Chip's Fight: Difference between revisions

No change in size ,  13 February 2019
m
Text replacement - "Slide Delay" to "slide delay"
(Video link fixed)
m (Text replacement - "Slide Delay" to "slide delay")
Line 23: Line 23:
'''Chip's Fight''' is the 102nd level in [[Chip's Challenge Level Pack 2]]. As indicated, Chip's Fight is a challenging struggle, but always manages to stay away from being annoying, and is one of [[Christian Ståhl|Christian Ståhl's]] classics.
'''Chip's Fight''' is the 102nd level in [[Chip's Challenge Level Pack 2]]. As indicated, Chip's Fight is a challenging struggle, but always manages to stay away from being annoying, and is one of [[Christian Ståhl|Christian Ståhl's]] classics.


Start with D, as L leads to a [[bomb]] and R to [[fire]], and U is blocked. This gives [[Chip]] [[fire boots]]; Chip can now go back U and push R to remove another bomb. Continue to push UL to take the [[green key]]; this will release four [[fireball]]s, with the accompanying disadvantages, but it's forced and they do remove two more bombs for Chip. Now, open the [[green lock]] and move the block on the right R, then step U and catch it coming down by waiting [1/2]. This allows Chip to bridge to an [[ice]] section; after the long slide, leap (DRDLDR 2D) to reach the [[blue key]], then return back out to the start. When heading towards the [[blue lock]], shove both blocks 7 and 6 L. This will catch and trap the remaining fireballs in the corridor underneath such that they do not bother Chip later, without affecting the [[Slide Delay]].
Start with D, as L leads to a [[bomb]] and R to [[fire]], and U is blocked. This gives [[Chip]] [[fire boots]]; Chip can now go back U and push R to remove another bomb. Continue to push UL to take the [[green key]]; this will release four [[fireball]]s, with the accompanying disadvantages, but it's forced and they do remove two more bombs for Chip. Now, open the [[green lock]] and move the block on the right R, then step U and catch it coming down by waiting [1/2]. This allows Chip to bridge to an [[ice]] section; after the long slide, leap (DRDLDR 2D) to reach the [[blue key]], then return back out to the start. When heading towards the [[blue lock]], shove both blocks 7 and 6 L. This will catch and trap the remaining fireballs in the corridor underneath such that they do not bother Chip later, without affecting the [[slide delay]].


Pass the three [[bug]]s and touch both [[red button]]s; since you need a block to remove the bomb in the way below, wait [1/2] before sliding to catch the second cloned block. Move the block 3L further, circle underneath it to remove the [[blue wall]]s, and then knock out the bomb and take the [[yellow key]]. Continue to the teleport and move (>R R 3D) to collect one chip, then return back down the path to the east, pick up one more chip, and then drop to the very southeast ball section, calling on [[Creative One-Ways]]. Take the final chip, then wait [3] (a move was lost in the [[AVI]], so only [2] is spent there) and push the block 2L to allow Chip to escape. Now, move back to the center and shove block 1 out of the way, then open the [[yellow lock]], walk across the bottom edge and then across column 0 to the exit.
Pass the three [[bug]]s and touch both [[red button]]s; since you need a block to remove the bomb in the way below, wait [1/2] before sliding to catch the second cloned block. Move the block 3L further, circle underneath it to remove the [[blue wall]]s, and then knock out the bomb and take the [[yellow key]]. Continue to the teleport and move (>R R 3D) to collect one chip, then return back down the path to the east, pick up one more chip, and then drop to the very southeast ball section, calling on [[Creative One-Ways]]. Take the final chip, then wait [3] (a move was lost in the [[AVI]], so only [2] is spent there) and push the block 2L to allow Chip to escape. Now, move back to the center and shove block 1 out of the way, then open the [[yellow lock]], walk across the bottom edge and then across column 0 to the exit.