Two Sets of Rules: Difference between revisions

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{{Infobox Level
{{Infobox Level
|name = Two Sets of Rules
|pack = cclp3
|image = [[Image:CCLP3 Level 16.png|300px]]
|levelset = [[Chip's Challenge Level Pack 3]]
|level = 16
|level = 16
|password = UZXY
|image = [[File:CCLP3 Level 16.png|300px]]
|hint = If you're still alive after reading this hint, you can also [[Block slapping|push blocks while walking past them.]]
|hint = If you're still alive after reading this hint, you can also [[Block slapping|push blocks while walking past them.]]
|chips required = 16
|chips available = 32 (Chip can get only 16 in each ruleset)
|time = 300
|bold = 254 MS / 244 Lynx
|difficulty = 2
|bold difficulty = 3
}}
}}


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== MS solution ==
== MS solution ==
In MS rules, take the chip from the tank, open the [[blue lock]], wait [2] to and from collecting the four chips blocked by the [[pink ball]]s, swim safely to the next chip, override the force floor on the top path and open this [[red lock]], then use the Controller and Boss Glitch to free the southern chip in the northeast room. With no splash delay, push the block trapping the pink ball, then use the C/B Glitch again to steal the next chip from the bug and use the blue key on the right side of the next room. In the southeast room, Chip must crosscheck the block over the northwest ice corner and only has ''one'' chance; failure will send Chip sliding onto the [[ice skates]].
In MS rules, take the chip from the tank, open the [[blue lock]], wait [2] to and from collecting the four chips blocked by the [[pink ball]]s, swim safely to the next chip, override the force floor on the top path and open this [[red lock]], then use the Controller and Boss Glitch to free the southern chip in the northeast room. With no splash delay, push the block trapping the pink ball, then use the C/B Glitch again to steal the next chip from the bug and use the blue key on the right side of the next room. In the southeast room, Chip must crosscheck the block over the northwest ice corner and only has ''one'' chance; failure will send Chip sliding onto the [[ice skates]].


Push both blocks 2U to access the next chip, with URL 2D all pressed at 10 [[m/s]], and take the next visible chip from the open [[trap]], then walk to the southwest corner. The [[yellow lock]] leads to more skates and a [[brown button]] that frees a [[glider]] and a [[blob]], the blob reaching the bomb in the center first and leaving the glider to free the chip to the left.
Push both blocks 2U to access the next chip, with URL 2D all pressed at 10 [[m/s]], and take the next visible chip from the open [[trap]], then walk to the southwest corner. The [[yellow lock]] leads to more skates and a [[brown button]] that frees a [[glider]] and a [[blob]], the blob reaching the bomb in the center first and leaving the glider to free the chip to the left.


The final room tests mechanical knowledge and [[window shopping]]: in this ruleset, monsters will stick on teleports forever and remove them from the network if there is no legal exit even including the square directly across from it, and thus the west room is useless. Wait [1] just before sliding east; the [[teeth]] that has been running around the level will still hit the [[green button]] on time, but Chip is propelled into a teleport that simply bounces him back over one ice space and onto a force floor, and with this wait the toggle wall will open as Chip is sliding ''towards'' the teleport and not away from it (worth an extra [1]). After the wall opens, Chip slides over the dead teleport and can run into the exit with 254.0 on the clock.
In the final room, monsters will stick on teleports forever and remove them from the network if there is no legal exit even including the square directly across from it, and thus the west room is useless. Wait [1] just before sliding east; the [[teeth]] that has been running around the level will still hit the [[green button]] on time, but Chip is propelled into a teleport that simply bounces him back over one ice space and onto a force floor, and with this wait the toggle wall will open as Chip is sliding ''towards'' the teleport and not away from it (worth an extra [1]). After the wall opens, Chip slides over the dead teleport and can run into the exit with 254.0 on the clock.


== Lynx solution ==
== Lynx solution ==
The tank will continue moving if the upper chip is taken; wait until the pink ball hits the lower chip and immediately steal it, then open the red lock, switch the tanks whose [[monster order]] prevented you from getting by in MS, and rather than take a fatal swim take the chip which is made safe by the [[green key]] as an [[acting wall]]. Use block slapping on the way to the red key, then clone a bug from the upper [[clone machine]] and turn left.
The tank will continue moving if the upper chip is taken; wait until the pink ball hits the lower chip and immediately steal it, then open the red lock, switch the tanks whose [[monster order]] prevented you from getting by in MS, and rather than take a fatal swim take the chip which is made safe by the [[green key]] as an [[acting wall]]. Use block slapping on the way to the red key, then clone a bug from the upper [[clone machine]] and turn left.


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== Trivia ==
== Trivia ==
* Two Sets of Rules is the first official CC level to require the use of cross-checking in MS, which caused debate over whether to modify the level after CCLP3 was initially released due to many confused players asking how to solve such room using this ruleset (similarly to [[After the Rainstorm]] and the [[ram]]). The level was ultimately left as-is.


* Two Sets of Rules is the first official CC level to require the use of cross-checking in MS, which caused debate over whether to modify the level after CCLP3 was initially released due to many confused players asking how to solve such room using this ruleset (similarly to [[After the Rainstorm]] and the [[ram]]). The level was ultimately left as-is.
== Full level map ==
[[File:Cclp3_full_map_level_16.png|500px]]


== Walkthrough ==
== Walkthrough ==
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