Please create an account or Login! Have fun!

Tele-Rooms: Difference between revisions

Jump to navigation Jump to search
imported>Ihavenoname248
No edit summary
 
mNo edit summary
 
(11 intermediate revisions by 5 users not shown)
Line 1: Line 1:
{{Infobox Level New|
{{Infobox Level
|name = Tele-Rooms
|pack = cclp2
|image = [[Image:CCLP2 Level 47.png|300px]]
|levelset = [[Chip's Challenge Level Pack 2]]
|level = 47
|level = 47
|password = AKBI
|image = [[File:CCLP2 Level 47.png|300px]]
|hint = There is one exit.
|hint = There is one exit.
|chips required = 28
}}
|chips available = 28
|time = 350
|bold = 270
|difficulty = 3
|bold difficulty = 4
|bold ms = 270
|bold lynx = 265


|difficulty ms = 3
'''Tele-Rooms''' is the 47th level in [[Chip's Challenge Level Pack 2]]. This level contains, of course, the four tele-rooms, then a section on the right, and finally the key section. Chip cannot [[exit]] by starting on one; he must return to it. As pointed out in the [[hint]], that is the only exit; therefore, Chip must collect [[suction boots]]. However, if Chip collects them directly, he is blocked on the way back out by a hidden [[red lock]] and [[blue lock]], and there are no loose [[monster]]s which can erase the hidden locks. Chip must, therefore, find the two keys.
|bold difficulty ms = 4
|bold complexity ms = 2
 
|difficulty lynx = 3
|bold difficulty lynx = 3
|bold complexity lynx = 2
}}


'''Tele-Rooms''' is the 47th level in [[Chip's Challenge Level Pack 2]]. It was designed by [[Dave Borgman]]. This level contains, of course, the four tele-rooms, then a section on the right, and finally the key section. As the player will find out, Chip cannot exit by standing on it; he must return to it. As pointed out in the hint, that is the only exit; therefore, Chip must collect [[suction boots]]. However, if Chip collects them directly, he is blocked on the way back out by a hidden [[red lock]] and [[blue lock]], and there are no loose [[monster]]s which can erase the hidden locks. Chip must, therefore, find the two keys.
While there is minimal difference whether [[Odd and even step|odd or even step]] is used, the possibility of causing two more of the [[blob]]s in the southwest to drown is worth using even step for. In odd step, the [[monster order]] blocks the blobs from entering the water on their first turn, at that moment occupied by [[glider]]s. Once they start sliding, they are stuck on the [[ice]], and can cause problems when Chip is trying to move through the area.


While there is scant difference which [[odd and even step]] mode is used, the possibility of causing two more of the [[blob]]s in the southwest to drown is worth using even step for if [[Fullsec]] or [[Tile World]] is being used. In odd step, the [[monster order]] blocks the blobs from entering the water on their first turn, at that moment occupied by [[glider]]s. Once they start sliding, they are stuck on the [[ice]], and can cause problems when Chip is trying to move through this area.
Teleport down, take the two [[Computer chip|chips]] on the top, then take the ones past the hint in a circle in either direction, and finish this room. Use the [[force floor]] to move into the next; collect the chips in this room counterclockwise from chip 2 and wait [1] for chip 4. Now, teleport north, out to the east, and steal the [[fire boots]] from the [[blob]]s. Go back to the previous room, take the four chips counterclockwise, then teleport north and take the northeast chip, and use the force floor to collect counterclockwise. This ends the chips; move to the sliding [[pink ball]]s on the left. Depending on [[slide delay]] caused by the initial moves of the [[blob]]s in the lower left corner and subsequent sliding, Chip may have to play U or D in order to take the keys in order, but neither of these lose time.


Teleport down, take the two chips on the top, then take the ones past the hint in a circle (either direction works), and finish this room. Use the force floor to move into the next; collect this room counterclockwise from chip 2 and wait [1] for chip 4. Now, teleport north, out to the east, and try to steal the [[fire boots]] from the [[blob]]s without waiting. If this succeeds, go back to the previous room, take the four chips counterclockwise, then teleport north and take the northeast chip, and use the force floor to collect counterclockwise. This ends the chips; move to the sliding [[pink ball]]s on the left. Depending on [[Slide Delay]] caused by the initial moves of the [[blob]]s in the lower left corner and subsequent sliding, Chip may have to play U or D in order to take the keys in order, but neither of these lose time.
With the yellow keys collected, move further down the west side and enter first the corridor to the right, swapping fire boots for [[flippers]], and then the one past all the [[yellow lock]]s. Collect one row of keys, then unlock the blue key to the right, and on the way back over take the second row. Use these keys to take the red key, then use both keys to collect the suction boots, and then >UDU in the southwest room to return to the exit.


