..........erm, seconds.

Level 22:FORCED ENTRY
You just have to use your arrow keys to force yourself across the force-floors. Remember that moving perpendicular to a force floor will quadruple your running speed! The best time is 293, but it requires immense skill. For the fearless, this is the route: Hold right and get the chip below you when you get to it. Hold the down key and you blast through the force floors to another chip. Push down and blast left to get to another chip. Step left and push DL for another chip. Step down, wait 1 move (2 floors) and push 4D. As soon as you pass the ice, push 2D for a chip. Step right and push DR for another chip. Push 5R, then 3R when two floors past the ice. Now step down and push LD. You have the last chip. Push 2D, and as you are coming around to the exit, push D again. You now go to the exit.

Interestingly, if you do not move at all, you get taken to the exit (without stopping and getting the chips).

Level 23:BLOBNET
Just go through and collect all the chips. It can be done, but you have to be quicksmart about it. Often jumping to get the chip and jumping back on the gravel can work. It's okay to take your time to wait for the blobs to move out of your way. Count the cost of every move or it could cost you (I died a lot at first until I started taking my time). The skeleton route is: 2L D U 3R 3D 7R 3U 2L 5R 3D 3R 5D 2U 3L 7D 3R 3D 3L 7D 3R 2U 5D 3L 3D 5L 2R 3U 7L 3D 3L 3U 7L 3D 2R 5L 3U 3L 5U 2D 3R 7U 3L 3U 3R 7U 3L 2D 5U 3R 3U 5R 2L 3D 5R L 3D R L 2D 2U 4L 4D 2R 2L 3D 6R U R 4U 2D 3R D 5U 3R 2D 2U 4R 4D 2L 2R 3D 5L R 3D L 5R 3D 2L 2R 4D 4L 2U 2D 3L 5U D 3L U 5D 3L 2U 2D 4L 4U 2R 2L 3U 6R D 2R 3U exit. You may make deviations, including running right through the blobs, to improve the time. Try being liberal at the beginning, so there is not as much to lose. For the daring, the best time is 434, although much more is possible.

Level 24:OORTO GELD
You need to shift the gliders on the outer edge to the inner so they activate the buttons. You can do this by shifting blocks to the toggle buttons so the gliders bounce off the blocks. After this, the gate blocks will flip over more quickly and the level will be much easier to complete. To do this, go: 2R 2L 4U 2D 3L 3U 3D 2L 3D 3L 2D 2R U R U L R 2U L R U 3L U L D. The first one is in place. Continue: 4R U R D R U D 2R U R 2U R U L. Now go up and start the counterclockwise cycle. When you get to the first room on the right, bring a block with you to stop the glider, since you will be going against its flow (instead of with the flow on every other room). You should almost not have to stop at all on your way to 425.

Level 25:BLINK
A fairly tricky level. You need to be methodical over each teleport to make sure you get all the blocks. There isn't really a definite strategy. If you can map out the level, 435 shouldn't be a problem. To score 435 in a blink (directions are through teleports): U chip D chip U chip DU chip D. Take the left intersection and get the chip. Go up and get the chip at the top intersection. Continue: RL chip R 2chip LR chip L chip R chip LR chip D chip U chip D chip UD (circle around) L chip R chip L chip R chip L chip R chip LR 2chip (circle around) U 2chip D 2chip UDUDU exit.

Level 26:CHCHCHIPS
Keep your wits about you when you play this level! There is a row of chips on the top line when you begin: do not remove them yet, but instead walk down and collect all the chips on the left column, followed by a row of chips above you (get the bottom chip of the column next to the end of this) and go right, finishing the right part of another row.

Move to the left of the screen. Continue to pick up the chips. When you remove the chip guarding the pink ball, it will start to clone teeth monsters. Continue around and remove all the chips, keeping this in mind. Move to the right hand side of the screen and follow the path of the chips, taking them all. You can easily lose the teeth in the tight maze with the toggle walls always changing.

Move to the area with the pink balls - if you time this right you will be able to run past and collect all the chips, similarly for the upper level with the double-pink balls.

You need to be quick, the teeth are coming! Now take the last chips you left up at the top by going from the final chip in the row: 2L 4D, and get all the chips going up; then go down and left, trapping the paramecium in a circle. Go to the top right, getting the other chips in the "fork" on the way. You can run left to the remaining chips and exit with 254 seconds to spare.

Level 27:GO WITH THE FLOW
A slightly easier level. You need to get the fireboots - make sure you are fast when the tanks move - they move fast! Step on to the forcefloor and force yourself off in the area with the blue dot switch. Get the chip there, but don't touch the button. Now step on to the forcefloor area and force yourself off to get the next chip and get the chips on the left side. When you come off the forcefloor area, you need to push the dirtblocks in the water - the first three will be straightforward but you can move the last in position by pushing the block closest to the entrance up and then looping back around to shift the block around. Get the flippers, then go around the forcefloor again but move off the first exit - you will be blocked in behind you but don't worry. Get the last chip and then move back off the forcefloor again. Now you can exit. The best time is 147.

Level 28:PING PONG
Go around the outer edge and start holding the down key when you pass the exit. You will enter the main region at the top row near where you start.

