level 1: The Minefield

It took me about 3 hours to complete this level from top to bottom in one session.

You'll see that the first string of chips has fire and water underneath it; you can't get them yet.

It sure seems like there's something useful within the water.

Those green doors block your return through the maze areas until you have the green key.

It should be pretty close. Search to the right, and then go back and take the chips.

Check those blue walls out...

The trap button is very important. Hold it down.

There's thin walls under some of those chips in the water. Leave the top one for the trek to the fireball area.

Keep collecting and then note a blocked-off area in the far southeast. Do you also notice a familiar trap?

There must be something hidden here. If Chip can now walk around to the blue doors, could this item possibly be hidden under those?

There also are no further blue keys visible in the level. So what could be sitting in this area?

Be sure to collect all the chips in the areas going up. There's two under some dirt in dead ends.

Oh, so you like the terraformed symmetry after removing the chips. It's a new addition. :D

Keep collecting westward until you reach further chips in an open area.

At the current time, the bugs are jammed into the chips, since they are blocked by fire. What stops them from retreating?

There's still a lot of teeth. They can die in fire, so take all the chips on the top edges.

Finish with the chip in front. Now, the tanks and teeth will only move on even moves, usually when the doors are blocking them. Does that help a bit?

Can you synchronize the toggles at all?

Only a few chips remain, in the remaining foyer and then at the start. Have you inferred what you might need to get those blue keys?

There should be one below you.

The other one is near that fire trail that you opened up for the monsters to kill themselves.

You're through the doors. I think that block is useful.

And you also know where to use it.


level 2: Space Jam 1

Hear a popping noise?

Experiment with the exits from the start area.

Which of the exits seems more of a logical way out?

It sure seems like that shortcut could be a trap.

That button revealed next to the water on the left side controls the ghost train at the bottom.

Hit it 11 times, but don't forget that chip. Now ignore the rest of them and take that stream of chips.

Force floors and a bug clone machine pointing to bombs! Does this suggest the way to get back to the exit?

By the way, check out those monster cages.

So now, let's go to those bombs. Explore beyond and wonder why there's still one bomb left.

Did you just do something that will make it explode later?

First, though, you've got more to explore.

Run to the right and hit a clone button. Results, right?

Another string of water? Well, let's try again.

The block of chips is not completely real.

Don't forget about those toggle walls that go out. Watch the toggle button.

That force ladder isn't just about the chip.

Didn't we leave one area unexplored to the left?

Don't forget to clone the last glider.

Those sockets are not all free either.

Start at the fourth on the top and zigzag down and left.

You've got the suction shoes! Now, where can you go now?

The toggle door is closed. Remember where the button is?

Did you remember the green key?

How many bombs were at the start?

Clone that many bees.


level 3: The Ninth Gate

Why is there a socket blocking the key after you step off it? This is apparently important.

For now, just pick up the chips.

Step down off the path. You need to hit the toggle button.

Why is there an opening in the chip ring? Could that be the entrance?

Those red keys are stuck, trapped by monsters. Does this confirm your suspicions?

Before you continue, pivot down and experiment with the four chips in the clone room with the gravel. Now play the level again and leave those for later.

See the exits there? It does appear as if this is the way out.

Those blue and yellow keys are important. Keep moving east.

So that's what the toggle button was for.

Grab the chips when you see them.

Take the ice route towards those chips in the ice. Now move left.

Do you see these blocks against the ice?

But you're on the other side. You can break this system.

First, divert down and pick up the other chip.

Do you see this force contraption?

Can you get to the chip on the left with the doors open?

Actually, you don't need four of the chips.

So leave that one alone.

There's only two teleports here, so where should you go to port into that chip within the fire?

Use the doors to get those chips in the middle of nowhere.

What is that dirt doing in nowhere? Didn't we just see something like this above?

That green key could save some time.

Are those blocks useful somewhere?

Or do you need them?

The three chips down in the southeast (two are under bombs) are the other three you should leave alone.

Some of the chips in the green door prison aren't real.

That center block is the only one that works. The other two are stuck.

What could be in the mound of dirt in the corner?

Do the traps suggest a maze?

Oh, and watch out for one 3L across the bottom.

Most of this dirt circle is trapped. Try the NE corner.

There appears to be a string of chips on the left. Just run up.

If you studied the four chips earlier, you know how to do this part.

You've got them all. Now go get that red key.

Could the exit be hidden under a thin wall?

So it's in the mound of red doors to the right.

Read the hint.

That space is the upper-right door.

So the exit is behind the second red door on the left.


level 4: E = MC 2

You need to blow up another bomb. Where might you get something that can?

There's some purpose to that thing to the right.

These walls are in zigzags, so watch carefully.

There are two chips on the top ends of the water.

What might those toggle doors in the SW corner be there for?

Go over there and see if you like.

Don't pick them up; you have one already.

Watch for chips above the water stops on the way over.

Why are tank buttons everywhere? Does something happen when you hit one?

Ouch. So it's a maze.

Three tank buttons and a bomb on the right end means something is definitely behind those bombs.

Run up, you have more to explore. Notice that trap button. There's a chip under the dirt, so slide back a second time and free the ball.

Continue running up to that clone button. That's a help.

Now, with the trap held down and the bombs clear, end this area and go to the thieves.

You can't get this chip without losing the flippers. Now you know what the other pair is doing in that corner.

There are two chips under the thieves, so don't forget those.

Remember this maze?

The entrance to the rectangle of chips is to the left of the upper left chip. Now you see that bomb blow up.

So that's what the blue keys were for!

Go pick up those last chips and the flippers.

What might "E" stand for among all tiles?

What could it mean?

Do you see any "MC"s in this level?


level 5: Cinco de Mayo

There seems to be something in that space to your right.

What does it look like will be needed to get there?

Try stepping on the dirt. However, the traps don't work. You'll also need suction shoes.

Move to the right. It looks like something may be at the end of that offshoot up there.

A clone button. What did it clone? Let's wait on that.

There's a lot of chips, but only 5 are required. Could these be legitimate?

Explore below. Aha! Yellow keys.

Pick up one of them.

You have a block and a whole load of bombs.

Where does it seem the bombs "build to crescendo"?

Walk around the area and expose all the bombs. Does this point out where it is?

