Sometimes beating all 149 levels can seem like a lost cause. Well, it isn't. Every level is winnable, although some require more hair-pulling than others. Here are tips to help you get through the levels.
Level 14: SOUTHPOLE
There are two ways to approach this level. Way 1: Frantically press keys, looking for the right combination. Way 2: Look at the name of the level. *SOUTH*POLE. What does SOUTH imply? Does "down" come to mind? Well, all you have to do is press the down arrow every time, and you'll cruise to victory!
Level 20: TOSSED SALAD
Yeah, yeah, the Help file says you must collect all the chips in the level before going to the end square, no exceptions. Exception alert. There's no socket here, so you can just cruise through without collecting chips. That's right- no chips. Makes it a bit easier and quicker.
Level 39: GLUT
If you don't want the highest time, just mosey on over to the unguarded exit farther right (be sure to zigzag your path; the straight route doesn't collect enough coins). To get a higher time, you can try to lure a monster away from the exit square and dash in. It's very tricky, though, and requires timing and, dare I say it, luck.
Level 49: PROBLEMS
You have to be quick here, otherwise a very large, impenetrable wall of pink balls will head your way. Here's the best way to get all the keys in one run- scurry to the very end and pick up the keys, starting with the farthest ones. That way, if you need to make a second trip, you won't need to run as far.
Level 53: TRAFFIC COP
Ah, the lovely lying hints. The hint for this level tells you to lead the walkers to the door toggle button. But that's just way too time-consuming. You can just push one block straight down, mosey on to the button over yourself and force your way out of the island you land on. There- a solution without having to deal with any of the annoyingly random walkers.
Level 57: STRANGE MAZE
Well, you can't misstep here because your maze has sections with walls of water, trapped monsters, and everything else that the programmers threw into the game! Here's a hint- do the chip-socket section last. That way you can plow through the walls when you're out of chips, saving a bit of time.
Level 103: ICEHOUSE
Do you have perfect, up-to-the-very-fraction-of-a-second timing? Neither do I. That's where our rodent buddy, aka the mouse, can help. Click the teleport, and you'll be timed perfectly and won't collide with any creatures on the ice.
Level 104: JAILER
Don't let the pink balls collide with you while you're on a square containing a key. Your Chip's Challenge game will crash.
Level 139: YORKHOUSE
"Yorkhouse" means "prison", and if we continue the metaphor, you're the poor innocent jailer who has to free all the prisoners, who won't hesitate to kill him. Back to the level. The most important thing to remember is always to keep a good amount of open space around you. This way, there's more room to maneuver and the walls are further apart (which means the walkers will travel in straight lines more often). And yes, you must collect Every Chip.
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