You need to push the four dirtblocks down so you can reach each "strip", being careful not to run into the pink balls. Push the third block down, the second, first, and fourth following it. Get the chips at the left and take the rest of the level in a zigzag pattern. You need speed to get 239.

Level 29:ARCTICFLOW
You merely need to bridge each gap of water, collecting chips as you go. On the third gap of water, make the bridge as far north as you can. To get rid of the first bug, push the top block one square west while you build the bridge. You don't need to kill the second bug; just push the first block left and one of the left blocks to follow it. Don't be too quick to get the chips to the south! Use two blocks as directed above to make a bridge going west. The ice will take you to get the flippers in the end, and you can swim back to get the chips, and up to the top to finish the level with 302 seconds left.

Level 30:MISHMESH
Again, this level is not difficult, once you realise the patterns in which blocks are real or not. To start off with, go D R 2D 3L 2D (A) 9R 4D 2L 2D 2R 2D 2R 2L 2U 4L 4U 4D 3L 2D 2L 5R. Go back to A. 2L 4D 5R 2U 3L 3R 2D 3L 2U 2L 2U 2L 4D 4L 4D 2L 2R 2U 2R 2D 2R 2L 2U 2L 2U 4R 4U 2L 2D 4L 4R 2U 4R 2U 2R 5U 2R 3D 3U 2L 4U 2R 2D 4U 3R 2U 3L 3R 2D 3L 2D 6L 2D 2U 2L 4D 2R 3D 3U 2L 3D 2L 2U 2L 3U 3D 2R 5U 2L 4U 4D 2R 2U 2R 2U 2L 2U 2L 4U 4D 2R 2D 2R 2U 4R 2U 2L 2U 2D 2R 4D 2R 2D 4L 2U 2D 4R 6U 4R 2D 3R 2D 2U 3L 2U R 2U 3L 3R 2D 4R 6D 2R 2U 4R 4U 4L 2U 4L 4R 2D 4R 4D 4L 2D 2L 2D 4R 2D 4U 2R 4D 4R 2L 2U 2R 4U 2L 6U 4L 4R 4D 2R 4U 4D 2L 2D 2R 4D 2L 2D 2L 4U 2L 2D 4L 2D (B) 2R 3D 2R U 2R 5D 2L 2U 2D 2R 2U 2R 3U 2R 3D 3U 2L 5D 2R 2D 2L 2D 2R 2D 2L 2D 2R 2D 4L 2U 2L 4U. Go back to B. 3D 2L 3U 3D 2R 2D 2R 2D 4L 2U. Return to B again. 4U 2L 2D 3L 2D R 2D exit. You have mashed your way to 454 seconds.

Level 31:KNOT
You need to be very fast on this one. Go two to the right and work up, right, down, left, down, right, up, right, up, right, down, left, down, down, left, up, right, right, up and to the exit. Don't dilly-dally, or you'll end up being out of time. Even the fastest route leaves only 6 seconds left.

Level 32:SCAVENGER HUNT
An old fashioned maze hunt. You need flippers/boots first before you can hunt for the chips. At each successive intersection go: D L R 2D U. Follow the path to the fire boots and backtrack to the last spot. U-turn around and go to the right. Continue D R and get the suction boots. Backtrack all the way to the start and go the other way. Continue R D and get the chip behind the force floor. Backtrack and continue U L U R to the chip behind the fire. Backtrack and continue D L D U L to the flippers. Backtrack and go 2D (you should now be passing the exit) R and D to the last chip behind the water. Backtrack to the exit in the middle. Don't get lost and you will get 379.

Level 33:ON THE ROCKS
A relaxing break: take as much time as you need to make bridges out of the unlimited supply of dirtblocks you have. For direct paths, build a bridge down, then one up at the far left. Make a double bridge 5 units right (using the two open spaces), then a single bridge down. Build a double bridge 3 units up to get the chip, and then a single bridge on the left 8 below it, and then use the cloner above to build a double bridge 10 units right across the ice, then double right two more units and prepare to finish the bridge to the exit. Leave this for now and build a bridge to the next cloner. Bridge all the way down to the bottom and then to the left. You should have all the chips. Finish the bridge to the exit and go in.

Level 34:CYPHER
Not very difficult. Just don't run into the bugs. The letters on the screen that this level makes are all passwords to later levels: "llio" (across the top), "hppx" (middle), and "jhen" (bottom). If you are fast, you can beat the bug in the exit room and decypher "297".

Level 35:LEMMINGS
As the title suggests, you need to shift the red fireballs (lemmings) which turn right always to jump into the pool of water that is available. Do this by moving one of the dirtblocks in their path, in the rightmost of the three potential locations. Immediately get out of the area by moving up, as a dozen fireballs are coming at you. Push the block two spaces to the north of the path, out of their way. Push the block all the way to the left save one space. Yes, there are lemmings swarming around you, but they won't touch you. Wait one move and push it left again. Get the chip below and the chip behind it. Push the block up past the first chip and get the second chip. leave the block behind and get the third chip, the chips to the right, and the corner chips. Push the block down, getting the last chip, and put the block where it originally was before you got the chips. Go through the chip socket and move out of the lemming's way. Go on through to the exit. You get 576 seconds for your trouble.

