level 1: Pattern

Welcome to the official hint/solution guide for JL1! On this page, you will find solutions for each level - some are more involved than others depending on the level being described. Others don't quite reveal everything that's necessary to solve the level. In any case, though, you won't have to worry about reading detailed, blow-by-blow instructions for bold solutions.

Overall, the levels in this set can be easily solved with the use of logic and a healthy amount of cunning. There aren't too many levels in this set with hidden information or random guessing. Some levels involve more action, while others are more geared toward puzzle-solving. Most everything that you'll need to solve each level can be seen as you explore. It's mostly just a matter of piecing it all together.

This first level opens the set with a decent challenge. It's somewhat rare in that there are hazards under blocks, although the hint at the start indicates which blocks are safe (I won't repeat it here). Simply take the six safe blocks at the beginning and fill the water spaces, avoiding any fireballs in the process. Then, cross the stream of bugs and work through the second set of six blocks. If you're playing in Lynx mode, you can theoretically use the diagonal block-pushing move to use hazardous blocks in order to bridge the water, but you'll still need to find all the safe blocks to collect all the chips.

Dodge the balls and work your way to the far left side of the map. Now comes the tricky part. You'll find a block here that is needed to fill the water space below - don't use it on the water to the left. Collect the yellow key and blue key below while pushing another block onto a trap button, which will open the way to the exit. At this point, you will need to manipulate the green button so as to move the ball currently cloning the fireballs up to the blue button at top. This will cease fireball production. Experiment until you see the tanks moving back and forth. Then, gingerly move across the tank line until you reach the yellow door. Open it, retrieve a green key and a red one hidden under the adjacent block (this is the final block in the third "pattern" described in the hint, the rest of which will be dealt with later).

Don't stop - you're nearing the end! Head back to the top and make sure no fireballs are being cloned. Open the red door and slide down to the bottom. Carefully clear each dirt space while avoiding the tanks - you can take shelter in the area below the force slide while each tank glides to the water space at the end of the slide. Then, collect all the chips in the former tank area. You'll also notice a red button here, which controls a nearby block cloner around the bottom left. If you're not playing for time, play it safe by cloning only one block to fill the water at the end of the force slide. Now clear the dirt, grab the fire boots, then head back to the red button through the area just to the left of the pink balls. At this point, you'll need to clone one more block to detonate one of the bombs guarding the flippers at the bottom. Precise timing is required to push the block off the force slide, but thankfully, you have plenty of chances to mess up now that you've collected the fire boots. Once you push the block off the force slide, position it above one of the bombs, then return to any earlier point in the former tank area and slide on the force floors until you reach the block. Push it down, collect the flippers, then pick up the remaining chips behind the water and fire.

Finally, you can exit the tank area! Make sure you collect the chips under the third set of blocks as per the hint's instructions. Then exit. Congratulations - you've just completed one of the trickiest JL1 levels!


level 2: Venice

This level is much, much easier than the first. You may notice that the concept was inspired by that of CC1's "Amsterdam," except the canals here are watery and the blocks serve not only as obstacles but also as bridges. There aren't a whole lot of ways to lose here unless you push a block into a space adjacent to a chip and block access to a room. Simply work your way through all of the rooms and collect all of the chips. At the end, a yellow key can be found behind a socket at the upper right of the map. Switch out this key with a red one at the bottom right, then a blue one at the upper left. A pair of flippers awaits you here, which can then be used to access the exit behind a blue door at the bottom left.


level 3: Tool Box

There are multiple ways to solve this level, so don't worry about the solution being too rigid. Just switch out keys and boots while collecting the chip(s) in each cubby hole. A few things to consider, though: (1) Avoid the gliders as best as you can. (2) There are two nooks with red keys behind red doors. Don't forget about these because they won't be able to be used at the very end. They must be used while you hold a red key. (3) There are two trap buttons and one tank button that require suction boots, a yellow key, and a yellow key (respectively) to reach them. I would not recommend saving these until the end. (4) As the hint states, the blue door with a green key behind it must be opened last.

Once you reach the green key, you should have only one chip left to collect. Find it in the middle of the playing area, then exit via any of the corners.


level 4: Block and Key

This level is basically a "lite" version of the type of challenge seen in levels like CCLP2 #105 (Yet Another Puzzle). Simply move the blocks into the small room in which you begin the level. Be sure to collect the keys under each of the blocks - you'll need them for the end. I won't detail a full-blown solution for this section (at least not yet), as there are several possible ways to do this. Just make sure not to trap the blocks or make them unreachable. You can position three around the closed toggle door. Also, you can open up the colored doors at the top and position a couple of blocks around the hint tile.

