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The term 'tool' specifically refers to the items listed on this page, whereas 'item' can refer to either just tools or any collectible [[static object]].
The term 'tool' specifically refers to the items listed on this page, whereas 'item' can refer to either just tools or any collectible [[static object]].


There are specific tiles which are ''not'' considered items even though Chip can remove them: [[socket]]s, [[dirt]], fake [[blue wall]]s, [[lock]]s, etc. are not items. Chip can also move [[block]]s, but they are not considered items.  In CC2, the [[bomb]] and [[stopwatch]] are on the item layer, even though they can't be picked up.
There are specific tiles which are ''not'' considered items even though Chip can remove them: [[socket]]s, [[dirt]], fake [[blue wall]]s, [[lock]]s, etc. are not items. Chip can also move [[block]]s, but they are not considered items.


== Properties of items in CC1 ==
== Properties of items in CC1 ==
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== Properties of items in CC2 ==
== Properties of items in CC2 ==
Most of the original properties of items apply in [[Chip's Challenge 2]]; however, the sequel also included multiple new items and mechanics. If the player attempts to pick up a fifth item, the first item in the player inventory is dropped to accommodate the new item. Players can also choose to drop the first item in their inventory ('Q' on the keyboard by default), and rotate through the items in their inventory ('C' on the keyboard by default) to change which item is next to be dropped.
Most of the original properties of items apply in [[Chip's Challenge 2]]; however, the sequel also included multiple new items and 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. 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).


Monsters and blocks can kill the player while the player is standing on or is about to walk onto an item, even if the item (not the [[terrain]]) normally prevents the monster or block from doing so. In Lynx, items do not behave differently in these circumstances.
Monsters and blocks can kill the player while the player is standing on or is about to walk onto an item, even if the item (not the [[terrain]]) normally prevents the monster or block from doing so. In Lynx, items do not behave differently in these circumstances.


Another new mechanic in CC2 is that ''all'' [[actor]]s have their own inventory, and certain ones — [[ghost]]s, [[rover]]s, [[player mirror]]s, and [[bowling ball]]s can pick up and use items as the player would. Those not intended to pick up items can still be given items by way of [[Item Bestowal]].  Every actor's inventory works the same way, dropping the first item when a fifth is picked up, though only player characters have the ability to manually cycle and drop items.
Another new mechanic in CC2 is that certain [[monster]]s ([[ghost]]s, [[rover]]s, and [[player mirror]]s) and items (dropped [[bowling ball]]s and [[time bomb]]s) maintain their own inventory separate from the player inventory and can (with the exception of time bombs) also pick up items. In many cases, monsters can then use these items as the player would. All monsters and dirt blocks have the ability to pick up [[blue key]]s.


The solution to a number of CC2 puzzles involves strategically dropping items or passing items to monster inventories, allowing monsters to solve portions of the puzzle on the player's behalf.
The solution to a number of CC2 puzzles involves strategically dropping items or passing items to monster inventories, allowing monsters to solve portions of the puzzle on the player's behalf.
In CC2, as a general rule, anything that steps on an item (or blocked [[yellow teleport]]) will pick it up.  Most [[monster]]s can't pick up items simply because they're unable to step on them in the first place; blue keys are always picked up because they don't block anything.  (This is also why item bestowal is possible; it tricks the game into making an actor "step" into the cell it's already in.)  The few exceptions to this rule are as follows:
* New blocks — that is, [[ice block]]s and [[directional block]]s — ''never'' pick up items, not even blue keys or yellow teleporters.
* Only players and doppelgängers can pick up [[red key]]s or activate [[stopwatch]]es.
* Only players can pick up [[computer chip]]s, [[time bonus]]es, or [[time penalty|time penalties]].
* [[Bonus flag]]s are picked up as normal (except by ghosts, which ignore them), but they only affect the player's score if a player picks them up.


== Items in both versions ==
== Items in both versions ==
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The '''speed boots ''' allow [[Chip]] and [[Melinda]] to walk at twice their normal speed. The same is true for their [[player mirror|mirrors]] as well as bowling balls and ghosts. [[Rover]]s will walk at five tiles per second, just like regular monsters. Speed boots have no impact when sliding on [[force floor]]s or [[ice]].
The '''speed boots ''' allow [[Chip]] and [[Melinda]] to walk at twice their normal speed. The same is true for their [[player mirror|mirrors]] as well as bowling balls and ghosts. [[Rover]]s will walk at five tiles per second, just like regular monsters. Speed boots have no impact when sliding on [[force floor]]s or [[ice]].