Level 36:LADDER
Take the blue key first, then move down the middle of the ladder, getting chips as you go. When you hit the bottom, exit on the right. Go south a bit until you get to the row with the chips and keys. Go west down this line of stuff and when you get to the key, go north and back east. Go north a bit and west until you get to an area with tanks (through the keyhole). Don't push the green button. Move the first tank out of the way with the brown button (move fast to save getting trampled), and then go north and west over the green button. Push the top dirt block onto the brown button and press the green button. Go southwest and press the newly-revealed block in. The trap to your right is now neutralized. Go back and press the green button. Now move to push the third block in and go back to press the green button. This is tedious, but you have to get the chip. Keep doing this until you get the chip, and go back, over the green button and the trap. Move the second tank the same way you moved the first one and do the green/brown button routine all over again. Move the third and fourth tanks the same, but on the last tank, you have to be quick and get the chip as well as press the button. Exit through the keyhole and get the red key, so you can now go through the chip socket. Check to make sure you need only 4 more chips, and go from south all the way to the bottom, where you get the remaining chips and go through to the exit. You score up 232 seconds.

Level 37:SEEING STARS
A slightly simpler level - bridge each moat with one dirtblock each to get the chips you need. You will have some surplus left over - you need two extra dirtblocks to complete the level.

When you have these remaining blocks, you need to move them down to the + shaped area. Make sure you do not shift these to the outer edge or you will not be able to make use of these blocks.

Push the right block at the bottom down, then the left down one and the right down two. When you do this, it is "taking in pairs." Push the block one left, and take the two to the left in a pair, but don't push them in yet. Push another block above you in position at the top, and go back to the right. Take the blocks in a pair and get the chips. Push the new block left, and push the lower block in the SECOND group to the left down. Get the chips and push the next block left. Take the next two in a pair, pushing the bottom D and the top 2U, and get the block. Push it 2U 2L. Go back and open the top area, getting two chips and another block. Push this the row below the last and push the top block into the top water. Push this block left, up, and left to the edge of the bottom water. Then push the top block 2D and go back for another block from the start. Push it between the other two, and push the bottom block in the water. Push the other block left, down, and left to the edge of the top water. Now push the top block to the edge of the bottom water above you. Bring the next block down to the edge of the single water below the entrance of the lower left area, and go to the top section. Push the right block up and take the left block down. Take it to the top of the SW quadrant. Push each left-behind block into the water to get the chips, until you get to the left side. Push this into the top water at the far left and return to the top. Get the chips at the right and push the right block up at the top. Use the other block to put into position, 3D 2L from the original spot, a bridge to the lower left spoke to get the two chips. Go to the right and upper parts of the wheel (here, you can't take the blocks in a pair) and get the chips. In the west part, take the top block and put it under the right water. Push the lower block to arrive in a new area. Push the lower right block down and the upper right block up. Push this in the water. Prepare the next block, pushing it under the left water, and push the left block on the left down. Take the other block up and get the four chips with the two blocks. Get the chips at the center left with the pushed-down block, and get the remaining chips as you come to them. Return to the wheel and take the other block with you. Push the next block in the upper water for 2 chips. Push the first block down to get two more. Push the right block down and finish the bridge to the left. Take the next block down to the bottom section. Take it to the bottom of the lower left and finish the work done below. You should have all the chips; the exit is back at the start. Whew! I am seeing BLOCKS by now. You see 597 seconds added to your total.

Level 38:SAMPLER
Get the green key and go UDUD through the teleport. Get the suction boots and go U followed by LRLR through the teleport. Get the chip and go L followed by UD through the teleport. Pass the chip socket and get the red key. Go UDUD through the teleport. Unlock the red door and get the blue key. Go UDUD followed by LR through the teleport. Unlock the blue door and get the fire boots. Go RIGHT through the teleport and get the flippers. Go LR followed by DUD through the teleport. Pass the water and hit the toggle button. Hurry back to the teleport to avoid the teeth and go UD followed by R through the teleport. Get the yellow key and go LRLR through the teleport. Pass the yellow door and exit. You earn a free 462-second sample.

Level 39:GLUT
This seemingly impossible level has a trick to it! Go to the nearest cluster of teeth monsters and pick out the chip from the one above the top left exit. You may be chomped; it happens about half the time because teeth monsters move every other turn. But if you can get a sense to their pattern, you can get past them every time. Now move up and left. As the teeth moves right next to you, then go left down, right (the teeth should be above you) right again, and down into the exit. This route takes three seconds (!) leaving you with 17.

Level 40:FLOORGASBORG
You need to have some fancy control on the force floor. If you push up first until you are over the right force floor, and then down, you will be able to get the fireboots. Get these first, then follow the fire to get the flippers. Go to the left and 2UL through the force floor jumble. Push on the upper random force floor. Hopefully, you will go down, and you can override the right force floor and exit. 195th floor!

title: Chip's Challenge/Levels 21-40


text:
Chip's Challenge/Levels 41-60

This is a continuation of the walkthrough for Chip's Challenge. Levels 41 (I. C. YOU) through 60 (SCOUNDREL) will be discussed here.

Level 41:I. C. YOU
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.

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.

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 42:BEWARE OF BUG
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. Bugs and paramecia stay on one side of a wall. Bugs turn left as much as possible and paramecia turn right.

The monsters will come at you in this order: paramecia, fireball, bug, glider, paramecia. Only when dodging paramecia will you go to the outside. Otherwise, occupy the space where the chip was.