Once you're done with this phase, press the red button at the bottom of the starting area to permanently switch the toggle doors (a cloned block will do this). Now, use your blocks to direct a cloned fireball from the left side of the map to the exit at the bottom right. The gravel spaces will definitely come in handy here. Remember that fireballs always turn right unless something blocks their path.

It's actually possible to solve this level with only four blocks from the first room and the additional block in the clone area, although this solution involves one block being shuttled to another location while the fireball is in transit.


level 5: Guard Dogs

The teeth may seem a bit tricky to evade here, but there's a straightforward solution that can make this conundrum much easier. Just duck into either the left and right or top and bottom hallways behind the recessed walls. Whatever choice you make, keep in mind that the hallways must be opposite each other. Then, wait at both ends of each hallway for a single teeth monster to destroy one bomb. You'll have to be quick if there are multiple teeth clustered together - don't let them follow you into the hallway. If all goes well, you can easily use four blocks to detonate four more bombs, collect the chips, then exit.


level 6: Hysteria

This level may look and feel confusing, but it's actually fairly easy to solve. As the hint states, there are 22 extra chips. There are also 12 unreachable chips. Just slide around and snatch chips as you explore. There aren't any traps or inescapable areas here, so you won't need to be on your toes...at least not yet.


level 7: Pest Control

This one is fun. Head to the right first and enter the stream of paramecia. There are eight chips to collect - just remain calm and go with the flow, using the hint spaces as needed. Then, find an entrance to another area to the right, where you'll find a bug circling around a cluster of four blocks. Use a block or two to direct the bug into the water, then fill up each of the four water spaces. You'll find four additional blocks that lead to more chips; use them to bridge the water near each one. Two of the chips are behind a bug and paramecia (respectively) trapped between dirt spaces. Remove the dirt and watch as the monsters drown in the remaining water.

After you finish collecting the chips here, return to the starting area and venture into the bug room. The best strategy here is to ignore the stream of bugs traveling counterclockwise in the center of the room. The hint spaces and recessed walls are safe, though. Once you're done, it's time to pick up some keys! Grab two yellow keys behind the socket, then head down and find one of two green keys. Evade the balls as you head back up and locate green doors with a red and blue key behind them. Then, it's just a matter of going back to the far right side of the map, where an exit awaits you behind a red door and one of four blue doors. Watch out for the gliders!


level 8: Switcheroo

This is probably one of my least favorite levels in the set. In hindsight, I wish I hadn't included it due to the random elements, but it can still be enjoyable to play (but definitely not to optimize, though). The premise is fairly straightforward: collect five chips scattered around a rectangular map while pushing three blocks into the watery center area to bridge to the exit. Two of the chips are guarded by green doors; you can find the green key under the block stationed at the upper left corner. Watch out for the walkers and be sure not to push your blocks into any of the edges of the map. Because it's a perfect rectangle, it's easy to determine what the edges are.


level 9: Swimming Chip

Much like CCLP2 #36 (Spy), this level is supposed to serve as a "mosaic" of sorts that resembles Chip swimming north. If you've been itching to slide around on the ice all this time, now is your chance! Carefully maneuver through the dirt area at the beginning (Chip's head), making sure not to free any paramecia. From the exit area of the head, slide through the ice as follows: LDRURURDLD 2R (green button) 2D 2R D 3U 4D RDU 2L. You're now in a small blue wall maze. Move D 2L D 2L 3D. There are a bunch of chips in a checkerboard pattern to collect in this section; slide around on the ice to pick each of them up, including two in each of Chip's "feet." Finally, you'll need a red key to exit the level. Find a block near Chip's left "foot" and push it left into the water. From here, move 2L D 3R D 3U 3R to collect the key and return back to the checkerboard area. Now return to the red door, open it, and move URD to exit.


level 10: Flame War

This level is short and sweet. You'll notice that there's a teeth monster on the left behind a row of walls controlling each of the fireball cloners. Move up and down to set each of the clone machines off, detonating bombs in the process. Then, collect each of the chips on the right side, using the toggle walls for protection. The blocks aren't necessary, but you can also use them as a defense if the going ever gets rough.


level 11: Criss Cross

If you liked CCLP2 #115 (Counter Clockwise), you'll enjoy this level. The monsters are arranged in such a way that they travel autonomously in perfect squares. You won't have to worry about any of them hitting each other - the key here is determining which spaces are safe. The rule of thumb is to avoid any spot that's plain floor. Only eight floor spaces (all on the edges of the map) are completely safe - the rest are the 100 spots occupied by chips, the 64 recessed walls, and the hint tile. Be very careful! I highly recommend moving through the level by layers: take the outside first, then move inward. Like the hint states, you'll have more monsters to deal with as you journey further into the core. Once you're done, you can easily find the exit in the center.


