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The term 'tool' specifically refers to the items listed on this page, whereas 'item' can refer to either just tools or any collectible [[static object]]. | The term 'tool' specifically refers to the items listed on this page, whereas 'item' can refer to either just tools or any collectible [[static object]]. | ||
There are specific tiles which are ''not'' considered items even though Chip can remove them: [[socket]]s, [[dirt]], fake [[blue wall]]s, [[lock]]s, etc. are not items. Chip can also move [[block]]s, but they are not considered items | There are specific tiles which are ''not'' considered items even though Chip can remove them: [[socket]]s, [[dirt]], fake [[blue wall]]s, [[lock]]s, etc. are not items. Chip can also move [[block]]s, but they are not considered items. | ||
== Properties of items in CC1 == | == Properties of items in CC1 == | ||
In the original [[Chip's Challenge 1]], the only items aside from [[key]]s and [[computer chip|chips]] are fire boots, flippers, ice skates, and suction boots. Items cannot be moved and can only be collected by Chip. | In the original [[Chip's Challenge 1]], the only items aside from [[key]]s and [[computer chip|chips]] are fire boots, flippers, ice skates, and suction boots. Items cannot be moved and can only be collected by Chip. [[Thief|Thieves]] will only steal boots, not keys. | ||
These boots are [[acting wall]]s to [[monster]]s. In the [[MS ruleset]], blocks can be pushed over them; this is impossible in [[Lynx ruleset|Lynx]]. | These boots are [[acting wall]]s to [[monster]]s. In the [[MS ruleset]], blocks can be pushed over them; this is impossible in [[Lynx ruleset|Lynx]]. | ||
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== Properties of items in CC2 == | == Properties of items in CC2 == | ||
Most of the original properties of items apply in [[Chip's Challenge 2]]; however, the sequel also included multiple new items and mechanics. If the player attempts to pick up a fifth item, the | Most of the original properties of items apply in [[Chip's Challenge 2]]; however, the sequel also included multiple new items and mechanics. If the player attempts to pick up a fifth item, the last item in the player inventory is dropped to accommodate the new item. Players can also choose to rotate through the items in their inventory ('C' on the keyboard by default) and drop the last item in their inventory ('Q' on the keyboard by default). | ||
Monsters and blocks can kill the player while the player is standing on or is about to walk onto an item, even if the item (not the [[terrain]]) normally prevents the monster or block from doing so. In Lynx, items do not behave differently in these circumstances. | Monsters and blocks can kill the player while the player is standing on or is about to walk onto an item, even if the item (not the [[terrain]]) normally prevents the monster or block from doing so. In Lynx, items do not behave differently in these circumstances. | ||
Another new mechanic in CC2 is that | Another new mechanic in CC2 is that certain [[monster]]s ([[ghost]]s, [[rover]]s, and [[player mirror]]s) and items (dropped [[bowling ball]]s and [[time bomb]]s) maintain their own inventory separate from the player inventory and can (with the exception of time bombs) also pick up items. In many cases, monsters can then use these items as the player would. All monsters and dirt blocks have the ability to pick up [[blue key]]s. | ||
The solution to a number of CC2 puzzles involves strategically dropping items or passing items to monster inventories, allowing monsters to solve portions of the puzzle on the player's behalf. | The solution to a number of CC2 puzzles involves strategically dropping items or passing items to monster inventories, allowing monsters to solve portions of the puzzle on the player's behalf. | ||
== Items in both versions == | == Items in both versions == | ||
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The '''speed boots ''' allow [[Chip]] and [[Melinda]] to walk at twice their normal speed. The same is true for their [[player mirror|mirrors]] as well as bowling balls and ghosts. [[Rover]]s will walk at five tiles per second, just like regular monsters. Speed boots have no impact when sliding on [[force floor]]s or [[ice]]. | The '''speed boots ''' allow [[Chip]] and [[Melinda]] to walk at twice their normal speed. The same is true for their [[player mirror|mirrors]] as well as bowling balls and ghosts. [[Rover]]s will walk at five tiles per second, just like regular monsters. Speed boots have no impact when sliding on [[force floor]]s or [[ice]]. | ||
