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{{Infobox Level | {{Infobox Level New| | ||
| | |name = The Ghetto Defender | ||
|image = [[Image:CCLP2 Level 89.png|300px]] | |||
|levelset = [[Chip's Challenge Level Pack 2]] | |||
|level = 89 | |level = 89 | ||
| | |password = WGON | ||
|hint = No | |||
|chips required = 10 | |||
|chips available = 20 (ten of them are in a decoy section to the west of the start) | |||
|time = 450 | |||
|bold = 381 | |||
|difficulty = 2 | |||
|bold difficulty = 3 | |||
|bold ms = 381 | |||
|bold lynx = 379 | |||
|difficulty ms = 2 | |||
|bold difficulty ms = 3 | |||
|bold complexity ms = 2 | |||
|difficulty lynx = 2 | |||
|bold difficulty lynx = 3 | |||
|bold complexity lynx = 2 | |||
}} | }} | ||
'''The Ghetto Defender''' is the 89th level in [[Chip's Challenge Level Pack 2]]. In this Nordic-influenced level, | '''The Ghetto Defender''' is the 89th level in [[Chip's Challenge Level Pack 2]]. In this Nordic-influenced level by Christian Ståhl, Chip must negotiate various obstacles, many of which are [[red herring]]s, so he has to be careful what he chooses. For example, if Chip turns to the west, takes the ten chips and lets the [[bug]]s out of the way to collect the two [[key]]s, and tries to exit below, he will be disappointed by a [[hidden wall]]. | ||
Since the ten chips can be collected anyway later, and the two keys have no use anywhere else, move to the right: >U R 2U 3R from coming out of the teleport, in [[even step]] specifically. Now, due to the hidden walls blocking off another [[teeth]] below, Chip can dive right in to take the goodies, then 2U and left. | Since the ten chips can be collected anyway later, and the two keys have no use anywhere else, move to the right: >U R 2U 3R from coming out of the teleport, in [[even step]] specifically. Now, due to the hidden walls blocking off another [[teeth]] below, Chip can dive right in to take the goodies, then 2U and left. | ||
Continue following the path, take the chips, and then move blocks 5, 6 and '' | Continue following the path, take the chips, and then move blocks 5, 6 and ''4'' into the water; block 3 has a [[bomb]] under it. If Chip storms the [[thief]] to take the yellow key, the loss of flippers leaves him trapped behind water, and there aren't sufficient blocks to bridge across; the flippers have no other use, so ignore them. Keep moving all the way to the [[yellow lock]], then take the upper [[ice]] slide and continue west. The yellow key is barred on seven sides by hidden walls; D and DL are open, so take it from the bottom, hopefully not losing any moves as a result of the [[walker]]. Now, Chip can pass the yellow lock and ''just'' escape the [[trap]] to exit. | ||
== Walkthrough == | == Walkthrough == |