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small trivia, plus checking actual text
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(small trivia, plus checking actual text)
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|time = 999
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|bold = 503 MS / 486 Lynx
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|bold lynx = 503
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'''Avalanche''' is the 147th level in [[Chip's Challenge Level Pack 3]]. It is one of the [[Secret level]]s in CCLP3. It was created by [[David Stolp]], and was infamous for its devious difficulty long before its inclusion in [[CCLP3]]. The main puzzle is comprised of moving [[block]]s from room to room and getting enough of them to the final room to be able to bridge to the [[exit]]. The level is comprised of 18 rooms with [[toggle wall]]s between them. The rooms have single-use clone buttons that toggle the doors and allows access into the next room. Each room is larger than the previous and has a [[block]] that can be taken into the next one, so that by the end there are enough [[block]]s to fill 18 [[water]] tiles in the last room. The title refers to this increasing number of [[block]]s that are moved about from one room to the next. It is not simple to fit all the blocks in each room along the way, and there is more to the solution(s) than might first be imagined.
'''Avalanche''' is the 147th level in [[Chip's Challenge Level Pack 3]]. It is one of the [[Secret level]]s in CCLP3. It was created by [[David Stolp]], and was infamous for its devious difficulty long before its inclusion in [[CCLP3]]. The main puzzle is comprised of moving [[block]]s from room to room and getting enough of them to the final room to be able to bridge to the [[exit]]. The level is comprised of 18 rooms with [[toggle wall]]s between them. The rooms have single-use clone buttons that toggle the doors and allows access into the next room. Each room is larger than the previous and has a [[block]] that can be taken into the next one, so that by the end there are enough [[block]]s to fill 18 [[water]] tiles in the last room. The title refers to this increasing number of [[block]]s that are moved about from one room to the next. It is not simple to fit all the blocks in each room along the way, and there is more to the solution(s) than might first be imagined.


In the fifth room, [[Chip]] is forced to take the [[suction boots]] or else all five [[block]]s will not fit. Luckily these come in handy, as there are many [[force floor]]s ahead, and some even allow [[Chip]] access between rooms without toggling the doors. Likewise, in the sixth room, [[Chip]] is forced to take the [[flippers]] if he wants to fit all six blocks into that room. After all, one must bring all the blocks along or else they would be stuck in the previous room after the doors close, right? Or is there a way to leave a block behind and retrieve it later somewhere? In the seventh room there is a surprising twist: there is a path into the 17th room. At this point in the level, [[Chip]] could keep going clockwise around the rooms in order, or due to this surprising door start exploring and going counterclockwise instead. Apparently there is not much other use for that door, as the only way to move [[block]]s through it is to waste one of them in the [[water]], which in turn could only be done if the [[flippers]] could somehow be saved and be used in the final room. In the eleventh room, [[Chip]] can get some [[skates]], and in the 14th room a pair of [[Fire boots]]. Rooms 16 and 17 both have additional blocks that can only be moved within that room. The final room has a [[thief]] that takes away all of the precious footgear before [[Chip]] can pick up the necessary [[Green key]]. Once [[Chip]] fills in ''enough'' of the [[water]], he can pick up the [[chip]] and head for the [[exit]].  
In the fifth room, [[Chip]] is forced to take the [[suction boots]] or else all five [[block]]s will not fit. Luckily these come in handy, as there are many [[force floor]]s ahead, and some even allow [[Chip]] access between rooms without toggling the doors. Likewise, in the sixth room, [[Chip]] is forced to take the [[flippers]] if he wants to fit all six blocks into that room. After all, one must bring all the blocks along or else they would be stuck in the previous room after the doors close, right? Or is there a way to leave a block behind and retrieve it later somewhere? In the seventh room there is a surprising twist: there is a path into the 17th room. At this point in the level, [[Chip]] could keep going clockwise around the rooms in order, or due to this surprising door start exploring and going counterclockwise instead. Apparently there is not much other use for that door, as the only way to move [[block]]s through it is to waste one of them in the [[water]], which in turn could only be done if the [[flippers]] could somehow be saved and be used in the final room. In the eleventh room, [[Chip]] can get some [[skates]], and in the 14th room a pair of [[Fire boots]]. Rooms 16 and 17 both have additional blocks that can only be moved within that room. The final room has a [[thief]] that takes away all of the precious footgear before [[Chip]] can pick up the necessary [[Green key]]. Once [[Chip]] fills in ''enough'' of the [[water]], he can pick up the [[chip]] and head for the [[exit]].
 
== Trivia ==
*Not many people have solved this level without any external help. This level and [[You Can't Teach an Old Frog New Tricks]] stand out as the most difficult levels ever included in the official sets. The difficulty rating here on the wiki should really go to six stars just for this purpose.
*The "long solution" to the level, fails in room #16. After the release of [[CCLP3]], David mentioned that if the set were ever to be updated, the wall at [17,9] should be changed to a [[recessed wall]]. Still, even with this update, the time limit of 999 seconds prohibits this "full avalanche", which requires about 19 minutes to carry out in full even when optimized.


{{Level Progression|Suspended Animation|Diabolical}}
{{Level Progression|Suspended Animation|Diabolical}}
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