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.

The level is easy after this, but not 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!

Level 43:LOCK BLOCK
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.

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.

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.

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.

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 44:REFRACTION
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 292 refracted seconds.......ok, so it's a lame joke, 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
This level is very fun. To beat the level, you need to neutralize 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.

You now need to neutralize 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.

One more monster group needs to be neutralized. 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.

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).

Level 46:THREE DOORS
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 go up, for a maximum of 204 seconds. 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.

Level 47:PIER SEVEN
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 X's below:

[~|~|~|~|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]

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. 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
Get the chip to the north in the walker room. DO NOT get the ice skate. Go onto the thief and avoid this ice skate too. Move once to the south from there. You will go through the teleport to an ice rink. Again, only get the chip here. You will need the flippers later.

Go back to the thieves. You pick up some flippers. Move one to the west from there. You will end up near a swimming pool. Get both of the chips and return to the thieves. Get the fire boot and move one square to the north from there. 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). Go through the thieves and get the chip. Walk to the Step right and force yourself down through the force field to go up through the teleport. 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 49:PROBLEMS
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
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
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
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.

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.

Level 53:TRAFFIC COP
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.

Level 54:GRAIL
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.

Level 55:POTPOURRI
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.

Level 56:DEEPFREEZE
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.

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 57:STRANGE MAZE
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
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.

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 59:HIDDEN DANGER
There are two ways to beat it: go to the exit from the north or the south.

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.

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.

Level 60:SCOUNDREL
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.

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.

title: Chip's Challenge/Levels 41-60


text:
Chip's Challenge/Levels 61-80

This is a continuation of the walkthrough for Chip's Challenge. Levels 61 (RINK) through 80 (VANISHING ACT) will be discussed on this page.

Level 61:RINK
A trick to this level is noting that if you watch Chip, and the blocks directly to the north, south, east or west, you will be able to eliminate which blocks you have not tested. You need only systematically eliminate which blocks are walkable and which are not to search for the chips. If you see a bunch of fake walls, find a way to get to them. The exit is in the center. here's directions: U R U 2D L D L 2R 2U R 2U 2R U 2R U D R 2D 2U R U R L 2D 2R L D L R U 2R 3D 2L 2D 2L 2D U L U 2L D L D R 2D L D R D 4R U D 2L D 2U D 3R 2U L U L U L U 2L 2R 2U 2L D L 2D L D U L 2U R U 2R U 2D R D R D R 2D 3L 2D L 2U 2L D U 4R 2U L U 2D R

Level 62:SLO MO
This level consists of a checkerboard pattern of open and closed toggle walls. These toggle approximately once every second. It is broken up by a number of clear corridors which permit rapid travel. There are a number of teeth near the south of the board as well as several blobs scattered around the board. The exit square is on the right of the board. To complete the level, travel upwards, using corridors when possible, then all the way to the right of the board to the exit square for 282 seconds.

Level 63:BLOCK FACTORY
Go all the way north and press the button. Push the block closest to you into the water to the east. Repeat twice. Don't worry about the other blocks south of you. Once you've gotten both of the chips, slide on the forcefield south to each of the other chips. If you miss any of them, just ride the forcefield back up and try again.

After you've done that, get off in the south section. Go around and quickly get the chip, pressing the button. Hurry back over the button and to the exit. You score 477 for not missing anything.

Level 64:SPOOKS
As long as you are not afraid of the teeth, they will not spook you. Follow this route: R D R 2L wait 4L 4D 2L D U L U L U L R 6U R U 7R 5U D 8L 4U 5R 4U 6L D L D L D 5L 3U 8D 3R 4D 3L 3R D R 2D R D 5L 6D 5R 3D 3R D 5R U 2R U 2R L 4U 4R D 4R 3U 3L 10U R 3U R U L U L U L U wait 6R D 2R 4D L 3D 2L 8D 4R 13D 3L U L 2U 4L 3D 21L D exit. You have revealed the ghostly 547 seconds.

Level 65:AMSTERDAM
The #1 rule on this level: Do not push a block directly toward a chip. All other blocks are fine, including the blocks you are forced onto. Follow this route through the canals, getting chips where indicated: 2D chip U (chips on sides) U L D two chips U L 2R chip L (chip on the top) L D U chip D 2R two chips L chip D chip. Return to the start and go: R D (one chip on each side) D (2 chips on the right) D three chips 3U R three chips D L chip L chip 2R D 2L chip R chip R D (one on top and three on bottom) L (chips at top and bottom) L 2U two chips D (two on right and one on left) D two chips L chip D chip D 2U two chips D (two on right and one on left) D R 3U chip D chip D chip D R chip 2R exit. You score 395 seconds.

Level 66:VICTIM
Again, you will need to be fast on this one. You must use your greater speed and their stupidity to your advantage. First, quickly go south into the teleport. Immediately head back up into the teleport, getting the chip on the right, and step over the green button. Get one chip to your southwest, and head west through the toggled wall to the chips. From here, go down, getting the chips in front of the teeth, and go northeast, collecting the four chips, then south east, collecting five chips. Head west again. Head north and go through the eastern chip socket and head to the exit. You score 292 for avoiding being victimized.