[[Lesson 6 (CC2 level)|Lesson 6]] is the only level in the CC2 main game that uses speed boots.
[[Lesson 6 (CC2 level)|Lesson 6]] is the only official level that uses speed boots.


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|moves = Yes
|moves = Yes
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}}
The '''bowling ball''', once picked up by a [[movable object]], remains in the inventory until dropped. Then, it will travel in a direction until it is destroyed by a hazard or by running into an obstacle (unless it is sliding into an obstacle that is not a movable object, in which case it rebounds or stays put). It can destroy any movable object, pick up most [[item]]s, and traverse most [[terrain]].
The '''bowling ball''', once picked up by the player or a monster, remains in the inventory until dropped. Then, it will travel in a direction until it is destroyed by a hazard or is otherwise blocked by an obstacle (unless it is sliding on ice or a force floor, in which case it rebounds off the obstacle or stays put, respectively). It is capable of destroying [[monster]]s and [[block]]s, picking up [[item]]s, pressing [[button]]s, and more.


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|moves = No
|moves = No
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If [[Chip]] or [[Melinda]] holds at least one '''bribe''' in their inventory and steps on a [[thief]], the bribe will be stolen but the rest of the inventory and [[bonus flag|bonuses]] will be preserved. From monsters, a thief will take bribes, but not other items. If a player or monster has multiple bribes in their inventory, only one bribe will be used after stepping on a thief.
If [[Chip]] or [[Melinda]] holds at least one '''bribe''' in their inventory and steps on a [[thief]], the bribe will be stolen but the rest of the inventory and [[bonus flag|bonuses]] will be preserved. From monsters, a thief will take bribes, but not other items. If a player or monster has multiple bribes in their inventory, only one bribe will be used after stepping on a thief.  


The game processes players collecting items before thieves stealing from players, so a thief with a bribe on it is essentially [[acting dirt]] that turns into a thief when moved off of (and pops your inventory if you have 4 items).
It is only used in [[Lesson 6 (CC2 level)|Lesson 6]], [[Flea Market]], and [[Line and Sinker]].


In the CC2 main game, bribes are only used in [[Lesson 6 (CC2 level)|Lesson 6]], [[Flea Market]], and [[Line and Sinker]].
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=== Helmet ===
=== Helmet ===
{{Infobox Tile
{{Infobox Tile
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|moves = No
|moves = No
}}
}}
The '''hook''' allows the player and monsters to pull [[block]]s, [[ice block]]s, and [[directional block]]s. With the tool equipped, pulling happens automatically if Chip or Melinda walk directly 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 in the CC2 main game, [[Line and Sinker]], after its introduction.
The '''hook''' allows the player and monsters to pull [[block]]s, [[ice block]]s, and [[directional block]]s. With the tool equipped, pulling happens automatically if Chip or Melinda walk directly 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.


If a movable object is in the process of moving into a space next to another movable object that is carrying a hook and attempting to move away from it, the hook will attempt to pull the former, even if it is not a block. This attempt will always fail, but it will cause the latter object to treat the space it is trying to move toward [[Acting wall|as a wall]] and the former object, once it lands on its space, to treat the latter object as a wall, even if the latter object is Chip or Melinda without a helmet (unless the latter object is after the former object in [[monster order]], in which case the player will die if they do not move to the side in time).
If a movable object is in the process of moving into a space next to another movable object that is carrying a hook and attempting to move away from it, the hook will attempt to pull the former, even if it is not a block. This attempt will always fail, but it will cause the latter object to treat the space it is trying to move toward [[Acting wall|as a wall]] and the former object, once it lands on its space, to treat the latter object as a wall, even if the latter object is Chip or Melinda without a helmet (unless the latter object is after the former object in [[monster order]], in which case the player will die if they do not move to the side in time).
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=== Time bomb ===
=== Time bomb ===
{{Infobox Tile
{{Infobox Tile
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}}
}}
{{main|Time bomb}}
{{main|Time bomb}}
When a '''time bomb''', also known as '''dynamite''', is left behind by [[Chip]] or [[Melinda]] on a tile without a [[no sign]], the time bomb will count down for 4.2 seconds before exploding.
When a '''time bomb''', also known as '''dynamite''', is left behind by [[Chip]] or [[Melinda]] on a tile with no [[no sign]], the time bomb will count down for about 4.3 seconds before exploding.


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