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Item

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An item is a tile which Chip or Melinda can collect and store in their inventory. Aside from keys and computer chips which have separate inventories, players can hold at most four items in their inventory at once. Although the computer chip is technically an item, it does not appear in the player's inventory like the other items.

In Chip's Challenge 2, yellow teleports are treated like items and can be picked up by the player if attempting to use the teleport with an obstructed exit.

There are specific tiles which are not considered items even though Chip can remove them: sockets, dirt, fake blue walls, locks, etc. are not items. Chip can also move blocks, but they are not considered items.

Properties of items in CC1

In the original Chip's Challenge 1, the only items aside from keys and chips are fire boots, flippers, ice skates, and suction boots. Items cannot be moved and can only be collected by Chip. The only other things that can erase items are the Non-Existence Glitch at the start of the game, or generally, other moving objects which pass over squares containing items on the lower layer of the grid: monsters erase any item on the lower layer of any square they enter, and Chip and blocks will only erase items on the lower layer if the upper layer contains a non-floor tile which was not removed by the passage of Chip or the block. However, in Lynx, the blue key can be erased by monsters and blocks.

The only items monsters can pass over are keys, and blocks cannot pass computer chips. Thieves will only steal boots.

Properties of items in CC2

Most of the original properties of items apply in Chip's Challenge 2, however the sequel included multiple new items and new item mechanics. If the player attempts to pick up a fifth item, the last item in the player inventory is dropped to accommodate the new item. New in CC2, players can also choose to rotate through the items in their inventory ('C' on the keyboard by default) and drop the last item in their inventory ('Q' on the keyboard by default).

Another new mechanic in CC2 is certain monsters and items maintain their own inventory (separate from the player inventory) and can also pick up items. In many cases, monsters can then use these items as the player would.

The solution to a number of CC2 puzzles involve strategically dropping items or passing items to monster inventories, allowing monsters to solve portions of the puzzle on the player's behalf.

Footwear

An item is considered footware if it allows Chip or Melinda to walk unrestricted on tiles where they would normally not be able to do so. All footwear is taken away when Chip lands on an item thief and behave as an acting wall to most monsters.

Fire boots

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Fire boots allow Chip or Melinda to walk across fire safely. They do not, however, protect them from any fireballs that may be in the fire.

As with all other boots, it is taken away when the player lands on an item thief, and is an acting wall to monsters only. Chip can collect fire boots touched by a block by simply pushing the block again; specifically, this will shorten play through Balls O Fire.

In Lynx, instead of fire boots, a "heat shield" is used, as seen by the different hint in Lesson 3.


Flippers

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Flippers allow Chip or Melinda to swim through water safely if they are unable to use blocks to do so, or if for time reasons this is a faster way. Flippers do not, however, protect them from any gliders that may be swimming nearby. In Lynx, instead of flippers, a "water shield" is used, as seen by the different hint in Lesson 3.


Ice skates

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Ice skates, or just skates, allow Chip to walk across ice at normal speed the same way he walks on ordinary floors, but have no effect when worn by Melinda. In the MS ruleset only, Chip can also step through ice corners from within the ice space that contains them across to another space, as long as the move is legal.

In Lynx, instead of ice skates, ice cleats are used, as seen by the different hint in Lesson 3.


Suction boots

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Suction boots or suction shoes allow Chip or Melinda to walk across force floors the same way he walks on ordinary floors, at the expense of moving at his regular speed. In Lynx, instead of Suction boots, magnets are used instead, as seen by the different hint in Lesson 3.


Hiking boots

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The hiking boots are a tool introduced in Chip's Challenge 2. They allow Melinda to walk over dirt and gravel tiles, but have no effect when worn by Chip.


Railroad sign

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The railroad sign, often abbreviated to RR sign, is a tool introduced in Chip's Challenge 2. It allows Chip, Melinda, mirror Chip, mirror Melinda, or a rover to cross railroad tracks as if they were floor.


Speed boots

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The speed boots are a tool introduced in Chip's Challenge 2. They allow Chip or Melinda to walk at ten tiles per second; twice their normal speed. The same is true for their mirrors as well as bowling balls and ghosts. Rovers will walk at five tiles per second, just like regular monsters. Speed boots have no impact when sliding on force floors or ice.

Lesson 6 is the only official level that uses speed boots.


Other Items

Bowling ball

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The bowling ball is a tool introduced in Chip's Challenge 2. Once picked up by Chip or Melinda, it remains in the inventory until dropped. Then, it will travel in a direction until it is destroyed by a hazard. It is capable of destroying monsters and blocks, picking up items, pressing buttons, and more.

Bowling balls have an inventory of four tools: if they grab a fifth, the first will be dropped.


Bribe

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The bribe is an item introduced in Chip's Challenge 2. If Chip or Melinda hold at least one bribe in their inventory and step on a blue or red thief, the bribe will be stolen but the rest of the inventory will be preserved. A thief will take bribes from monsters, other items are not stolen. If a player or monster has multiple bribes in their inventory, only one bribe will be used after stepping on a thief.

It is only used in Lesson 6 and Flea Market.


Helmet

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The helmet is a tool introduced in Chip's Challenge 2. It will make Chip or Melinda unable to killed by monsters or moving blocks. Monsters and moving blocks will instead treat Chip and Melinda as acting wall. Similar monsters wearing the helmet will not be able to kill Chip or Melinda.


Hook

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The hook is a tool introduced in Chip's Challenge 2. It allows Chip and Melinda to pull blocks, ice blocks, and directional blocks. With the tool equipped, pulling happens automatically if Chip or Melinda walk perpendicularly away from the block and if the block is able to traverse the tile Chip or Melinda are currently standing on. It was first introduced in the level Flea Market and is used in only one level, Line and Sinker, after its introduction.


Lightning Bolt

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The lightning bolt is a tool introduced in Chip's Challenge 2. When equipped by a moving object, like Chip, Melinda, ghosts, rovers, or bowling balls, they will supply signal to a wire while stopped on one. The lightning bolt has no effect on wires that are already activated.


Secret eye

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The secret eye is a tool introduced in Chip's Challenge 2. When equipped by Chip or Melinda, it reveals the identity of invisible walls, hidden walls, blue walls, green walls, content under blocks, and content under canopies, and it gives a unique look to the floor mimic.


Steel foil

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Steel foil, commonly shortened to foil, is a tool introduced in Chip's Challenge 2. They allow Chip, Melinda, mirror Chip, mirror Melinda, the ghost, and the rover to change normal walls into steel walls by pushing on them.


Time bomb

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The time bomb , also known as dynamite, is an item introduced in Chip's Challenge 2. When dropped by Chip or Melinda, the time bomb will count down for about four seconds before exploding; the countdown starts after the player has stepped off it.

For more information, see the full article on the Time bomb.


Yellow teleport

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The yellow teleport is a teleport introduced in Chip's Challenge 2. If the exit directions for all yellow teleports are blocked, the movable object will put the yellow teleport in their inventory. In the case of Chip, Melinda, ghosts, and rovers, this means that yellow teleports later can be dropped elsewhere.

For more information, see the full article on the [[|Teleport#Yellow_teleport|yellow teleport]].


See also