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{{Infobox Level
{{Infobox Level New|
|pack = cclp2
|name = The Search for the Exit
|image = [[Image:CCLP2 Level 78.png|300px]]
|levelset = [[Chip's Challenge Level Pack 2]]
|level = 78
|level = 78
|image = [[File:CCLP2 Level 78.png|300px]]
|password = MGGX
|hint = No
|chips required = 38
|chips available = 38
|time = 350
|bold = 298
|difficulty = 3
|bold difficulty = 3
|bold ms = 298
|bold lynx = 296
 
|difficulty ms = 3
|bold difficulty ms = 3
|bold complexity ms = 4
 
|difficulty lynx = 3
|bold difficulty lynx = 2
|bold complexity lynx = 2
}}
}}


'''The Search for the Exit''' is the 78th level in [[Chip's Challenge Level Pack 2]]. While very easy on paper, in practice the secret [[trap]]s and other obstacles will catch Chip a few times before he wins it.
'''The Search for the Exit''' is the 78th level in [[Chip's Challenge Level Pack 2]]. While very easy on paper, in practice the secret [[trap]]s and other obstacles will catch Chip a few times before he wins it. This subtle approach is uncommon, but still present, in [[Dave Borgman]]'s designs.


Move to the first [[teleport]], slide >D to collect the [[boot]]s, then hold the east key to slide >R twice and move north to some chips. Use the [[recessed wall]]s to reach the [[thief]], then move across the [[force floor]]s and [[ice]] spaces, and then R >[R 2U] R off the southwest corner. Now, move to the left slide, shove out the [[block]], and collect the chips from above the [[red button]] clockwise to below it, in addition to a hidden [[green key]]. Chip will exit out through the socket guarding the [[green lock]] in this 295 route, which allows large amounts of leeway: up to [22] can be lost in the entire route up to the point where the socket is opened.
Move to the first [[teleport]], slide >D to collect the [[boot]]s, then hold the east key to slide >R twice and move north to some chips. Use the [[recessed wall]]s to reach the [[thief]], then move across the [[force floor]]s and [[ice]] spaces, and then R >[R 2U] R off the southwest corner. Now, move to the left slide, shove out the [[block]], and collect the chips from above the [[red button]] clockwise to below it, in addition to a hidden [[green key]]. Chip will exit out through the socket guarding the [[green lock]] in this 295 route, which allows large amounts of leeway: up to [22] can be lost in the entire route up to the point where the socket is opened.
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This route is much more difficult, as there are no spare moves; however, one exception is running into ''one'' [[wall]] tile in the force floor section, which loses [1/2] but can be paid back by a [[spring slide]] leaving the room. Such subtleties are key to advanced play and are used heavily in [[AVI]]s and [[TWS]]s to make the solution as easy as possible by allowing viewers to recover from specific common errors.
This route is much more difficult, as there are no spare moves; however, one exception is running into ''one'' [[wall]] tile in the force floor section, which loses [1/2] but can be paid back by a [[spring slide]] leaving the room. Such subtleties are key to advanced play and are used heavily in [[AVI]]s and [[TWS]]s to make the solution as easy as possible by allowing viewers to recover from specific common errors.


== Fix for [[Lynx ruleset|Lynx]] ==
== Fix for [[Lynx]] ==
 
In Lynx, the buried traps, [[ice skates]] (D off the last chip) and green key will make the level unplayable. Move all of them to the upper layer (or in the ball section, remove the trap entirely and bar off the sockets) except for the two under the dirt; replace these with walls, since the paramecium would be trapped by revealed traps. Finally, move the green key to some location where Chip must take a [2] detour to collect it, such as [8, 19], [11, 23] or [13, 23], and then remove the skates entirely since Chip doesn't need them. Even if he did, it would be to go through an ice corner, which is illegal in this ruleset.


In Lynx, the buried traps, [[ice skates]] (D off the last chip) and green key will make the level unplayable. Move all of them to the upper layer (or in the ball section, remove the trap entirely and bar off the sockets) except for the two under the dirt; replace these with walls, since the paramecium would be trapped by revealed traps. Finally, move the green key to some location where Chip must take a [2] detour to collect it ([[CCLXP2]] places it and the neighbouring chip under blocks), such as [8, 19], [11, 23] or [13, 23], and then remove the skates entirely since Chip doesn't need them (they are under a block in CCLXP2, where some of the traps have been replaced with [[bomb]]s under blocks). Even if he did, it would be to go through an ice corner, which is illegal in this ruleset.
Only the 295 solution will be possible with this fix, as the central trap is no longer erasable.


Only the 295 solution will be possible with this fix, as the central trap is no longer erasable, although CCLXP2 has added a way to reach this exit.
== Trivia ==


==Full level map==
* The 295, when it was the record, is currently the longest-standing broken record in CCLP2, having existed from February 12, 2002 to September 17, 2010 - a timespan of 3,138 days.
[[File:Cclp2_full_map_level_78.png|500px]]


== Walkthrough ==
== Walkthrough ==
{{#ev:youtube|BgOtZ37QPgQ}}
[[File:CCLP2 level 78 solution - 295 seconds|425px]]
{{#ev:youtube|KAgbUPEBKqs}}
[[File:CCLP2 level 78 solution - 298 seconds|425px]]


{{Level Progression|Madd Maze|Cra-zy}}
{{Level Progression|Madd Maze|Cra-zy}}
[[Category:Levels unplayable in Lynx]]
[[Category:Levels unplayable in Lynx]]
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