Now try the level again.

There are some more keys to the left of the bomb area.

A blue key. Go open the door.

Can you get out if you hit the buttons yourself?

Now go into the yellow door maze.

Why are you always ending up with a lot of extra keys?

Do some keys need to be picked up? Try just traveling the route without any extra keys other than the nine you have.

Where can you get them in the maze that takes the least time?

There's a couple useless areas.

Try the left side.

The one in front of the entrance and the one below that zigzag are useless.

Do the other places seem to take a lot of time?

You're out of here now. Switch the tanks, because the chip guarded before was legitimate and the other one is fake.

Some kind of circle of fireballs.

The suction boots are booby trapped.

Go back towards the zigzag.

A trap button. What could it do?

Touch it. Some kind of chain reaction.

What might it have released that was so close to other buttons?

More buttons got hit after that. Did you see buttons anywhere else?

So the traps are working now. But where are the suction shoes?

Get through that maze. A hidden chip! Just three left.

It seems like there's an unexplored part of this level. Go through the door maze and explore it.

Run down to the bottom. What might the ball be there to do?

Have you seen another clone machine somewhere?

There's an exposed toggle button now. Hit it four times.

Aha! Now run to the left and pick up that chip.

Why isn't the chip socket guarding anything? Or guarding anything visible...

You can't get the chips yet. Continue the run to the left.

Seems like a straight bridge would work for those ice skates.

Explore in that lower left corner.

Whoa! Suction boots! But you'll need some kind of block to get them.

Pick up those chips and look under the chip socket. Now that block puzzle will be easy.


level 6: CyberSpeed

Start to the northeast. There are a lot of ways to fiddle with the buttons up there.

You need at least 10 to break through the bombs and hit the trap buttons.

At the first chip in the SE corner, the trap does not affect anything.

You can almost see the bees.

Look over there for a second, then play the level again.

Plan a route that attacks the quickest chips when the bees are near the buttons and the slowest ones when they are far.

Check out the weird exit and suction structure and the fire boots. Could there be some way to relate to how to exit this level?

Keep sliding west and stop those trap buttons.

To the north is the ice spiral.

Those nine chips are going to sink, but fortunately you've freed the blocks.

From the vantage point at the beginning, you can see an unexplored section. Move north and you can see the windmill.

There are two ways to the socket, one being to your right, and since you can't use the same route both ways, go right now.

Go get the fire boots and observe the mechanism used to block earlier exit from this area.

Now you have everything you need to exit. But where is the exit?

It's actually to the lower right. Step in the south-east trap and get out.

And if you missed the trap button in the northeast, sorry!


level 7: Space Jam 2

I'll be easy on you here: Zigzag up towards that chip on the left, then complement that with another zigzag.

Wait for the bomb on the top to go off, then bolt towards the other chip.

You can sneak past the teeth on the right side.

That green key is important. It shouldn't be difficult to snatch.

Take the corner three chips out, then wait a move.

Pick up more chips, then run to the top, one space left, and to the right.

The blocks are needed; hit down on the second one.

There looks to be some passage through the traps.

There seem to be some useful keys there.

Now pick up the chips in this area and you won't be disturbed.

Stop that walker from cloning anything.

There seems to be some chips over there...

And now some keys!

What would empty spaces be doing in here?

There seems to be a lot of these.

Now, go back to the right side. Why is there a yellow door in front of a thin passage?

Open that door, then step left.

There's a block. Move it through.

Check the hint to get through the southeast. It's a straight E attached to the left side.

Wend towards the left and past the sockets.

Why is a green door in the middle of the ice when it's blocking nothing?

You'll have to take the twisty route.

Those blue keys are useful in that mound of blue.

Why is a single water space at the end of a corridor?

Test the blue walls.

So you apparently need some blocks.

Your oil jug won't run dry.

Attack that mound of blue starting from the green.

Zigzag right and up until you find some thin walls.

What direction does this suggest?

Keep moving to the west and across the west side. That's the last chip.

Sift through the sockets and use those red keys to the northwest.

Does a red door being in front of a water space seem suggestive, especially when there are no chips left?

Flippers will remove the exit, so you need a block.

But you have two keys. Try the other one.


level 8: The Twilight Zone

You're not going to be able to get in to the sockets for now.

Pick up three of the chips in the ice circle.

There seems to be nothing else to pick up but the ones in the very center.

Run all the way to the top left corner.

All non-floor spaces are open here.

Get those keys, then run back out.

You'll need to go through those doors later.

Retreat to the SW corner.

There seems to be something important behind those red doors.

Dodge that glider. The dirt is double-bolstered.

Fire boots!

You won't be here again, so get the chips on the right.

Go back to the top.

Did you spot the chips behind the fire?

Get them, then you can move into the green door string.

A thin wall has no effect when it's hidden until it is revealed, so you can go backwards over it when it's still hidden.

This is very important.

You'll use it again.

Go towards the very end of the string.

What are two bombs doing here?

Remember those imprisoned fireballs?

Aren't they in the line of fire?

What do you think could be behind the rows of sockets?

The exit? No. What would this be here for, then?

Get that yellow key, then use it in the glider circle.

One chip left, and you know where that one is.

Three things can't be in the same square.

So what socket is safe in the first row?

For the second row, try the other end.

Now move R 2U 2R D.

Touch the corner.

Ah, I thought so. The toggle button.

Press it.

Boom, boom, boom, boom...then it stops...then one more boom.

You're one short.

Where might you find a way to do that?

One more unexplored section.

What? The bomb reforms itself.

Whew! Blocks!


level 10: Holes

Wend your way out, then move to the right.

You can sneak into the clone buttons, because I missed one thin wall when making the level. ChipEdit is OLD tech...mostly.

Don't actually press any clone buttons, because their targets are yet unrevealed. And they're above you.

Now, removing those bombs will score that chip. Move west through the maze.

See this? That's how you stop that thing from The Twilight Zone. Block it on BOTH ends.

Keep walking northeast. Aha! Move that block R and fire the machine gun.

There's also a dead end...or is it really?

Now, hold down that trap button and hit all the clone buttons ONCE ONLY, but also take the chip.

Now, with the other chip removed, you can safely touch them again and get the blue keys on the opposite side of the blue walls. You also require two chips above the toggle doors.