Level 67:CHIPMINE
Another mazehunt to search for chips. When I say "backtrack" I mean go back to the last intersection visited. Route: 2R (A) 4U (B) 2R 8U 2R 2D 2R 2U 2R 2D 3R backtrack 5R 6D 3L 2U R backtrack backtrack 2R 4U 4R 4D 5R backtrack 2L 4D 7R. Go back to B. 2U 2L (C) 4D 4L 4D 2R 2U backtrack 6L 8D 6R 2U backtrack 2L 8D backtrack 2L 6U 2R backtrack 4U 2R 4U 6L 10D 2R 6D. Go back to C. 4L 2U 6R 2U 2L 2U 2R backtrack 4U 12L 14D (D) 2R 6D 2R 2D 2L 2D 4R 2D 4L 3D 2R U 2R D backtrack 2U 2R 2D backtrack 2U 2R 2U 4R 2D 2R 2U 6D 4U 4L 4D backtrack 6D 4L 6R 2L 2D 2L D 2L U backtrack D 2R U 2R D 2R U. Go back to D. 15D. Go back to C and then back to B and A. There should be 7 chips left. 2D 2R 4U 2R 2D 2R backtrack 2R (E) 2D 4L 4R 2D 9R 2D L 2D R 2D L backtrack 2D 6R 4D 2L 2U 6L 4D 2L 4U backtrack backtrack 2D 3R 3D 2L U 2L D 2L U 2L D L backtrack 2U 2L 2U 2R. Go back to E. 4R 2U 5R 2D L 2D R backtrack 2R 2D 4L EXIT. If done correctly, this route should score 518.

Level 68:EENY MINY MOE
Go across the gravel south over the red button. Continue to spiral in, getting the chips. Do not worry about the paramecia - he should not bother you very much and you can drown him anyway. Go back across the gravel, through the east green keyhole, and all the way to the west of that area. Push the last block north one and go through the fake wall next to it. Push the third block up, and push the second block left until above the second chip. Take the first block next to the second block. Push the third block above up one, and push the two blocks into the water above the chips. Push the fifth block up, and push the fourth block left to between the "holes" in the water. Go to the top and push the third block north. Push the second block one space west, and push the third block all the way west. Use the blocks to get the chips in this fashion:

[_|_|_|_|_] W - Wall [_|_|_|_|_] # - chip [X|~|X|~|X] ~ - Water [X|~|X|~|X] X - where you put the blocks [#|W|#|W|#]

For speed, push the far left block down, and get the next, pushing it down to the water. Push the other block left. For the rest of the blocks, push the blocks directly north of the chips straight south. Then push all of the remaining blocks over left one. Get the first chip, and push the next block down to the right, where you get another. The paramecia is about drowned by now. Get the original third block from the start, and push it all the way to the left for the chip. Push all the rest of the blocks down and get their respective chips.

Once you've gotten all of those chips, go back, past the finish, to the glider area. Get the first chip, and get in when there is a gap of two spaces between the gliders. Skip the first pair of chips. Quickly run and get the chips around the outside, counter-clockwise, dodging gliders as you go. Once you complete the ring, get the chip at the top and the two at the left. Go out and exit. If you kept your nerve, you get 489.

Level 69:BOUNCE CITY
First, go northeast past the pink ball. After one of the next balls bounces, follow it and get off before it hits you. The point north of them is a safe spot. Wait for the next three balls to bounce, then go past them. The following spots are safe spots:

[W|W|W|W|W|W|W] X - safe spot [X|O|X|W|_|_|_] O - ball [_|_|_|_|_|O|_] W - wall [W|_|X|_|X|_|X] [_|_|_|O|O|_|_] [_|_|O|_|_|W|X] [W|W|W|W|W|W|W]

Go now to the area with the paramecia. When there is a gap, run north past them and turn right (if you need to, jump aside at the safe point). Wait for the pink balls to bounce, then follow them to the blue keyhole. When they come back up, jump in ahead of them and run all the way south. You will reach a second group of pink balls. Wait for them to bounce, then follow them all the way north to the second safe spot. Let them go back south as you get out of there to the east.

When coming south on the side, get on the side, wait for the ball to bounce, then go south two. If there is a wall, go to the other side. Get the red key on the way and when you get to the end, get the blue key. Go back north the same way you came. Go south, stopping at the same spot, past the four pink balls. Go north with the second group of four pink balls to the blue keyhole. Get the yellow and blue keys and go back south. Go in the eastern yellow keyhole and get the second yellow key. Dodge the paramecia and the ball, go through the keyholes and exit. Every refinement in dodging is a step closer to 229.

Level 70:NIGHTMARE
This level is a series of tests in speed, endurance, thinking ahead, etc.

Teeth, Bug, Fireball, Glider: Run down the path over the brown button and keep going until you get to the next brown button. Press it and quickly run over the toggle wall and onto the green button (before the fireball gets through. Run down and push the block in to create some dirt. Walk over the dirt toward the next brown button.

Paramecia, Paramecia, Teeth: First, run over the button and push the block. The brown button does nothing, due to the lack of a controller. Go around, avoiding the teeth monster with speed, and get the yellow key.

Pink Ball, Teeth, Walker, Blob: Follow the ball and get off near the blue button (pressing it doesn't do anything significant). To get past the walker, run fast to the right. Go over the keyhole and north toward the tank. You will hopefully not get hit by the blob.

