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|image = [[File:CCLP2 Level 112.png|300px]]
|image = [[File:CCLP2 Level 112.png|300px]]
|levelset = Chip's Challenge Level Pack 2
|levelset = Chip's Challenge Level Pack 2
|designer = Eric Schmidt
|level = 112
|level = 112
|password = QOHJ
|password = QOHJ
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}}
}}


'''After the Rainstorm''' is the 112th level in [[Chip's Challenge Level Pack 2]]. Noticably, After the Rainstorm is harder than many [[water]] levels because Chip must often do things in a specific order or use some [[flippers]] to maneuver the blocks. This is one of [[Eric Schmidt]]'s classic levels.
'''After the Rainstorm''' is the 112th level in [[Chip's Challenge Level Pack 2]]. Noticeably, After the Rainstorm is harder than many [[water]] levels because [[Chip]] must often do things in a specific order or use some [[flippers]] to maneuver the blocks.


Move the six blocks in the start down over three water spaces, then build one D and one L without touching the two [[dirt]] spaces, and take the last block down and around to the sixth water. The fourth dirt contains a [[thin wall]] to the north, which will trap Chip if the lower water is not removed first, and prevents him from continuing the bridge down. Therefore, he must collect the seventh block to the left, stick it in, and ''then'' finish the bridge. Chip can now take the flippers.
Move the six blocks in the start down over three water spaces, then build one D and one L without touching the two [[dirt]] spaces, and take the last block down and around to the sixth water. The fourth dirt buries a [[thin wall]] to the north, which will trap Chip if the lower water is not removed first, and prevents him from continuing the bridge down. Therefore, he must collect the seventh block to the left, stick it in, and ''then'' finish the bridge. Chip can now take the flippers.


In this area, Chip must unjam the blocks and then build around the puddle to reach the bottom of the river. Move each block out of the way, then remove one water and knock the lower block L and then approach it from the ''right'' side, which will push down another block in the process. Chip now has two waters removed; he no longer needs to build down because he has flippers. Therefore, skip to the very bottom, then build three more water spaces down, and finish with the [[bomb]]. Now, Chip can take the three chips.
In this area, Chip must untangle the blocks and then build around the puddle to reach the bottom of the river. Move each block out of the way, then remove one water square and knock the lower block L and then approach it from the ''right'' side, which will push down another block in the process. Chip now has two water squares removed; he no longer needs to build down because he has flippers; therefore, skip to the very bottom, then build three more water spaces down, and finish with the [[bomb]]. Now, Chip can take the three [[Computer chip|chip]]s.


The next section is a simple progressive [[wedge]]: knock blocks 1 and 4 out, which moves block 2 out to form the next wedge. In the third section, a [[force floor]] is under block 1; when Chip moves block 2 U, it will kill him if he tries to move RU immediately. The way to avoid this, which escapes many lesser players and leaves them baffled incessantly, is to use the [[ram]] by moving -U, which fixes the block in place. (The [[Mouse Panel Glitch]] is usable for this purpose, and will add one move but not more points.)
The next section is a simple progressive [[wedge]]: knock blocks 1 and 4 out, which moves block 2 out to form the next wedge. In the third section, a [[force floor]] is under block 1; when Chip moves block 2 U, it will kill him if he tries to move RU immediately. The way to avoid this, which escapes many lesser players and leaves them baffled incessantly, is to use a [[ram]] by moving [[Directional notation#-X|-U]], which fixes the block in place. (Clicking [[Directional notation#.2AX|*U]] and utilizing the [[Mouse Panel Glitch]] is also usable for this purpose, and will add one move but not more points.)


''Now'', Chip can move block 1 2U 3L, out for upcoming use. Teleport south and remove the [[socket]] to the west first, then use the block, go back around to the west and use the rammed block to reach the force floors. Here, slide and move L >[L 3U R] R 2U >[L 5U R] R to get around to the very east side. Knock blocks 3 and 4 D, then move LU and pull this block west, east and into the teleport. Negotiate the force floors again and bridge to the bottom, which will connect with the other block to take Chip to the exit area. Off the [[thief]], Chip should move R 5D to uncover it.
''Now'', Chip can move block 1 out for upcoming use with 2U 3L. Teleport south and remove the [[socket]] to the west first, then use the block, go back around to the west and use the rammed block to reach the force floors. Next comes a long stretch of force floors which Chip is fortunately not ''required'' to move around on; for a faster but riskier solution, however, slide and move L >[L 3U R] R 2U >[L 5U R] R to get around to the very east side. Knock blocks 3 and 4 D, then move LU and pull this block west, east and into the teleport. Negotiate the force floors again and bridge to the bottom, which will connect with the other block to take Chip to the [[exit]] area. Off the [[thief]], Chip should move R 5D to uncover it.
 