Keep moving south, and now you can see another machine gun below. Fire them both.

Quick, small shortcut: Move D onto the force floor, then 2R to one key. This spends no time and saves 2 moves.

The traps on the right side are open. Now, if this were the exit, you wouldn't need to hold them down at all because of a program bug (this is where the 777 bust came in), but you need to go back over them, so they did have to be opened.

Here's Camp Green Lake. Get all those chips, and don't get stung.

It looks like six doors, but they're double-guarded.

Now, move to the start. It's obvious when you get blocked by thin walls, so keep moving.

Knock the other chips out of the way, then keep walking.

The block is stuck. You need to stop the force floor with...say, the other block.

Now, you get the final chip, and then you can enter Camp Green Lake itself. Mind the holes.

Start 2LU, then move the block around D4L.

Try not to step next to already visible fire. On the first visible fire, move the block around 2L2U and continue through the maze. You've already seen a good amount of the remaining fire.

You can now move the block 3UD, then over to the right and to safety.

The Mouse Panel Glitch is usable here.

Now, finish the job, and then go find the treasure. There's one fake, like in the real book.

But you moved close to the real thing during some moving.

Okay, it's in the northwest. Use the bottom trap.


level 11: Septic Tanks

I stopped making levels for a while at this point, then I did this one.

Take a look below you.

A bunch of red keys, apparently.

Then keep looking below...

It seems to be a tank-controlled toggle system that runs this level.

Does the title suggest more tanks?

Just trust me here: Hit the toggle button once. You won't regret it.

Now continue revealing and picking up the keys.

Wade through the dirt to the right.

Some kind of wetland.

In the corner are some flippers.

Now you see why you had to hit the toggle button. Otherwise, the tanks always hit the closed walls.

Get the dirt out of the way.

Hang on to the top row of speckled dirt and drop periodically to remove the active dirt.

More is hidden, but it will be removed when the tank hits it.

Continue to the left, then divert yourself down to remove the blue walls and chips.

Continue left and pick up the first two chips blocking the tanks.

The tanks could reverse on you.

What does it seem like you need to do?

First, take out this dirt and the chips underneath it.

What now?

Just take out all the dirt.

Under some of them will be red doors.

Open those too.

What might be under all these bombs to the right?

You should end around the top of the lower section.

Take out these chips.

Start at the bottom.

Are the rest of the chips ready?

No?

Explore the SE corner.

Why is there a yellow door and now a thin wall blocking a dirt space?

Is there something important?

Let's get the chips.

Now, where could the chip socket be?

Would the yellow door guard the chip socket?

Or the other way around?

Inspect the offshoot below the chips.

Now where do you think the exit is?

I wouldn't have put the yellow key behind the chip socket if you didn't have to use it.


level 12: Labyrinth

Don't lose that tooth monster!

How do teeth move?

Towards you in any way possible, without regard for their safety.

They go one step every two moves, either way to one side of you, and vertically if there's a tie.

You should be able to get the teeth through to the left side.

Is it possible to get the teeth through the left passage?

Hmm.. A yellow key.

You're faster than the teeth, so speed is not the most important part of this level.

Can you let the teeth into the corner and then pick up the chip?

You don't actually need the blue key, because the teeth can go over the hidden trap.

There seems to be a hidden chip at the bottom of that long dip.

Pick up the other chip.

That teeth monster will go into the dip.

Can you get him out if you dive down and up?

You'll have to wait.

Let's get the teeth through the top mazes.

It appears that this bomb is the final destination.

You'll have to wait while on that gravel.

However, the directions are equalized when the teeth gets next to the bomb.

What's the chip socket for?

Now block that route off.


level 13: The Sword in the Stone

you might be able to take a guess as to what the hidden chips spell out. you are going to have to wait several seconds before you can make it back to the main level through the fireballs, so you can pick up a couple more chips before you get in the train.

there's a bunch of different ways to do the lower section of the level, but remember how fireballs move. try to use CCedit to find the hidden blocks, though.


level 14: Zero Gravity

What does the hint suggest about the difficulty?

How might you get to the chips on the right side?

Does it seem possible to get to the one on the top?

Try walking on the floor squares.

What do the thin walls suggest about how to get the chips in this room?

Can you sneak over a thin wall by leaving a chip alone?

What might be at the end of this force corridor?

Why would force floors converge towards one space instead of the way out?

The first five bombs in the path of the cloner are empty, the rest have chips. There is one extra.

Do you need the block?

How can you use chips to move the fireballs where you want them?

Could there be a way to cause fireballs to deflect off each other in a hallway and save time?

Will this work on the remaining rows?

Where are you going to have to step off to get to those fire boots?

Where will you go then?

Try the top.


level 15: Sacrifice Mission

Four bombs appear. What seems to be the objective of the clone buttons?

What could they clone such that it can survive fire?

You might want to explore next to the cloner.

Now you can clone the fireballs!

This exit is inaccessible.

Check the alcoves on the side of the force floors.

Why might you be blocked from going back to the thief after you picked up ice skates?

Poke to the left.

And to the top right.

Hi, Chip.

What might you need the buttons for?

Explore the area.

Hold them down.

What does the hint suggest about what will happen if you touch it?

Leave everything alone around the hint and the thief.

Treasure!

CC2. Interesting formation!

Get three more chips in the corner of the dirt.

Keep running up past the force floors.

A clone button. What for?

Press it twice.

Explore to the left now.

It's a sequential cloning device.

Step on the dirt. That's the objective, right?

Continue to the left.

Good thing we picked those chips up.

End at the bottom.

Push that block up and hope for it to return. Now get out of the way!!

Let's get that big block of chips.

Continue with the sequential cloning until you're one off. Now we have more level to explore.

Try hugging the bottom part.

Where could the controls be for this selective cloner?

Up there. Now what would the ball be cloning?

Go back. Ah!

Clone two blocks if you feel comfortable.

There's more chips behind the water.

Now you can finish the sequential cloning.

That's all of them. Hit the chip socket.

Wha? Why did we need a thief?

Did you see the formations in the upper right corner?

Why is the hint in front of one of them?

Could that one be nonfunctional?

You have eight yellow keys, and why would you not be using them?