Tank, Blocks, Fireball: Press the blue button twice. Go on to the east over the second blue button. Push the first block north and jump aside. Do the same for the second and third blocks. After you get out of the way of the fourth block, push it west into the water. Do the same for the fifth block. Go north and press the brown button. A fireball will come out; get to the safe spot in the south of that. Wait for the fireball to go north, then go across the button (it shouldn't do anything) and on the path through the water.

Bug, Bugs, Keyhole: When the bug isn't near, walk across the dirt to the south. The bug will die in the water, so get the key. When you push the block onto the button, quickly run to the gravel. Go across the dirt through the keyhole and exit. You are not exactly halfway through the puzzle, but another 136 seconds still count toward your total.

Level 71:CORRIDOR
Push the block into the water and get the key. Go through the left keyhole (it doesn't matter, but this explanation will apply if you go in on the left side). Follow the movement pattern below.

[#|_|B|_|_|_|_] [#|_|B|_|_|_|_]  [#|_|B|_|_|_|_]  [#|_|B|_|_|_|_] [_|W|W|_|W|W|_] [_|W|W|_|W|W|_]  [_|W|W|_|W|W|_]  [_|W|W|_|W|W|_] [_|W|#|B|#|W|_] [_|W|_|_|_|W|_]  [_|W|_|_|_|W|_]  [_|W|_|_|_|W|_] [_|_|B|_|B|_|_] [_|B|_|_|_|B|_]  [_|B|_|_|_|B|_]  [_|B|_|B|_|B|_] [_|W|#|_|#|W|_] [_|W|_|B|_|W|_]  [_|W|_|_|B|W|_]  [_|W|_|_|B|W|_] [_|W|W|B|W|W|_] [_|W|W|B|W|W|_]  [_|W|W|B|W|W|_]  [_|W|W|_|W|W|_] [_|?|_|_|_|_|_] [_|?|_|_|_|_|_]  [_|?|_|_|_|_|_]  [_|?|_|_|_|_|_] Push the first block over and get all of the chips. Push the middle block into a corner and the south block north two.

[#|_|B|_|_|_|_] [#|_|B|_|_|_|B]  [#|_|B|_|_|_|_]  [#|_|B|_|_|_|B] [_|W|W|_|W|W|_] [_|W|W|_|W|W|_]  [_|W|W|_|W|W|_]  [_|W|W|_|W|W|_] [_|W|_|_|_|W|_] [_|W|_|_|_|W|_]  [_|W|_|_|_|W|_]  [_|W|_|_|_|W|_] [_|B|_|B|_|_|B] [_|B|_|B|_|_|_]  [_|B|_|_|_|_|B]  [_|B|_|_|_|_|_] [_|W|_|_|B|W|_] [_|W|_|_|B|W|_]  [_|W|_|_|B|W|_]  [_|W|_|_|B|W|_] [_|W|W|_|W|W|_] [_|W|W|_|W|W|_]  [_|W|W|_|W|W|_]  [_|W|W|_|W|W|_] [_|?|_|_|_|_|_] [_|?|_|_|_|_|_]  [_|?|_|_|_|_|_]  [_|?|_|_|_|_|_] Push the east block out and into the water. Do the same for the middle block.

Get the red key and repeat the steps mirror image on the right side. Get the green key, the four chips around the fire, and the blue key. Go to the left side and through the blue keyhole. Get the chip and yellow key, push the lower block to the center, and push the north block out and into the water. Do the same on the right side. Get the four chips and the red key. Finish off the left side by pushing the block in the center in the water, going through the red keyhole, getting the key and pushing the block from the west, to the north and into the water. Repeat all of this on the right side. You should have enough blocks to get to the green keyhole, getting the chips on the way. Go through one of the red keyholes and be quick in getting the blue key, while trying to avoid the walker. Go straight south and exit. You have built a corridor to 355 seconds.

Level 72:REVERSE ALLEY
Whenever you cross a pair of tanks, do it right after they switch sides. They switch in a continuing pattern of 3, 2, 1, and 1 times. Cross in the line next to the first tank. Get all of the chips you encounter. The exit is in the center of the spiral.

Level 73:MORTON
Basic directions: You must work through the maze, gathering chips and avoiding the lone teeth ("Morton") which starts in the center of the maze. To gather the chips near the center of the maze, you need to lure the teeth out of the center while you double back and gather the chips.