== Trivia ==
*This level inspired two prequels based on its layout but constructed by other designers: ''Before the Rainstorm'' by [[J.B. Lewis]] (level 50 in JL1) and ''During the Rainstorm'' by Dave Varberg (level 80 in geodave2).


==Full level map==
==Full level map==

Revision as of 05:21, 8 August 2019

[[Category:Error: no local variable "LEVELSET" has been set. Levels]]

[[Category:Levels designed by Error: no local variable "DESIGNER" has been set.]] [[Category:Levels with casual difficulty Error: no local variable "MS_CASUAL" has been set. (MS)]] [[Category:Levels with bold execution difficulty Error: no local variable "MS_EXEC" has been set. (MS)]] [[Category:Levels with bold routing difficulty Error: no local variable "MS_ROUTE" has been set. (MS)]] [[Category:Levels with luck rating Error: no local variable "MS_LUCK" has been set. (MS)]] [[Category:Levels with casual difficulty Error: no local variable "LYNX_CASUAL" has been set. (Lynx)]] [[Category:Levels with bold execution difficulty Error: no local variable "LYNX_EXEC" has been set. (Lynx)]] [[Category:Levels with bold routing difficulty Error: no local variable "LYNX_ROUTE" has been set. (Lynx)]] [[Category:Levels with luck rating Error: no local variable "LYNX_LUCK" has been set. (Lynx)]] [[Category:Levels with casual difficulty Error: no local variable "STEAM_TIME_CASUAL" has been set. (Steam)]] [[Category:Levels with bold execution difficulty Error: no local variable "STEAM_TIME_EXEC" has been set. (Steam)]] [[Category:Levels with bold routing difficulty Error: no local variable "STEAM_TIME_ROUTE" has been set. (Steam)]] [[Category:Levels with luck rating Error: no local variable "STEAM_TIME_LUCK" has been set. (Steam)]] [[Category:Levels with casual difficulty Error: no local variable "STEAM_SCORE_CASUAL" has been set. (Steam score)]] [[Category:Levels with bold execution difficulty Error: no local variable "STEAM_SCORE_EXEC" has been set. (Steam score)]] [[Category:Levels with bold routing difficulty Error: no local variable "STEAM_SCORE_ROUTE" has been set. (Steam score)]] [[Category:Levels with bold luck rating Error: no local variable "STEAM_SCORE_LUCK" has been set. (Steam Score)]]

After the Rainstorm is the 112th level in Chip's Challenge Level Pack 2. Noticeably, After the Rainstorm is harder than many water levels because Chip must often do things in a specific order or use some flippers to maneuver the blocks.

Move the six blocks in the start down over three water spaces, then build one D and one L without touching the two dirt spaces, and take the last block down and around to the sixth water. The fourth dirt buries a thin wall to the north, which will trap Chip if the lower water is not removed first, and prevents him from continuing the bridge down. Therefore, he must collect the seventh block to the left, stick it in, and then finish the bridge. Chip can now take the flippers.

In this area, Chip must untangle the blocks and then build around the puddle to reach the bottom of the river. Move each block out of the way, then remove one water square and knock the lower block L and then approach it from the right side, which will push down another block in the process. Chip now has two water squares removed; he no longer needs to build down because he has flippers; therefore, skip to the very bottom, then build three more water spaces down, and finish with the bomb. Now, Chip can take the three chips.

The next section is a simple progressive wedge: knock blocks 1 and 4 out, which moves block 2 out to form the next wedge. In the third section, a force floor is under block 1; when Chip moves block 2 U, it will kill him if he tries to move RU immediately. The way to avoid this, which escapes many lesser players and leaves them baffled incessantly, is to use a ram by moving -U, which fixes the block in place. (Clicking *U and utilizing the Mouse Panel Glitch is also usable for this purpose, and will add one move but not more points.)

Now, Chip can move block 1 out for upcoming use with 2U 3L. Teleport south and remove the socket to the west first, then use the block, go back around to the west and use the rammed block to reach the force floors. Next comes a long stretch of force floors which Chip is fortunately not required to move around on; for a faster but riskier solution, however, slide and move L >[L 3U R] R 2U >[L 5U R] R to get around to the very east side. Knock blocks 3 and 4 D, then move LU and pull this block west, east and into the teleport. Negotiate the force floors again and bridge to the bottom, which will connect with the other block to take Chip to the exit area. Off the thief, Chip should move R 5D to uncover it.

Full level map

Cclp2 full map level 112.png

Walkthrough

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