Try to stay on the left.

This must be why. Could you get in there with skates?


level 16: The House with a Clock in its Walls

There are five extra chips.

A sixth cannot be picked up.

What does it appear needs to be done in the first part?

Are you sure you really need to do it?

Remember what I said on Holes. If it's connected and on the lower layer, it won't function.

So just throw the blocks aside, pick up the chip, and get moving.

Be careful because the left side of the dirt is trapped.

Try approaching the chips in the dirt from the left. Can you get this first one?

Does the chip to the right of the dirt need to be picked up?

Might there be other chips under the bombs?

Have you read this book before?

The coal bin is where the book's climax is.

The ending uses a key to unlock the clock...recognize anything? Start looking. There should be four of them in the COAL.

Where do Lewis and his uncle live?

The address. 100 High Street.

Have you discovered any numbers in this room?

I see a lot of bombs, but no blocks...and a dead-end ice train. Do you need something?

Can you find it?

It's some kind of progressive chain. Where does it stop?

A water space in the middle of nothing. So there must be something important.

Yes, I know you can cut it off to the right, but you won't get the item underwater. Cut off to the left and take the block; it's quicker than going through the whole chain.

Also, move R off the revealed chip to allow the fireballs to splash!

Now, let's start on that elevator to the left.

From the initial inspection, Chip will be sending revealed blocks up one way and down the other to collect some chips.

But first, get rid of that hidden chip. Now, build north and then south.

Circle those chips around, and try to end the circle on the second force floor from the top, as that's the one non-blocked entry to the five chips hidden on the left. It's faster this way.

As you move north, be careful of the cloning fireballs; when you slide up, watch their sliding and sneak one move behind them. If you sneak half a move behind, you get hit.

Finish the circle, stay on the right, and get those red doors opened.

There's a chip in the tanks; you won't need it. You're down to just two left.

Also, you won't need those chips near the trapped gliders.

However, remember which trapped gliders were safe to release.

1, 2, and 6. They're in this order on the buttons.

There's one chip just past button 6...

and the other beyond the coal bin. In the corner.

So, you've got all seven keys...let's face the apocalypse.

Oh, yes. In the book, the clock ticks down until Doomsday. With that toggle button, you just released a teeth (equivalent Selenna Izard) that will set off a clone machine that kills the Chip at the start!

So you cannot make any mistakes now. Did you read the hint quickly enough?

Move 2L3UDU to explode the clock, but now you have to get to the exit in time. If you read the hint...

...okay, it's the fourth bomb on the right.


level 17: Grand Piano

there's 88 keys. heh. (and chips too.)

make sure you get the key/chip at the bottom near the chip socket before any boots. there's a hidden spy next to it.


level 18: Where's that thief? I want him!!!

What does the title suggest about your goal?

Poke around.

Now wait. That bee shouldn't be in here!

Block it off with one of the chips.

Did you notice the structure of this section at the beginning?

Which way are you going to have to pick up the chips?

What do you need to go that way?

Go look for it.

Watch for two hidden chips in the top part of the teeth maze.

Why is that force floor reversed?

Could there be something important under the bomb?

So what must be in between?

A key...Use it.

Flippers. Now you can swim the pool.

All the alcoves have chips in them.

You should have four chips to go after that big maze of chips.

Stay on the left side of the pool.

Now get out of the way!!

Touch the corner. A toggle button.

Did you see the tank below you?

Hit the buttons an odd number of times.

Go get the other three chips by the cloner.

The alcoves have red keys. Do you see a string of red doors somewhere?

Wait a couple moves in the pool, then have at them.

There's the last chip.

Where's the chip socket?

Go back to the right. Wait two moves before wading.

What would a blank dead end be doing by the buttons?

Explore. There it is.

Now there has to be something of importance in here.

At last, the thief! Make sure he doesn't take the suction shoes.

Let's explore the SE corner.

Except for the two nearest to the tank and the extreme SW perch off the force floors, all the empty spaces have yellow keys.

You should find 30 of them.

The final obstacle awaits. No going back.

Which one seems the most likely to get you through?

The door within reach.

Some kind of maze.

You have 28 keys left.

You saw where this was aiming while getting the keys. Would there be enough doors if you went east?

In fact, that's a dead end. Go 2D.

Trudge to the right.

Ah. So that's why we needed the thief. It's not possible to get that ball out with skates on.

Pop-up walls. Two of them. Does this suggest how to escape?

Continue three doors up, then turn left and U-turn back to the right.

This last door is free because of the tank.

Get ready to jump right out of the way!


level 19: Stupid ball......

Don't you just hate balls?

Well, look at the end of the level and you might now. Just one ball bouncing around...and you have to do all of this!

While you can reveal all ten keys if you're really fast, some of them don't save time. The quickest path is 1, 4, 7, 10, which only take one move to save two.

To the left is a massive ice space. Do you see some areas that are totally blank?

There are actually chips hidden everywhere within this area, plus four on the northwest side.


level 20: Too many toggles?

Along with Overdrive!, this level is based on one element only, but it is still extremely tough to optimize.

There are fourteen extra chips, and the walls change on move 3, 7, 11, 13, 15, 19, 23, 25, 27, and so on.

Try ignoring the southwest and northeast corners.


level 21: Overdrive!

I could hardly think of anything else at this time, so that's why I made these two.

Start by taking the three from the center, then continue to the four in the lower center, and circle northwards.

When you have all the chips, the quickest path out to the exit should have a lot of ice on it.

The far right is fast, the next row over is faster...

however, the next row over is even more so.


level 24: Invisible Kid

I started my metal journey with the album which contains a song bearing this name, so it's important to me. The clock is also the same length as this song.

Imagine an actual stick-figure kid in the middle of the level.

Does it seem like what is behind the fire can be picked up now?

Do, however, pick up the keys.

There's four chips hidden under the very bottom of the kid.

Why are there a bunch of yellow doors and a bunch of water spaces?

Open one door.

This is the part that takes a while.

Watch for a tank button that gets uncovered, and be careful of some revealed bombs on the very top row of the water area.

Now move to the NE corner of the level. First, though, pick up the hidden chip in the top corner.

Be careful of revealed bombs and water again.

Some kind of tank creeping device.

