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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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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 without [[Item Bestowal]]. In many cases, monsters can then use these items as the player would. Every [[movable object]]'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.


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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