Please create an account or Login! Have fun!
Editing Mads' Rush I
Jump to navigation
Jump to search
The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 1: | Line 1: | ||
{{Infobox Level | {{Infobox Level New| | ||
| | |name = Mads' Rush I | ||
|image = [[Image:CCLP2 Level 38.png|300px]] | |||
|levelset = [[Chip's Challenge Level Pack 2]] | |||
|level = 38 | |level = 38 | ||
| | |password = GTTZ | ||
|hint = No | |||
|chips required = 0 | |||
|chips available = 0 | |||
|time = 30 | |||
|bold ms = 11 | |||
|bold lynx = 11 | |||
|difficulty ms = 1 | |||
|bold difficulty ms = 1 | |||
|bold complexity ms = 1 | |||
|difficulty lynx = 1 | |||
|bold difficulty lynx = 1 | |||
|bold complexity lynx = 1 | |||
}} | }} | ||
'''Mads' Rush I''' is the 38th level in [[Chip's Challenge Level Pack 2]]. These two levels, the other being [[Mads' Rush II|level 71]], are two short and generally easy mazes. | '''Mads' Rush I''' is the 38th level in [[Chip's Challenge Level Pack 2]]. These two Anne Olsen-penned levels, the other being [[Mads' Rush II|level 71]], are two short and generally easy mazes. | ||
At the end of the sliding at the beginning are two [[boot]]s, one of which is guarded by the [[glider]]s and will kill Chip if he gets there as fast as possible. There are two possible solutions to the beginning part: step [1] U and hold the east key all the way over (which is official) or slide all the way to the green button, which is somewhat trickier because the arrow key cannot be held east (at risk of death by [[fire]]) until the last two [[force floor]]s. | At the end of the sliding at the beginning are two [[boot]]s, one of which is guarded by the [[glider]]s and will kill Chip if he gets there as fast as possible. There are two possible solutions to the beginning part: step [1] U and hold the east key all the way over (which is official) or slide all the way to the green button, which is somewhat trickier because the arrow key cannot be held east (at risk of death by [[fire]]) until the last two [[force floor]]s. | ||
Use the [[fire boots]] to take a [[yellow key]] and sneak past the last [[glider]] to slide to the [[yellow lock]]. Pick up the [[green key]] by the sliding [[pink ball]] and wait [3] for the [[paramecium]] horde to clear, then open its lock and escape to the southwest corner where the exit sits alone. | Use the [[fire boots]] to take a [[yellow key]] and sneak past the last [[glider]] to slide to the [[yellow lock]]. Pick up the [[green key]] by the sliding [[pink ball]] and wait [3] for the [[paramecium]] horde to clear (an exact measurement is ideal given how the monsters are moving and the heightened risk of running out of time if this benchmark is missed), then open its lock and escape to the southwest corner where the exit sits alone. | ||
== Walkthrough == | == Walkthrough == | ||
{{#ev:youtube|2sI54TYxK5w}} | {{#ev:youtube|2sI54TYxK5w}} | ||
{{Level Progression|The Mystery of the Seven Chips|Yike- | {{Level Progression|The Mystery of the Seven Chips|Yike-O-Matic}} |