[[Lesson 6 (CC2 level)|Lesson 6]] is the only level | [[Lesson 6 (CC2 level)|Lesson 6]] is the only official level that uses speed boots. | ||
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|moves = Yes | |moves = Yes | ||
}} | }} | ||
The '''bowling ball''', once picked up by a | The '''bowling ball''', once picked up by the player or a monster, remains in the inventory until dropped. Then, it will travel in a direction until it is destroyed by a hazard or is otherwise blocked by an obstacle (unless it is sliding on ice or a force floor, in which case it rebounds off the obstacle or stays put, respectively). It is capable of destroying [[monster]]s and [[block]]s, picking up [[item]]s, pressing [[button]]s, and more. | ||
{{clear}} | {{clear}} | ||
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|moves = No | |moves = No | ||
}} | }} | ||
If [[Chip]] or [[Melinda]] holds at least one '''bribe''' in their inventory and steps on a [[thief]], the bribe will be stolen but the rest of the inventory and [[bonus flag|bonuses]] will be preserved. From monsters, a thief will take bribes, but not other items. If a player or monster has multiple bribes in their inventory, only one bribe will be used after stepping on a thief. | If [[Chip]] or [[Melinda]] holds at least one '''bribe''' in their inventory and steps on a [[thief]], the bribe will be stolen but the rest of the inventory and [[bonus flag|bonuses]] will be preserved. From monsters, a thief will take bribes, but not other items. If a player or monster has multiple bribes in their inventory, only one bribe will be used after stepping on a thief. | ||
It is only used in [[Lesson 6 (CC2 level)|Lesson 6]], [[Flea Market]], and [[Line and Sinker]]. | |||
{{clear}} | |||
=== Helmet === | === Helmet === | ||
{{Infobox Tile | {{Infobox Tile | ||
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|moves = No | |moves = No | ||
}} | }} | ||
The '''hook''' allows the player and monsters to pull [[block]]s, [[ice block]]s, and [[directional block]]s. With the tool equipped, pulling happens automatically if Chip or Melinda walk directly away from the block and if the block is able to traverse the tile Chip or Melinda are currently standing on. It was first introduced in the level [[Flea Market]] and is used in only one level | The '''hook''' allows the player and monsters to pull [[block]]s, [[ice block]]s, and [[directional block]]s. With the tool equipped, pulling happens automatically if Chip or Melinda walk directly away from the block and if the block is able to traverse the tile Chip or Melinda are currently standing on. It was first introduced in the level [[Flea Market]] and is used in only one level, [[Line and Sinker]], after its introduction. | ||
If a movable object is in the process of moving into a space next to another movable object that is carrying a hook and attempting to move away from it, the hook will attempt to pull the former, even if it is not a block. This attempt will always fail, but it will cause the latter object to treat the space it is trying to move toward [[Acting wall|as a wall]] and the former object, once it lands on its space, to treat the latter object as a wall, even if the latter object is Chip or Melinda without a helmet (unless the latter object is after the former object in [[monster order]], in which case the player will die if they do not move to the side in time). | If a movable object is in the process of moving into a space next to another movable object that is carrying a hook and attempting to move away from it, the hook will attempt to pull the former, even if it is not a block. This attempt will always fail, but it will cause the latter object to treat the space it is trying to move toward [[Acting wall|as a wall]] and the former object, once it lands on its space, to treat the latter object as a wall, even if the latter object is Chip or Melinda without a helmet (unless the latter object is after the former object in [[monster order]], in which case the player will die if they do not move to the side in time). | ||
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{{clear}} | {{clear}} | ||
=== Time bomb === | === Time bomb === | ||
{{Infobox Tile | {{Infobox Tile | ||
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}} | }} | ||
{{main|Time bomb}} | {{main|Time bomb}} | ||
When a '''time bomb''', also known as '''dynamite''', is left behind by [[Chip]] or [[Melinda]] on a tile | When a '''time bomb''', also known as '''dynamite''', is left behind by [[Chip]] or [[Melinda]] on a tile with no [[no sign]], the time bomb will count down for about 4.3 seconds before exploding. | ||
{{clear}} | {{clear}} |