level 12: Set Them Free

In this level, you'll find eight different "cells" with monsters guarding chips. The only way to collect the chips without getting killed is to move the tanks adjacent to the monsters so they can be freed, thereby allowing the chips to be collected. Once you've opened up the paths, you'll need to use a glider to activate the blue button. Clear a dirt path from the cell housing the button to the glider clone machine at the upper right. Once the glider is cloned and the button hit, you should be able to collect the chips without any trouble.

The other challenge in this level involves reaching the exit, which is guarded by a closed toggle door. First, you'll need to send a monster into the cell containing a green button - this can be done with any of the creatures running loose, especially the bug/paramecia. If nothing works, try opening up a path from the bottom left and cloning a fireball there. Once the toggle wall is opened, you'll find a bomb to destroy. You can either use one of the loose monsters to accomplish your bidding, or you can use the block behind the socket to either hold down the trap button at top (which will release a glider next to the bomb) or destroy the bomb yourself.


level 13: Backtrack

This level contains quite a few tasks but is still quite simple to conquer. Start off by locating the force slide and ducking into a side room with a red key and chip. Collect these, then return to the main block room. Opening the red door allows you to use three of the blocks in the watery corridor, granting you access to a blue button. Press it, then return to the force slide and duck into the side chamber again. The room to the left is now cleared, as the tank has shifted to the left. Avoid the two balls as you grab another chip and a yellow key. You'll find a yellow door in the block room that allows you to access the force slide at an earlier spot. Start sliding here, then duck into another side area with a circling glider. Here, you'll find a green button. Press it. Now, you can reach yet another room, this time to the right of the first side room. Grab the blue key here while evading the fireball. With your blue key in hand, you can now return to the block room once again and open the blue door, allowing you to use two more blocks. Push these into the watery corridor and seize the awaiting red key. You can use this to open a red door at the bottom left corner of the block room. Once again, this gives you access to yet another earlier position in the force slide. The nearby side room here is filled with ice, with two possible paths to travel down. Choose the one on the left, which leads to a green key. Opening the green door in the block room gives you two more blocks. Use these in the water and collect the fire boots. You can now walk through the fire spots in the block room, which both lead to another block, a yellow key, and a yellow door. Leave the block alone for now and open the door, which leads you even further back along the force slide. You'll notice a room full of swarming bugs below that's blocked off by a closed toggle wall - take care of this by returning to the glider room and stomping on the green button there, then come back. Once you hit the bug room, travel with the flow of the bugs until you find a chip and a clone button. Press this button only once. Then, slide on the force floors until you reach the ice room. Take the ice path on the right this time around, which will lead to a blue key. Use this in the block room, and you will gain access to the final block! Utilizing this block in the water path along with the one you got earlier will lead you to the last chip! You'll want to press the blue tank button here one time to prepare for the end. From here, use the two blocks in the small room at the upper right corner of the center area to bridge to the socket, behind which is the origin of the force slide. Get off the slide at the spy, then push the neighboring block into the lower right corner. The fireball will then be able to hit a trap button behind the fire. Head north to the nearby trap and collect the suction boots behind it. Then, exit this room (not through the spy!) and walk back up the force slide to its origin, where it's just a simple matter of navigating through a series of rooms with a few creatures to reach the exit.


level 14: Quad

As the title indicates, there are four different areas to explore here, which can all be accessed via a force slide that extends around the map. Between each quadrant is a chip that can be reached only after collecting a pair of boots in each quadrant. The exit is located in the center.

Start off by sliding to the left and entering the upper right quadrant. You'll need to guide a block through several traps here. From the gravel entrance, move DRL (wait for a couple of moves) 2D 2R DLRUL 2D RLULDUL 2R URD 2L D. You now have the flippers in your possession. Exit the room.

Continue on the force slide. You'll want to skip the upper left quadrant with the suction boots for now and save it for last so you can slide around the force floors more. Glide to the lower left quadrant. There are a few small tasks to perform here: push the block to the left to direct the circling fireball up to the trap button, then snatch away the chip from the paramecium, then carefully step across the ice and pick up the chips there (along with one more above and to the right). Finally, grab the ice skates on the way out - the fireball should hold down the trap button.

