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Don't Get Lost: Difference between revisions
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{{Infobox Level | {{Infobox Level | ||
|pack = cclp2 | |||
| | |||
|level = 88 | |level = 88 | ||
| | |image = [[File:CCLP2 Level 88.png|300px]] | ||
| | |||
}} | }} | ||
'''Don't Get Lost''' is the 88th level in [[Chip's Challenge Level Pack 2]]. All that Chip needs to do is to is not get lost, which is harder than it may seem | '''Don't Get Lost''' is the 88th level in [[Chip's Challenge Level Pack 2]]. All that [[Chip]] needs to do is to is not get lost, which is harder than it may seem. This level is composed of 10 similar rooms, with [[clone machine]]s cloning streams of [[pink ball]]s along corridors with different obstacles. | ||
Take the chip above, follow west and >D, then follow the path to another chip and then [[teleport]] >U. Move around to collect [[flippers]] and a chip. Use the flippers for a shortcut, then teleport >L, zigzag north and south through the [[water]], and then push the [[block]]. Wait [2] before teleporting, as this is required before following through the next room and it is difficult to wait a short time period directly after exiting a teleport. Turn underneath the pink balls in this room for one chip before following, then use a shortcut learned from [[Spy]] by sliding ''>RL'' to the next room. Join this stream to another pair of flippers and use it to collect the chip in the corner. The next four sections are tougher. | Take the chip above, follow west and >D, then follow the path to another chip and then [[teleport]] >U. Move around to collect [[flippers]] and a chip. Use the flippers for a shortcut, then teleport >L, zigzag north and south through the [[water]], and then push the [[block]]. Wait [2] before teleporting, as this is required before following through the next room and it is difficult to wait a short time period directly after exiting a teleport. Turn underneath the pink balls in this room for one chip before following, then use a shortcut learned from [[Spy]] by sliding ''>RL'' to the next room. Join this stream to another pair of flippers and use it to collect the chip in the corner. The next four sections are tougher. | ||
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Here, Chip is following the balls around some [[force floor]]s; therefore, he must either ignore the [[boosting]] or wait [1] and then retake it with the boosting. When Chip has the chip, the [1]-boost method tends to work easier on the last force floor before the teleport; it makes picking up the [[spring slide]] out of the last teleport easier. Sneak past the last string of balls, take the final two chips and exit above. | Here, Chip is following the balls around some [[force floor]]s; therefore, he must either ignore the [[boosting]] or wait [1] and then retake it with the boosting. When Chip has the chip, the [1]-boost method tends to work easier on the last force floor before the teleport; it makes picking up the [[spring slide]] out of the last teleport easier. Sneak past the last string of balls, take the final two chips and exit above. | ||
==Full level map== | |||
[[File:Cclp2_full_map_level_88.png|500px]] | |||
== Walkthrough == | == Walkthrough == | ||
{{#ev:youtube|zGUYuHE49aA}} | |||
{{Level Progression|The Walker Machine|The Ghetto Defender}} | {{Level Progression|The Walker Machine|The Ghetto Defender}} |
Latest revision as of 04:45, 30 April 2020
Level set | Chip's Challenge Level Pack 2 |
---|---|
Level number | 88 |
Designer | Eric Schmidt |
Password | SLXW |
Chips | 12 required / 13 available |
Chips notes | 1 inaccessible |
Time limit | 400 |
MS (Scores) | |
Bold time | 317 |
Public time | 317 |
Casual difficulty | ***** |
Bold execution difficulty |
***** |
Bold routing difficulty |
***** |
Bold luck difficulty |
***** |
Lynx (Scores) | |
Bold time | 314 |
Public time | 314 |
Casual difficulty | ***** |
Bold execution difficulty |
***** |
Bold routing difficulty |
***** |
Bold luck difficulty |
***** |
Don't Get Lost is the 88th level in Chip's Challenge Level Pack 2. All that Chip needs to do is to is not get lost, which is harder than it may seem. This level is composed of 10 similar rooms, with clone machines cloning streams of pink balls along corridors with different obstacles.
Take the chip above, follow west and >D, then follow the path to another chip and then teleport >U. Move around to collect flippers and a chip. Use the flippers for a shortcut, then teleport >L, zigzag north and south through the water, and then push the block. Wait [2] before teleporting, as this is required before following through the next room and it is difficult to wait a short time period directly after exiting a teleport. Turn underneath the pink balls in this room for one chip before following, then use a shortcut learned from Spy by sliding >RL to the next room. Join this stream to another pair of flippers and use it to collect the chip in the corner. The next four sections are tougher.
Use the path in the center of room 7 to take the chip on the side, then use the path next to that to collect fire boots, allowing Chip to teleport >L instead of dropping >D into the water. Turn back towards the teleport and take that chip, then zigzag past the untakeable chip to reach the next room.
Here, Chip is following the balls around some force floors; therefore, he must either ignore the boosting or wait [1] and then retake it with the boosting. When Chip has the chip, the [1]-boost method tends to work easier on the last force floor before the teleport; it makes picking up the spring slide out of the last teleport easier. Sneak past the last string of balls, take the final two chips and exit above.
Full level map[edit]
Walkthrough[edit]
Previous Level | Current Level | Next Level |
---|---|---|
← The Walker Machine | Don't Get Lost | The Ghetto Defender → |
- Chip's Challenge Level Pack 2 Levels
- Levels designed by Eric Schmidt
- Levels with casual difficulty 3 (MS)
- Levels with bold execution difficulty 1 (MS)
- Levels with bold routing difficulty 2 (MS)
- Levels with casual difficulty 3 (Lynx)
- Levels with bold execution difficulty 1 (Lynx)
- Levels with bold routing difficulty 2 (Lynx)