Detailed instructions: Move Chip this way; You score 485 seconds for avoiding being mortonized.
 * 4L2U3R2U5R2D5R2U2RU [Pick up chip];
 * R2U3L [pick up chip];
 * reverse course back to starting point;
 * 12LU [pick up chip];
 * L5U2R3DR [pick up chip];
 * L10U [this is point #1];
 * 2L8U2R5UR2U2LD [pick up chip];
 * U2R3D [pick up chip];
 * U4R2U3R2DR2D6LD [pick up chip];
 * reverse course to point #1;
 * U2R2U2R6UR [pick up chip];
 * U3R2DLD [pick up chip];
 * U11RD [pick up chip];
 * R5D2L5D3LU [the teeth should be coming toward you];
 * hurry D3R and wait for the teeth;
 * when he starts coming, go U;
 * as the teeth comes right to the wall, pick up the chip;
 * wait one move;
 * step down. You should be ahead of the teeth. Run 2L3UR, drawing the teeth with you;
 * as the teeth moves SW of you, step 4U5L4DR to get a corner chip;
 * step L3URU3RDR4D (you should have beaten the teeth out, he will not bother you now);
 * finish the level thus: L2D3R8UL [pick up chip];
 * R3D2R4D [this is point #3]
 * 2D2L2DL [pick up chip];
 * D3L2D5L2U3LU [pick up chip];
 * L5U2R4UR [pick up chip];
 * L7DR [pick up chip];
 * L3U2L3D2L4DR [pick up chip];
 * L2U2L4DR [pick up chip];
 * reverse course to point #3;
 * 2R2U2R [this is point #4];
 * 7U2L2UL [pick up chip];
 * R2D2RD2R4U2LUL [pick up chip];
 * 3U2RD [pick up chip];
 * U2L2D5L2U3L2DL2D2R2D3RD [pick up chip];
 * reverse course to point #4;
 * 2R4D2L6D2R3DL [pick up chip];
 * R3U2L2DL [pick up chip];
 * D2L2D9L [exit].

Level 74:PLAYTIME
Walk over the red button and on the ice to the left. Walk on the trap and when the ball gets there, go north. Get the chip at the bottom. Go on the forcefield and you come to some paramecia obsessively going around in circles. Jump on the upper right corner and go left after three squares. You should be safely led to the chip (after the second up floor).

Go north and you come to an area with tanks and pink balls. From the gravel, push one of the blocks to the east and into the water just west of the chip. Prepare the second (put it by the opening) and go to get the chip at the left past the balls. When you get the chip, push the second block into the water, get the chip, run back and go up to the exit. You score up 359 seconds.

Level 75:STEAM
Move like this: U D 5L U 2L D 3L 2U L 2U R U 2R D 2R 2U R U 2R 3U R 3U 3L 3U 4L 2U 6L D 4L D 3L 11D L R 5D L to get the fire boot and the flipper. Go straight to the exit in the NW corner. You score 479 seconds.

Level 76:FOUR PLEX
Go east through two teleports. You should end up in the NE corner. Go east through the fake wall, south to the bottom, west through the first fake wall, and north on the ice to get the red key. Go back the way you came and into the teleport. Go south through the fake and recessed walls and red keyhole. Go through the teleport three times and get the yellow key. Go back through the teleport three times and over the recessed walls and forcefield. Continue east and south.

You will come to a ball machine and a red button that you must cross over. Do so and "steal" the chips from the other two balls, while going all the way back north and one space west after taking the first. Go on the southern forcefields and when you push the block, jump south. Push this block south and east (you will have to go into the bug's area) in preparation for pushing into a bomb. Go back to the ball machine via the area with the bug and some ice.

You will see a pink ball coming out at an interval. They should not bother you, but you must run fast! Go again on the southern forcefield and this time, jump to the north. Push that block down, and push the first block into a bomb. Prepare the second block by putting it in the same position. Go back to the ball machine and follow the second ball. Go on the northern forcefield and jump south and repeat the whole thing a third time, the next time going on the northern forcefield and jumping north. The fourth time, do not prepare the last block.

You should have cleared out all but one of the bombs now. Use the last block to blow up the last bomb. Traverse the forcefield and head toward the glider machine. Make sure the toggle door is closed first! Clone and release two gliders. Get out of the way of the second, open the toggle wall for the trapped glider (because it needs to be closed and a glider will hit the button once), and release it with the above button ("first" button). Switch the toggle wall with the above switch and go down to get the chip at the bottom. Repeat the double cloning and path; but this time, hit both toggle buttons above the first button and continue the path all the way to the top, where you pick up another chip. Return to the first trap button, making sure the door is open; a glider will blow up another bomb. All three chips on the left are now available.

The next part is a recessed wall path, just like the level CELLBLOCKED, only smaller. Go north and get that chip and go back south along the water. When you get to the next section, go directly for the NE chip, then get the other chip and continue. Get the next three chips in east-to-west order. Follow the south wall all the way to the chip in the corner, then go back east, getting the two other chips on the way.

Getting the blue and yellow keys is a classic problem for this game. Push the first and the third blocks in and the second blocks south. Get only ONE chip (on the left) and the keys (if you get both, you will be stopped by the paramecia and bug later), and go to the western area, through the yellow keyhole. Steal the fire boot from the paramecia (he's traveling along the wall) and go over the fire in the east to get the red key. Go back to the western area and get the yellow key. Return to the east, steal the flipper, go over the water, get the last chip, go through the chip socket, over the ice, east, south and west into the finish. You score 104 "plex points" x 4 plex = 416 seconds. :-)

Note: This level is one of the most involved, diverse, and complicated in the whole game. If you liked this level, others similar are TOSSED SALAD, NUTS AND BOLTS, NIGHTMARE, and ELEMENTARY.

Level 77:INVINCIBLE CHAMPION
This level is incredibly simple. Go northwest around the red button. Get into the bug line when there is a gap and go around getting all of the chips. The exit is to the northwest of the bugs. Score: 481.