With your newfound ice skates in hand (or on foot, rather ;)), venture out onto the force slide again and quickly step off onto the ice path heading north. Collect the chip toward the center of the map, then return back to the bottom of the force slide. Continue onward until you reach the lower right quadrant. In this chamber, you'll need to clone a couple of teeth to hold down the trap buttons. Make sure there are two teeth holding down the bottommost buttons so you can safely collect the fire boots in the corner. Only one teeth is needed for the top trap guarding the chip in the room.

Once you're done there, all you need to do is find the chips near the center guarded by fire and water, then take care of the upper left quadrant. Simply make paths from the fireball cloner to each cluster of bombs, then destroy at least one bomb in each cluster to grab the chips. Don't forget about the suction shoes along the way. Finally, walk the force path to the center, nab the final chip, and exit.


level 15: Gridlock

This is another fairly random level that I wish was not a part of the set in hindsight, although I found it to be more fun and quick than JL1 #8 (Switcheroo). Perhaps it should have been called "Gridluck." :) Basically, there's a ball bouncing back and forth an off-frame column, controlling a green button at varying intervals due to a blob occupying the same area. The square that constitutes the playing field is home to four walkers. You'll have to avoid running into them as you collect the chips around the edge of the map and in the diagonal "lines" leading to the center, where several chips surround the exit. When the toggle walls are in their normal state, the map looks like a series of concentric squares. When they are reversed, the map will look like opposing concentric square corners. Use the recessed walls for protection as much as you can and avoid getting into a space where a walker could kill you if the toggle walls switched.


level 16: Managing Directions

This is a tricky little level that is somewhat reminiscent of the type of challenge found in CCLP2 #147 (Cloner's Maze), except this level is shorter and more compressed. For the sake of simplicity in this guide, I will number the traps and clone machines in regular reading order - top to bottom, left to right. For example, the trap closest to Chip at the beginning is Trap #4, and the nearest clone machine is Cloner #2. You won't need to use Trap #3.

Start by using Cloner #2 to clone nine fireballs. Release the fireball in Trap #1. Then, clone another fireball from Cloner #2 and release the fireball in Trap #1 again. Repeat the last step one more time, except this time around, the fireball will backtrack and head the opposite direction, trapping itself in Trap #1 again. Release it once more, and you'll have destroyed most of the bombs in the top area by this point.

Now, begin using Cloner #1. Generate two fireballs, then move the block below the closed toggle door two spaces to the left. Clone another two fireballs using Cloner #1 - after they pass by the block, push it one space to the right. A fireball will backtrack and hit the block and the toggle wall, causing it to veer right and tap a blue button surrounded by fire. This will reverse a tank blocking one of the chips. At this point, go ahead and collect all of the items in the top area.

To beat the rest of the level, first find the toggle button on the left side of the island and give it a good stomp. Clone four fireballs using Cloner #1 and release the one sitting at Trap #2. Collect the blue key. Switch the toggle walls again and run to the east side of the island, where a green key awaits you behind the open toggle wall. Head to the bottom and collect the chip next to the block, then open the blue door, clone a fireball using Cloner #2, collect the now-accessible chip, then clone another fireball. Release the fireballs that have been sitting in Traps #4 and #5 all this time. Collect the chip near Trap #5. Finally, get the chip behind the green door and use the block at the bottom to destroy the last bomb, leading you to the final chip. Use the teleport behind the red door to reach the exit.


level 17: Detour

Your mission here, should you choose to accept it, is to use the available blocks to confine the bug to the rectangular path comprised of green buttons and two brown buttons. You don't want any blue buttons to be pressed while you walk to the exit! To be safe, you can use six blocks to cover the blue buttons that the bug would normally press along the rectangular path by virtue of its flight pattern (following the left wall). However, it's possible to succeed by using less than six.


level 18: Spin Cycle

This level is basically a twisty force floor stream in the shape of a cross. A paramecium in the middle pushes a red button that spouts out blocks onto the stream, which you must use to detonate the bombs in the level. Begin by collecting the chips and suction shoes next to the teleports. Once you get the suction shoes, you'll be able to easily navigate through the force stream.

Essentially, you're going to be using eight blocks to destroy eight bombs - four on the outside of the map, and four on the inside. The outside bombs should be fairly simple; just stay on the middle path of the stream and wait for the blocks to whiz by, then push one into each bomb. The four inside blocks will be trickier, though. You'll need to stand on a space outside the stream (such as next to one of the detonated outside bombs or nooks housing a teleport) and push the blocks inward. Be careful of blocks sliding around the outside as you wait for blocks gliding through the middle path to be pushed into the innermost path. Once all eight bombs are detonated, raid the interior area with the paramecium to exit.


back