What seems to be the goal?

Have you seem a bunch of traps anywhere?

How can you stop the tank from hitting the swimming Chip when it runs out of the walls?

You used all the blocks already. Look next to Chip.

Can you deduce what kind of pattern might be required to get the tank to move in one direction only?

Start with the toggle button.

The tank can only move one space at a time.

To make it move down, it has to first turn north but then not be able to move. The tank stops moving when it hits something even if the path is opened later.

Is there a way to turn the tank around without allowing it to move backwards?

Try hitting the button a second time before changing the walls.

The tank opens the middle of three traps on the second-highest row.

Fire boots!

Explore past the fire.

That's all the chips. So where is the exit?

Did you recall that there was a toggle door that would not change at all blocking the very east side?

Is that a clue?

And why is this area in direct range of a paramecium cloner, with the button blocking the only way into this corridor?

Therefore, you have to take another path. Fortunately, you've got all the chips...


level 26: Ground Zero

What does the name of the level and the hint suggest about the part of the level you are in?

What would be the method of transportation in a high tower?

Elevators, maybe..

But also stairs.

Try to go in stairs.

What's the biggest mass of chips visible from here?

Now go back to the right side.

Does it seem like the chips on the right are clustered together more than the ones on the left?

So which one takes less time?

Clear the right side, then the chips in the center, then the chips on the top.

From the vantage points on the bottom of the tower, which way seems to be the area with the exit?

So move left for now.

It'll take a while for these teeth to catch up to you in a straight line.

You can out-corner them too.

Is it easy to drive an SUV through a hazardous course?

What about a small sports car?

Which one is you?

Can you leave parts of the dirt closed so that you get through it and they can't?

Will you be able to beat the teeth back out of the bottom?

Now climb back up and move to the right.

Chips and force floors.

Get that blue key.

Where does it appear is the point where you can start picking up the chips in the middle?

Can you get to the center quick?

Don't forget the one by the water.

Look across the fence.

There seems to be a routing mechanism here.

How many times can you go back?

One.

Get two when you go down and two on the second pass.

You want to end this on the far left.

With the first chip, you're on the right side.

There's another key.

Observe the exit system.

Now continue picking up the chips.

You should have one left.

Go past the ball cloner.

There's the last chip, and a chip socket guarding a clone button.

Push that block into the water and touch the clone button.

Wha?

Why is the chip socket guarding the ball cloner and not the bee cloner?

What might the trapped glider be doing here?

It's not cosmetic.

Did you notice anything about where the bug might be moving once it is cloned?

The glider was the boss of the bee machine.

It would have cloned east. Ouch!

Now what's the boss?

How can you make the cloner clone south?

Touch the button when the ball is going south.


level 28: Moxie

You can't get out of here until you get all the chips.

Where is the only place they could be?

Attack the left side first.

Clear out the left corner of the moat.

Start on the center part of the left, then move to the bottom.

You should have most of the blocks needed for this part.

Get the rest from above you.

Move the blocks in the SE corner into their places. Use the blocks in the center to fill the very corner.

Now you have 23 chips left and you're in the NE corner.

Complete the job in the NE corner with the blocks straddling the top.

Use the remaining blocks in the center to fill in the last few spaces in the NW corner.

That's it. Open the chip socket.

You're starting some kind of clone ring.

Uh-oh. The targets are three Chips.

Run, run, run!

That should stop them.

Pile the blocks in front of the entrance.

You're safe. Now find the exit.

You could barely see some kind of mechanism in the corner.

Check it out.

A toggling system.

Start it by nudging the block onto the button.

It changes every 7 moves.

A red key.

Did you see a wall of red doors from the beginning position?

Head towards them.

The doors are closed. Look down.

Another key.

Did you happen to see two doors?

Now go towards them.

A green key!

There's only one place the exit could be.

Look under the green doors.


level 29: Rampage

The old classic arcade game.

What might be under these bombs?

Can you get monsters to do it?

There are monsters here, but no. Dodge them.

You can move the blocks onto the hints if the teeth get in the way.

There's no boots in this section, so you can step on the spies.

On that second tower, you'll need the blocks in that small offshoot to the right.

Not much room to avoid the teeth.

Trap it in one space, then move the block out of the way.

When there's a lot of teeth walking around, you can trap them in the spaces between towers.

If you've played Rodent's Revenge, this level will be easier.

That teeth monster on the far right tower will need to be released into the main area.

Get some of the chips in the circles.

You could also do the bottom snippet during this time.

When you have them all, cross the spies.

You have all the chips and all the keys. What could be under the bomb in the ball's line of fire?

Only one thing.

Release the ball.

Can you do that yet?

You'll need suction boots.

What are the other two keys for?

Open the yellow, then the blue door.


level 30: Please Use Other Door

First rule of this level: Always heed the hint.

Therefore, don't go into the tank's range. There's water there.

Use the teleports.

Now you can get to the tank button.

There's no use for the glider anywhere but in front of the corridor. What is it supposed to do?

It wouldn't be useless. Actually, there's a hidden block in front of the corridor that needs to be erased.

You'll still need to pick up that yellow key.

Go up through the ice corners. Flippers on the left.

You can still use the teleports to add speed.

Now try the SE corner.

Let's go back to the chip area.

Zigzagging works.

You can't go back now, so where might you find a red key?

Get past the bees by using the hint tiles.

Why might Please Use Other Door tell you to go around water and through the chip socket instead?

Is there something in that space?

If the chip socket is involved, what is under there?

Use the block and check it out.


level 31: Space Invaders

Okay, this level isn't hard proper, but the struggle for the chips is tough to optimize.

Remember that you have to get to the chip before the fireball does, so you can't clone more than one for the first two.

You can step on the chip from as close a range as one space away from the fireball, because the chip underneath will deflect the fireball.

Once the top two are out of the way, use each of the left chips to deflect the fireball east onto the right chips.

In section two, always keep the toggle door open and remove the top two the same way. However, this time, there's no chip on the first bomb. Could there be, because you can't get to it?

You can start with three and touch the opened bomb.

The third one is hardest of all. Be a bit more careful or you'll stick the fireball on the trap.

Notice that the toggle doors have to switch just as the fireball enters the second wall, or on the turn he leaves the trap. Count the moves and work out the plan.