Level 78:FORCE SQUARE
Go VERY FAST D R 2U R 2U L D R U R 6D 5L 2U R D 2L 2U R U L D 2R 3U 2L U. On the outside, push through the wall in the west. Go into the teleport in the SW corner, get the yellow key, and go back from the south. You have gotten all of the chips; get the red key. Go south into the teleport. Go straight south through the yellow and red keyholes and exit. If you have the utmost boosting skill, you can score 480 on this level.

Level 79:DRAWN AND QUARTERED
Go straight south and get the chips on the south and east sides. Go into the teleport from the east. Open the dirt on the left side of the top of the fireball area. Keep going and get the chips on the west side and the south side. Reenter the teleport from the south. Keep going north and get the chips on the north side. Get the chips on the east side; this time, you don't need to avoid the dirt. Go back through the east side.

The last quadrant is the most difficult. The fireballs are following you, but they will just go in the circle. First, cross the fireballs' path and get the chips on the north side. Return to the NW corner. Run down across the dirt and get the west chips. Run straight right towards the exit. Do not let the fireballs burn away your 220 score.

If you go DUDU the fourth up will get you back to this starting screen. If you follow this path and get the chips on the 1st and 2nd screen before the 3rd screen, you can avoid having the fireballs getting near you till the very last moment and beat it with the maximum score.

Level 80:VANISHING ACT
All of the tiles are invisible walls. Be warned: The dirt disappears, leaving you without a backtracking guide. Here is a map of the level: [X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X] [X| | | | |I| | | | | |I| |I| | | | | | | | | |I| | | |I| | | |X] [X| |I|I| |I| |I|I|I| | | |I| |I|I|I|I| |I|I| |I|#|I| |I| |I| |X] [X| |#|I| |I| | | |I| |I|I|I| |I| | | | |I| | |I|I|I| |I| |I| |X] [X| |I|I| |I|I|I| |I| | | | | |#| |I|I|I|I| | | | | | |I| |I| |X] [X| | |I| | | | | |I| |I|I|I|I|I| |I| | | | |I|I|I|I| |I| |I| |X] [X|I| |I|I|I| |I|I|I| | | | | | | |I|I|I|I|I|I| | | | |I| |I| |X] [X| | | |I| | | | |I|I|I|I|I| |I| | | | | | |I| |I|I|I|I| |I| |X] [X| |I| | | |I| |I|#|I| | | | |I|I|I|I|I|I| | | | | | | | |I| |X] [X| |I|I|I|I|I| |I| |I| |I|I|I| | | | | | | |I| |I| |I| | |I| |X] [X| | | | | | | | | |I| | |#|I| |I| |I| |I|I|I| |I| |I|I|I|I| |X] [X|I|I|I|#|I| |I| | |I|I|I|I| | |I| |I| | | | | |I| | | |I|#| |X] [X| | |I|I|I| | |I| | | | | |I|I|I| |I|I|I| |I| |I|I|I| |I|I| |X] [X| | | | | |I|#| |I|I| |I| | | | | | | |I| |I| | | | | | | | |X] [X| |I|I|I| | |I| | | |I| | |I| |X|X|X| |I| | | |I|#|I|I|I|I|I|X] [X| | | | |I| | |I| |I| | |I|I| |X|B| | | | |I| |I|I|I| | | | |X] [X|I|I|I| | |I| |I| | | |I| |I| |X|X|X| |I| |I| | | | |I|I|I| |X] [X|#| |I|I| |I| |I|I|I|I| | | | | | | | |I| |I|I|I|I| |I| |I| |X] [X|I| | | | |I| | | | | |I| |I|I|I| |I|I|I| | | | |I| | | |I| |X] [X|I| |I|I|I|I| |I|I|I| | | |I| | | | | | |I|I|I| |I|I|I|I|I| |X] [X| | | |I|#|I| | | |I|I|I|I|I| |I|I|I|I| | | | | | |I| | | | |X] [X| |I| | | |I|I|I| | | | | |I| | | | |I|I|I|I|I|I|I|I| |I|I|I|X] [X| |I| |I| | | | | |I|I|I| |I| |I|I| | | | |I| | | |I| |I| |#|X] [X| |I| |I|I|I|I|I|I|I| | | |I| | | |I|I|I| |I| |I| |I| |I| |I|X] [X| |I| | | | |I| | | | |I|I|I| |I| |I|#|I| |I| |I| |I| |I| |I|X] [X| |I|I|I|I| | | |I|I|I|I| | | |I| | | |I| |I| |I| | | | | | |X] [X| | | | |I|I|I| | |I|#|I| |I|I|I|I|I| |I| |I| |I|I|I|I|X|X|X|X] [X| |I| |I|I| |I|I| | | |I| |I| | | |I| | | |I| | | | | |X|E|S|X] [X| |I|#| | | | | | |I| | | |I| |I| |I|I|I|I|I|I|I|I|I| |X|X| |X] [X| |I|I|I|I|I| |I| |I|I|I|I|I| |I| | | | |#|I| |I| | | |I|I| |X] [X| | | | | | | |I| | | | | | | |I| | |#| | | | | | |I| | | | |X] [X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X] X = wall, I = invisible wall, # = chip, E = exit, S = chip socket, B = starting position

Get a sense of the paths and you can score up to 733 seconds. It's magic!

title: Chip's Challenge/Levels 61-80