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{{Infobox Level | {{Infobox Level | ||
| | |pack = cclp3 | ||
|level = 98 | |level = 98 | ||
| | |image = [[File:CCLP3 Level 98.png|300px]] | ||
}} | |||
| | |||
'''Mouth-Watering''' is the 98th level in [[Chip's Challenge Level Pack 3]]. It was created by [[Grant Fikes]]. It requires careful handling of several [[monster]]s to accomplish goals, plus careful logic and educated guesswork; there are many [[exit]]s and the one that works appears securely guarded, but is trivial to find when seen in the editor. [[Even step]] is recommended, as although odd step would save [1] at the start, this does not matter due to waiting in this section and even step will be faster later on. | '''Mouth-Watering''' is the 98th level in [[Chip's Challenge Level Pack 3]]. It was created by [[Grant Fikes]]. It requires careful handling of several [[monster]]s to accomplish goals, plus careful logic and educated guesswork; there are many [[exit]]s and the one that works appears securely guarded, but is trivial to find when seen in the editor. [[Even step]] is recommended, as although odd step would save [1] at the start, this does not matter due to waiting in this section and even step will be faster later on. | ||
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== Logic == | == Logic == | ||
Due to its unusual structure, tricks, and red herrings (some [[item]]s are left uncollected), this level contains logic challenges later seen in CCLP3's hardest challenges, such as [[You Can't Teach an Old Frog New Tricks]] and [[Avalanche]]. It is a valuable tool for teaching understanding of what is and isn't possible, using technical knowledge about the level's design and even the levelset's patterns and criteria. | |||
The teleport Chip enters has three possible entrances; at the time of the blue key, only D and R are available, and these both cause [[Death message|death]] in water or fire respectively. The guard mechanism that can block off the [[recessed wall]] corridor suggests that the blue key should be used there instead of by the teleport. | |||
The teleport Chip enters has three possible entrances; at the time of the blue key, only D and R are available, and these both cause [[Death | |||
There is a side path of the recessed walls that leads to an unknown destination, causing a [[cook]] when Chip uses it and traps himself between walls on ice, while the path beyond the blue lock can be inferred as leading to the toggle wall and sliding ice. | There is a side path of the recessed walls that leads to an unknown destination, causing a [[cook]] when Chip uses it and traps himself between walls on ice, while the path beyond the blue lock can be inferred as leading to the toggle wall and sliding ice. | ||
In MS only, it is possible to not touch the green button in the teeth room, override the force floor and return to the toggle wall; with the wrong teeth parity, Chip is beaten to the toggle wall and dies. Many instances of apparent guesswork in CCLP3 can be avoided using other solutions or logic; with this solution also not [[Lynx]]-compatible, it can be discarded as the intended one. | In MS only, it is possible to not touch the green button in the teeth room, override the force floor and return to the toggle wall; with the wrong teeth parity, Chip is beaten to the toggle wall and dies. Many instances of apparent guesswork in CCLP3 can be avoided using other solutions or logic; with this solution also not [[Lynx ruleset|Lynx]]-compatible, it can be discarded as the intended one. | ||
Eventually, the selection of exits is pared down to three once it's clear that both boots cannot be held at once; these are [17, 9/29] and [18, 16], meaning fake blue wall(s) must exist to access any of them. [17, 9/29] would require Chip to release the gliders, and in most places this will send them into fire; due to the general equality of MS and Lynx solutions in CCLP3, these are not likely. The flippers are required to attempt [18, 7], but when this also fails, the only remaining option is to avoid the gliders entirely by attempting to open [19, 16]. | Eventually, the selection of exits is pared down to three once it's clear that both boots cannot be held at once; these are [17, 9/29] and [18, 16], meaning fake blue wall(s) must exist to access any of them. [17, 9/29] would require Chip to release the gliders, and in most places this will send them into fire; due to the general equality of MS and Lynx solutions in CCLP3, these are not likely. The flippers are required to attempt [18, 7], but when this also fails, the only remaining option is to avoid the gliders entirely by attempting to open [19, 16]. | ||
== Full level map == | |||
[[File:Cclp3_full_map_level_98.png|500px]] | |||
== Walkthrough == | == Walkthrough == |