Open the toggle door, then move RUL [1] D. This time, you have to go around and remove the chip yourself.

Keep repeating this, but now you cannot reach the second chip in time to deflect the fireball onto the second chip on the right. Therefore, touch the chip and then clone again.

When you remove the chip, you can then clone two and catch the fireball going back. The toggle wall will send him going right back to the third on the left.

Now, do you recognize this?

Clone one, hurry to the chip, and then take the chip after it has been used to remove one on the right. Continue to let the fireball move all the way down and then right for the final chip.

Now, with all those done, enter the Space Invaders proper.

Inspect the toggle walls blocking the lower section. Is it possible to get through this area by switching the toggle walls?

There's only one spot which doesn't have contrasting closed and open: the ice on the far right.

So, skate. It's on the left.

Now, what on earth is the chip socket doing here? It's not guarding anything, and the exit is apparently inside the dirt. But wait a minute...what about those balls? Which way are they going?

Touch the socket.

Shades of level 18?

Well, now you can't get in from the left side, because there just isn't floor over there. But, fortunately, the right side is open, provided you boost...

Oh, and the exit is in the center of the area, after ball seven.


level 32: A-bomb

What's the name of the level going to mean?

What's the objective?

You can't get the blocks here.

Nope, you have to go through the other way.

19 blocks. 16 bombs.

Looks like you'll need to use one extra to get the blocks out of here at all.

What's the trap button doing here?

It was under the water, so it was holding something down.

Blocked again. You can't push blocks over spies.

Break out another extra.

And it looks like only one more obstacle.

Now you can push the blocks through the floor spaces while you swim.

You did look under the block on the very bottom, right?

The flippers are there.

This is where you have to just stick through.

There's a chip under each bomb.

You can push blocks over hidden chips and get them when you push the block off.

You've got all the chips. But there's no more blocks!

Where did you see a chip socket?

It has to have something behind it.

Or under it.

Now you can hold down the button again.

You know where the exit is now.

That block on the left isn't functional, but it's a cloner.

The clone button should be in this area.

Now you just have to navigate it through the fire and flames above you.


level 33: H-bomb

It's the exact same level as the last one, except for the bomb arrangement holding the chips and tools.

Try guessing if it's faster or slower.

Yep, this is a faster solution.


level 34: Baghdad

Well, overall, this is mostly a memorial and not much of a level at all.

Just wander Baghdad and pick up the chips.

Oh, did I mention the bear traps?

Look at the hint.

Now you just have to be careful the more chips you pick up.

Then touch the socket.

What would the boots be used for?

The keys seem to lead to one thing only.


level 35: Solids?

If you hated Stripes?, it's back, but with hidden walls instead...and also, a different arrangement. It's stripes that go up and down this time.

Unlike the progenitor, there is no "maze" structure to the stripes. You can go pretty much up and down in zigzags in any order.

The exit is to the northwest.


level 36: Unsanitarium

Does the hint suggest that something may be under these "unexploded bombs"?

Check the dirt by the yellow doors.

Do you really need both keys? Remember The Twilight Zone.

Does this jump system appear to be out of the way or within your scope of future movement?

So get it later.

That paramecium isn't just an obstacle.

Instead of ignoring it, look to the right.

That toggle button seems to be opening the way to something important.

Is it likely you'll be able to get back?

Do you see more chips you can get?

Look down.

That's finished. Run upwards.

Perfectly in line.

Where does it look like you'll have to jump into?

Test the dirt. Space Invaders is back.

Follow the chips.

The teeth can't step on the flippers.

Should be easy to snatch them.

Where do flippers suggest you should be going now?

Open those toggle doors.

Have you seen any other devices anywhere in this level?

So what has to be under the dirt?


level 37: Berlin Wall

What seems to be the way out of this area?

You'll need to switch the tanks and get suction shoes for that.

Start getting the chips, it's not in this part.

The two on the right can't be picked up without suction shoes.

So it has to be somewhere inside this offshoot.

Peek below the area.

They should both be in here.

Freedom! Follow the ice.

This looks to be a universal port.

Try the down path.

You can't get to the chip on the left without releasing this glider. What chip is it touching so you can release it?

There's more. You'll need to sneak behind the glider on the next pass.

Nowhere to go but in the teleport.

Get that chip.

It looks like those chips on the left could be picked up...but you'll use that area later.

Go down.

There wouldn't be two blocks here if the water wasn't important.

There's something under the extreme NE spaces.

Can you get a block in the water in the corner?

Not directly.

Think outside the BOX.

You can push a block one space off a thin wall from the other side.

*Now* get the chips by the teeth and push that block off. You can use the Mouse Panel Glitch, but you'll have to drop that move anyways on the teeth, so don't do anything.

You should end on the bottom.

You need to move in all four directions through the port.

Which is the nearest?

Up.

Then right, then down.

Where's the last unexplored area?

Did you see a red door anywhere in the level?

Pick up the chips in this room.

Two fireballs are now moving.

Only the fireballs can touch that trap button.

You'll need to cross the trap both ways before they all pass the button.

Might you want to clone a third fireball?

But at the present, they'll just drown.

Delay the fireballs, then clone a third one.

Now instead of going into the water, can you make the fireballs turn the other direction?

Make dirt.

Where would you use this yellow key?

In the pyramid in the SW corner.

But there's a bunch of doors.

Try the nearest door.

This seems to be a progressive chain of keys and doors. Get the new key.

Continue 3L 2U 2L 2D.

Tear down the wall!!

Did you see a block from behind the wall?

It should be close to the other port.

Push the block up.

You need two of these three blocks up at the top.

You can't blow up the bombs covering the clone buttons, because they have traps under them.

Which bomb can you blow up that will free both blocks and allow you to push them upwards?

Ice skates and a green key.

Did you see from the socket where to use the green key?

On that clone button, not the other one.

Interesting exit system.

Touch the button once.

Home free?

Not yet.

There's a thin wall under that bomb.

How can you get rid of a hidden item?

Clone another fireball.

It also opens up a convenient shortcut towards the exit.


level 40: Lucifer's last stand

This is almost like Fireflies, in a tornado shape..but it's EVIL!

The far west section is the furthest out of the way, so start with those chips.