With the yellow keys collected, move further down the west side and enter first the corridor to the right, swapping fire boots for [[flippers]], and then the one past all the [[yellow lock]]s. Collect one row of keys, then unlock the blue key to the right, and on the way back over take the second row. Use these keys to take the red key, then use both keys to collect the suction boots, and then >UDU in the southwest tele-room to return to the exit.
== Fix for Lynx ==


== Fix for [[Lynx]] ==
The hidden locks and [[socket]]s, plus a water buried under water at (5, 27), make Tele-Rooms unplayable in [[Lynx ruleset|Lynx]]. [[Chip's Challenge Level Pack 2 (Lynx)|CCLXP2]] removes the offending water and moves the hidden locks to the upper layer. To deal with the hidden sockets, they were moved left or right from their original positions and [[recessed wall]]s were added in their place.


The hidden locks and [[socket]]s, plus a water buried under water at [5, 27], make Tele-Rooms unplayable in Lynx. To fix the level, simply remove the offending water, move the hidden tiles to the upper layer, and in addition move the exit LD or RD to another location that takes the same amount of moves for Chip to walk to.
==Full level map==
[[File:Cclp2_full_map_level_47.png|500px]]


== Tele-Rooms hoax ==
== Tele-Rooms hoax ==


The presence of the exit under Chip encouraged the moot possibility of getting into the exit through unusual means. On [[April Fools' Day 2010]], a notorious hoax was perpetrated which claimed that [[force floor]]s could be overrided backwards after a voluntary move if Chip holds against the force floor for 40 seconds, due to almost indetectable timing error when changing Lynx [[object]] movement into MS. The [[AVI]] containing the supposed 310.0 time achievable this way is the second video.
The presence of the exit under Chip encouraged the moot possibility of getting into the exit through unusual means. On April Fools' Day 2010, a notorious hoax was perpetrated which claimed that force floors could be overridden backwards after a voluntary move if Chip holds against the force floor for 40 seconds due to an almost undetectable timing error when changing Lynx [[object]] movement into MS. The [[AVI]] containing the supposed 310.0 time achievable this way is the second video.


== Walkthrough ==
== Walkthrough ==
[[File:CCLP2 level 47 solution - 270 seconds|425px]]
{{#ev:youtube|P55ZKktRHss}}
[[File:April Fool's 2010 - Tele-Rooms hoax|425px]]
{{#ev:youtube|J1TJTAFBnfU}}


{{Level Progression|Hurry Up, Chip!|And Then There Were... Four?}}
{{Level Progression|Hurry Up, Chip!|And Then There Were... Four?}}
[[Category:Levels unplayable in Lynx]]
[[Category:Levels unplayable in Lynx]]
__NOTOC__

Latest revision as of 04:36, 30 April 2020

Tele-Rooms is the 47th level in Chip's Challenge Level Pack 2. This level contains, of course, the four tele-rooms, then a section on the right, and finally the key section. Chip cannot exit by starting on one; he must return to it. As pointed out in the hint, that is the only exit; therefore, Chip must collect suction boots. However, if Chip collects them directly, he is blocked on the way back out by a hidden red lock and blue lock, and there are no loose monsters which can erase the hidden locks. Chip must, therefore, find the two keys.

While there is minimal difference whether odd or even step is used, the possibility of causing two more of the blobs in the southwest to drown is worth using even step for. In odd step, the monster order blocks the blobs from entering the water on their first turn, at that moment occupied by gliders. Once they start sliding, they are stuck on the ice, and can cause problems when Chip is trying to move through the area.

Teleport down, take the two chips on the top, then take the ones past the hint in a circle in either direction, and finish this room. Use the force floor to move into the next; collect the chips in this room counterclockwise from chip 2 and wait [1] for chip 4. Now, teleport north, out to the east, and steal the fire boots from the blobs. Go back to the previous room, take the four chips counterclockwise, then teleport north and take the northeast chip, and use the force floor to collect counterclockwise. This ends the chips; move to the sliding pink balls on the left. Depending on slide delay caused by the initial moves of the blobs in the lower left corner and subsequent sliding, Chip may have to play U or D in order to take the keys in order, but neither of these lose time.

With the yellow keys collected, move further down the west side and enter first the corridor to the right, swapping fire boots for flippers, and then the one past all the yellow locks. Collect one row of keys, then unlock the blue key to the right, and on the way back over take the second row. Use these keys to take the red key, then use both keys to collect the suction boots, and then >UDU in the southwest room to return to the exit.

Fix for Lynx[edit]

The hidden locks and sockets, plus a water buried under water at (5, 27), make Tele-Rooms unplayable in Lynx. CCLXP2 removes the offending water and moves the hidden locks to the upper layer. To deal with the hidden sockets, they were moved left or right from their original positions and recessed walls were added in their place.

Full level map[edit]

Cclp2 full map level 47.png

Tele-Rooms hoax[edit]

The presence of the exit under Chip encouraged the moot possibility of getting into the exit through unusual means. On April Fools' Day 2010, a notorious hoax was perpetrated which claimed that force floors could be overridden backwards after a voluntary move if Chip holds against the force floor for 40 seconds due to an almost undetectable timing error when changing Lynx object movement into MS. The AVI containing the supposed 310.0 time achievable this way is the second video.

Walkthrough[edit]

Previous Level Current Level Next Level
← Hurry Up, Chip! Tele-Rooms And Then There Were... Four? →