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(Added full level map) |
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|image = [[Image:CCLP2 Level 103.png|300px]] | |image = [[Image:CCLP2 Level 103.png|300px]] | ||
|levelset = [[Chip's Challenge Level Pack 2]] | |levelset = [[Chip's Challenge Level Pack 2]] | ||
|designer = Paul Hobden | |||
|level = 103 | |level = 103 | ||
|password = SWKX | |password = SWKX | ||
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}} | }} | ||
'''Island Hopping''' is the 103rd level in [[Chip's Challenge Level Pack 2]]. As is obvious, Chip has to swim around the level, collecting chips from | '''Island Hopping''' is the 103rd level in [[Chip's Challenge Level Pack 2]]. As is obvious, [[Chip]] has to swim around the level, collecting [[Computer chip|chips]] from various scattered obstacles. However, the [[glider]]s in the room near the northeast allow Chip to exploit a [[bust]] that allows him to remove the [[bomb]]s in the southeast using them, when it was intended for him to simply steal the tools from the gliders and use the [[clone block]] to blow up the bombs. | ||
Unfortunately for bold-seekers, Chip has to synchronize the [[brown button]]s properly to allow him to direct the gliders where he wants them, and to do that, Chip has to release the [[toggle wall]]s at the ''exact'' moment, complicated by the addition of random [[force floor]]s in the way of the [[green button]], and the requirement that Chip dash out of that random force floor room with almost perfect luck. [[Andrew Bennett]] simplified this method into the following strategy, which was recorded to be noticably more successful. | Unfortunately for [[Bold time|bold]]-seekers, Chip has to synchronize the [[brown button]]s properly to allow him to direct the gliders where he wants them, and to do that, Chip has to release the [[toggle wall]]s at the ''exact'' right moment, which is made very complicated by the addition of random [[force floor]]s in the way of the [[green button]], ''and'' the requirement that Chip dash out of that random force floor room with almost perfect luck. [[Andrew Bennett]] simplified this method into the following strategy, which was recorded to be noticably more successful. | ||
The requirement is to lose [3] over a perfect run up to the green button, then to come out of the room losing at most [1], and thus taking the nearby chip while the timer is still at 491. A good way to lose [1] is not to use the [[spring slide]] path of L 2D off the first chip near the [[ice]], and instead move straight down. | The requirement is to lose [3] over a perfect run up to the green button, then to come out of the room losing at most [1], and thus taking the nearby chip while the timer is still at 491. A good way to lose [1] is not to use the [[spring slide]] path of L 2D off the first chip near the [[ice]], and instead move straight down. | ||
Now, step into the room and see which way Chip moves. A DLU detour is worth [1] off; in total, Chip must move over ''seven'' force floors before he touches the button. Now, move either U or R, and continue to jump towards the opposite end at the northeast. If Chip reaches the chip on time, and the [[pink ball]] up past the four chips is specifically 2U from him as he enters, he will score the bold if his execution is correct the remainder of the way out | Now, step into the room and see which way Chip moves. A DLU detour is worth [1] off; in total, Chip must move over ''seven'' force floors before he touches the button. Now, move either U or R, and continue to jump towards the opposite end at the northeast. If Chip reaches the chip on time, and the [[pink ball]] up past the four chips is specifically 2U from him as he enters, he will score the bold if his execution is correct the remainder of the way out. | ||
== | ==Fix for Lynx== | ||
The [[blue key]] is erased by a [[pink ball]] once the level starts, so the level is not solvable in [[Lynx]]. | The [[blue key]] is erased by a [[pink ball]] once the level starts, so the level is not solvable in [[Lynx]]. In [[Chip's Challenge Level Pack 2 (Lynx)|CCLXP2]], the [[Red key|red]] and blue keys and [[lock]]s had their colors swapped and the [[tank]] section was changed a bit to work in both [[ruleset]]s. A west [[thin wall]] was added at (4, 20) and a [[trap]] was added at (6, 21) with a [[Brown button|button]] constantly being held down by a block that can never be pushed at (9, 17). This trap synchronizes the behavior of the tanks due to [[trap sliding]], and also has no effect on gameplay in [[MS]] because open traps behave exactly like [[floor]] tiles. | ||
==Full level map== | ==Full level map== |