The north section has no dead end, so judge carefully which way to come in to the keys.

The intersection is towards the left, so you will want to circle to the northeast and then through the center.

Notice where the entrance to the pit is. Keep walking to the northeast corner, and then go back and dive into the pit of hell.

It's getting a bit more dangerous. However, there's yellow keys in every corridor, so get them all.

Be very, very careful in the very center. You can be hit while you're waiting for a time to squeeze through.

If you're stuck in the center, just keep circling another four moves.

Now, remember where the offshoot is?

There is also an area to the southwest, so calculate and compare the differences.

Now, go to the offshoot.

You tend to leave the key on the left side for the end, and then go northeast and then take the keys on the very top. Be careful, because you're going against the demons.

Now, even though you're going to continue walking against the tornado in the final area, it won't be as hard. Remember all those chips on the bottom.

The final stage is right next to the exit, then all the way to the corner. Open those doors and throw the Devil out!

But, we will see Mr. Satan again. Watch in a few more levels.


level 41: Kill Bill

you're going to have to play this level for a while to complete it. try to use TW (i always do for this set), otherwise when someone beats your time, you'll be going "now how did i do this level??"


level 42: Joe Louis Arena

Where would the puck be?

Look in the center.


level 43: Tank Wars

What does the level name suggest is happening when the popping starts?

Get out of here!

There's one line of chips and a couple offshoots.

The offshoot at the start would normally be picked up on the way back up, but that requires another change.

That makes it take longer.

Take the chips on the right first, then follow the chips to the socket.


level 44: Crematorium

The way down is blocked. Get fire boots.

Hold to the left.

Don't touch that trap button yet.

That's why.

Could the fireball deal with something else?

You'll need a block in front of the Chip to do that.

Make sure you check the other space in front of the fireball.

There's chips over to the right, so you have to go that way or never come back.

Where's the fire boots?

There's only a few possibilities.

Now try the other path.

Check both crevices.

You can't get back if you take the top route first.

The tank's blocking the way to the left at the moment. There's more fire boots past it.

There needs to be a tank button somewhere near.

What's the offshoot for?

Now get the boots and go into the port.

The draw here isn't the blue key, yet.

Hug the corner walls.

Not much space for a spare fire boot other than that spot to the left of the force.

Now you're in a new area of the level.

There's still up, down and left to go in the vortex at the top of the level.

Why have you not gone back to where you began this excursion?

It's a three-teleport sequence.

How can you take the left route?

You have to come from the right of the second teleport.

And thus the left of the first teleport, which is where you are right now!

Jump right back into the port and pick up these two chips, then get the chips in the left section of the vortex.

Let's start picking up the chips in this room on the right side. Now you can finish the upper part of the vortex by going DU.

What's that wall doing under the chip?

How could you have gotten to the down area before?

You can't approach from the top of port 2, that's blocked off.

But now you can go back into port 1 from the top.

Finish the chips in the fire room, then finish the vortex.

Return to the port room and exit from the right side. Now get that last chip below you.

You see the toggle button, right?

Touch it, then open the socket.

A yellow key. That's useful!

You have to close these doors again to get back to the area in the bottom right.

Go get the keys.

There's one under the yellow door.

Now you can access that clone button in the down part of the vortex.

What has this done?

Have you seen the exit anywhere?

Will you need what has just been cloned to access the gateway?

It doesn't seem like there's any more parts to the level. Except, maybe, what is in the SE corner.

It's stopped the fireball cloner. What did you just save?

Look three squares up.


level 46: Moby Dick

this is another one of those levels where you just think it's optimized, but not quite.

the fastest way to the green button is over the gravel to the right, then straight up, but this will occasionally cross the glider.

and make sure you get the keys. one's hidden within the gravel and the others are in the pond to the left.


level 47: Roswell

the most difficult part of this level, obviously, is the beehive and the green button.


level 50: Curling

Start inspecting the ice areas.

Can you collect all of these chips?

Four of them are currently untakable. So could you possibly find ice skates?

The toggle button is untouchable as of now, and it blocks the only way to the force floor train. Enough suggestion?

They're in the northeast of the ice.

Touch the green button; you don't need to, but those two moves save more time.

Go ahead and start sliding.

Now, go to that block section.

If you peer above, you notice nine pink ball cloners selecting specific Chip tiles to aim at out of the thirteen. Underneath the floor is ice.

There are nine clone buttons in front of a long path to the exit. So how do you stop the balls?

Have you seen the sport of curling?

What does this mean?

The scrapers change the face of the ice to put the items as close to the target as they can.

You'll need to get the nine blocks, one on each row, and on each of the nine columns where balls are standing. Should this be clear now?

Move one block to the very southeast, then reveal all the ice on every row up until one space short of a column with a ball cloner on it.

Use the far left column to get out and take the chips, and then push the remaining eight blocks onto the other eight rows.

The far left column is used for walking north.

Now, you can run back to the socket and take the blue key.

There's two choices, though: Did you see them from the block room?

The left side is open, and the right side is trapped.


level 53: Sokoban Nightmare 1-2-3-4-5-6-7-8-9-10

This level is the end of the Pocoman game, a distant cousin of Chip's Challenge, but only in the terms of moving blocks.


level 55: Fireball Insane Asylum

This level seems to be of simple design.

It's a boosting test.

The timesaver is the fact that going in a zigzag pattern will save time.

DLULDLULDLUL, RDLDRDLD, URDRURDRURDRURDR, LURULURULURU. You get the idea.

In the center part of the level, you'll need to extend this all the way to the center of the level: 2LD2RD, etc.

Sometimes you'll be flattened.

What's cloning the fireballs?

Flippers have just got to be on that outside track. Be careful!


level 59: A frog on ice

ANNOYING, i know.

use the ice strip to get the teeth to jump onto the toggle button. if the door is open when you get there, just wait; it will close again.


level 60: Anarchy in the U.K.

this is the one level i am not sure can be solved in time. you have to push the blocks onto the force speedways and catch them as they come around, and repeat it many times. even 999 may not be enough time.


level 61: Oregon Trail

there are ways to skip towards the center, but the only way to go backwards is to go down into a teleport or left/right enough to return to the center teleport and the beginning of the trail.

you need to push most (but not one of them) of the blocks out of the way and reveal certain nuances near the bombs in order to get them all to explode.

you should start with two presses, then wait 24 moves and press it again.


level 62: Electromagnet

The red key is in one of these two areas. It seems that the chips to the right don't have it...

...and the top area doesn't either. So you need to go to the electromagnet first.

How does this mechanism work?

There is only one spot from which you can cross the electric field from each side.

Each side, which means the red key is to the far left.

Just right up there is the way over to this side. So do you need to worry about the chips on top?

Start collecting the ones below, and then move towards the yellow door above. Can you see the passage?

You'll be over topside on the way back, so go into the yellow door.

This continues the riding walls around the level.

If you were to inspect the two chips above the entrance, you'd find they're closer on the way back. Keep a watch out for similar situations in both directions.

At the bottom is your crossover and key.

I see four more chips above, but there's no latch, so although this is closer from here than the return trip, you have to go through this time.

The return trip from here is all the way on the top row. So it's likely that the nearest chip will be closer from here.

Indeed, there's one just above.

The crossover is south, and then you pass the gate.

Peering over the gate, can you tell what the next room looks like?

This is the final room, so you should stop at the key and enter the gate.

So down below is the red key and plenty of chips to leap quick onto the key.

The quickest path is north all the way.

Now, turn in the other direction.

This path should be obvious, but the next one isn't quite as obvious.

The chip at the very middle is hard to spot, because it is under three chips right off the crossover. There's four chips to the south of the crossover.

Here's the next room!

If the crossover is on the very top, and you're already there, the path should be obvious.

Go down and then back up.

Be careful now, because you're passing right by the gate with an active key. You passed up a couple chips before...

The final stage should be obvious. There's chips in a dead end, and then it goes right down to the crossover.

Since you're at the top, and the final gate was at the bottom, all you'll have to do now is walk south.

Now, you can see that the remaining chips will open what turn out to be two blocks. This can be used to stop a force slide to reach the exit.

Did you experiment with the chips on your first exploration?

They all use north or south panels.

Ahem...The Twilight Zone.

Go to the very bottom and run northwards over the chips until you're blocked, and then drop over the side to the next chain.

Now the job should be quite easy.


level 63: Through the Fire and Flames

You can take the route to the left first, but it will take considerably more time because you'll have to backtrack with no suction boots.

The boots are on the right.

Take the second chip only for now.

Get those goodies.

This section of the level has a 7-fireball cycle. Only in the big gap can you safely backtrack.

The first fireball is coming as you pick up the keys and suction shoes.

Wait for all seven, then take the curve.

Now you have to wait again.

You can just squeeze into the first alcove with the chip in it. Now wait for the cycle to complete again.

Now you can move left.

You'll need everything. The green key, however, must wait.

What looks to be the objective of the next stack?

You saw flippers somewhere. Will you need 10 yellow keys to get back from the flippers?

Where can you find the other nine?

Better wait one move, then follow the bottom track.

Use the ice to speed the right section up.

Now swim.

You can't get to that blue door without waiting quite a bit. Plus, there's still useful stuff to the left.

Oh, the fireballs? They won't be a problem here.

But fire on ice might be.

You can sneak past them to get the skates.

Wend through to get the chips.

Now the hard part.

Wait for three, move 1, wait for two, move three, then wait for three again. Now go get that green key back at the start.

You'll have to lose 1, 1, and 2 steps in three different places.

Now go left and get the key. Wait three moves and come out.

Go back to the water space and wait three moves again.

So that's where the fire boots are.

You could see a chip by them from the ice rink.

The other two? Must be to the left.

You could also see this system from the yellow key on the previous floor.

There's still one fireball bouncing left to right. Dodge up, then get back down ASAP. The doors will close in a couple moves.

Now on the return trip, you can go through all five open doors.

The toggling fireballs should no longer be an impediment.

Did you hear any popping noises throughout the level?

Might this be the tanks repeatedly trying to break free?

They're imprisoned, but if they touch the force floor while you're on it, splat.

But no worries. Step on the force floor and wait one move. Now you can get to the other side, because the big gap just happens to be here now.

The trap buttons are important. Nothing else can touch them.

But, expend an extra two moves between each press to make it four.

You should hear two bombs explode shortly.

Continue up.

This appears to be a bug-activated button release mechanism that can also be operated manually. But that won't be necessary for this solution.

Stay to the left. Remember you have fire boots.

You can see the exit from here. Weird.

It's a stairstepper.

It would be nice if the bugs didn't get trapped. You'd be able to go right over the trap and exit.

Sorry, Mister.

You won't need the trap buttons again once you hit them.

There is an identical mechanism on the left side of the level.

On the way over, can you see what you're aiming to do?

Part of it.

Repeat the sequence on the left side.

However, important: Don't release the bee when it's coming towards you. The reason will be explained later. Wait two moves.

Now on the return, observe.

There were originally seven bombs blocking a pathway to the gravel, which will lead you to the exit.

Now there's six; one was accidentally exploded. But that's good for you.

What probably exploded it?

If you'd hit the first three buttons faster, the first couple fireballs would have not gone into the bottom, but would have run into another trap.

The fireballs are now circling in the lowest part, beyond the thieves.

So you can't use your boots for this part.

You'll have to use ingenuity.

Where did the fireball come from?

Only one direction is possible.

From below.

They're circling down at the bottom.

They will turn up and into the bombs.

So you need to open up the dirt on the left side. Pass the thieves.

But remember, the first bomb is already blown up. Don't touch the first piece of dirt.

Use the force floor to jump in front and take out the first two dirt to the right of it.

Now since there's five fireballs and six bombs, what will blow up the last one?

The block.

And what bomb does it have to hit?

The last one. The fireballs can't hit it.

So the other five fireballs have to be directed, one by one, upwards through the removed dirt spaces, without missing even by one. Otherwise it will hit a trap.

Unlock the green door and push the block all the way to the left as far as you can go such that it is still retrievable. Now get behind it and push it right as each fireball rebounds upwards.

Five of the bombs blow up. Now, move the block past the down force floor and push it up and through the fire to leave it at the right of the ice.

Now oof on the thin wall and push the block through the chasm into the last bomb.

The exit is behind the traps.


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