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Proceed to Safety

Chip's Challenge Hints by Robert Munafo    

Contents

Monsters

Levels 1 - 10

Levels 11 - 20

Levels 21 - 30

Levels 31 - 40

Levels 41 - 50

Levels 51 - 60

Levels 61 - 70

Levels 71 - 80

Levels 81 - 90

Levels 91 - 100

  

Levels 131 - 140

Levels 141 - 150

The Mandelbrot Explorer "Level"

Appendices

     Key to the Font

     Keyboard Mapping for Mac OS X


Monsters

Here is a little info about each of the moving objects in the game:

ı Bouncing balls: These move right and left, or up and down. They bounce (reversing their direction) when they hit a wall or a chip, and die when they hit fire or water. When they are on ice and encounter a rounded corner, they seem to sometimes turn and sometimes reverse direction (this is seen on level 48).

Ò Tanks: These also move either right and left, or up and down. However, they stop when they come to an obstacle, and wait until a blue button gets pressed. The blue button reverses the direction of all tanks simultaneously.

Æ Bugs: They follow edges of barriers and fire-traps in such a way that their left side is always adjacent to the wall. They die when they hit water.

Paramecia: They follow edges just like bugs but in the opposite direction: Their right side is always adjacent to the obstacle. They die when they hit water.

Ô Spaceships: These fly in a straight line until they reach a wall, chip, or dirt and then turn left. If they cannot turn left, they go right; if they cannot do that, they return in the direction they came from. Spaceships fly over water, but are destroyed by fire-traps.

Ï Fireballs: These behave just like spaceships, except they they prefer to turn right. Also, they fly through fire-traps, and die when they hit water.

È Stilt-balls: These monsters travel in a straight line until they reach an obstacle, then pick a random direction to turn: right, left, or reverse direction. They die when they hit water.

Ÿ Blobs: These travel one square at a time, choosing a random direction each time. They sometimes move the same direction for 2 or 3 squares in a row. They move slower than you on the average and thus are easy to outrun. However, they jump from one square to the next very quickly, and thus if you are in an adjacent square, they will sometimes move into your square faster than you can move out. (As evidenced by playing level 23)

Î Jaws: These always move towards you, however they move slower and so are easy to outrun. If they cannot move towards you because of an obstacle, they will just sit and wait. As a result of this, the best way to deal with them usually involves leading them into a dead-end. They die when they hit water.

When two monsters meet, one will get the "right of way" and the other will turn. The decision as to which one turns seems to be random.

Bugs () and paramecia () both follow walls. When these encounter each other or other monsters, the they will crawl around the other monster. This often causes them to get away from the wall which they were following. When this happens with a bug or paramecium, it will "chase its own tail", moving in a tiny loop.

This will also occur if the bug is circling a removable item (e.g. chips or brown dirt) which you move or remove:

Before: After: ƒƒƒƒƒƒƒƒ ƒƒƒƒƒƒƒƒ The paramecium will ƒ¥æÇÇÇǃ ƒƒƒ∏÷ƒ¥ƒ follow the path shown ƒƒƒƒƒ…∏ƒ ƒƒƒ“…ƒƒƒ by the arrows forever. ƒƒƒƒƒƒƒƒ ƒƒƒƒƒƒƒƒ

Ê Thief: Steals your shields (, Â), magnet (µ), and/or cleats (). It never moves, but is typically positioned somewhere that you need to go.


Maps and Hints for Each Level

For each level I give the level number and four-character code ("password"), followed by the level "name" in parentheses, then the name of the background music for the level. I give maps and hints where it seems necessary, or if I was sufficiently motivated.

After every 10 levels the game shows a message pertaining to the character's back-story; these are shown in ALL-CAPS.

Levels 1 - 10

1: BDHP (Lesson 1) music: hunt

ƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒ ƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒ ƒƒ≠≠≠≠≠ƒ≠≠≠≠≠ƒƒ ƒƒƒƒ≠ƒƒƒ≠≠≠ƒƒƒ≠ƒƒƒƒ ƒƒƒƒ≠ƒÇƒ≠©≠ƒÇƒ≠ƒƒƒƒ ƒƒ≠≠≠≠≠€≠Í≠€≠≠≠≠≠ƒƒ ƒƒ≠ƒ¢ƒ⁄ƒƒƒƒƒ‹ƒ¢ƒ≠ƒƒ ƒƒ≠ƒÇƒ≠¡ƒ?ƒ£≠ƒÇƒ≠ƒƒ ƒƒ≠≠≠≠≠ǃƒƒÇ≠≠≠≠≠ƒƒ ƒƒ≠ƒÇƒ≠¡ƒƒƒ£≠ƒƒƒ≠ƒƒ ƒƒ≠ƒƒƒ‹ƒƒÇƒƒ⁄ƒƒƒ≠ƒƒ ƒƒ≠≠≠≠≠≠›≠›≠≠≠≠≠≠ƒƒ ƒƒƒƒƒƒ≠ƒƒ≠ƒƒ≠ƒƒƒƒƒƒ ƒƒƒƒƒƒ≠ƒÇ≠ǃ≠ƒƒƒƒƒƒ ƒƒ≠ƒƒ≠™ƒ≠ƒƒ ƒƒ≠≠≠≠≠≠≠ƒƒ ƒƒƒƒƒƒƒƒƒƒƒ ƒƒƒƒƒƒƒƒƒƒƒ

2: JXMJ (Lesson 2) music: teleblock

ƒƒƒƒƒƒƒƒƒƒƒ ƒƒƒƒƒƒƒƒƒƒƒ ƒƒ≠≠≠≠≠≠≠ƒƒ ƒƒ≠ƒƒÇƒƒ≠ƒƒƒƒƒƒƒƒƒƒƒ ƒƒƒƒ≠ƒƒƒƒƒ≠ƒƒƒƒƒƒƒƒƒƒƒ ƒƒƒƒ≠ƒ¿≠ƒƒ≠≠≠≠≠≠≠≠≠≠ƒƒ ƒƒ≠≠≠ƒƒ≠ƒƒƒ∑∑ƒƒƒƒƒÇ≠ƒƒ ƒƒ≠©Íƒ¿≠≠ƒƒ∑∑ƒ∫∫¥?ƒ≠ƒƒ ƒƒ≠≠≠ƒƒ≠ƒƒƒ∑∑ƒƒƒƒƒÇ≠ƒƒ ƒƒƒƒ≠ƒ¿≠ƒƒ≠≠≠≠≠≠≠≠≠≠ƒƒ ƒƒƒƒ≠ƒƒƒƒƒ≠ƒƒƒƒƒƒƒƒƒƒƒ ƒƒ≠ƒƒÇƒƒ≠ƒƒƒƒƒƒƒƒƒƒƒ ƒƒ≠≠≠≠≠≠≠ƒƒ ƒƒƒƒƒƒƒƒƒƒƒ ƒƒƒƒƒƒƒƒƒƒƒ

3: ECBQ (Lesson 3)

4: YMCJ (Lesson 4)

5: TQKB (Lesson 5)

Use the green button twice to get the ball trapped on the left side of the toggle-wall. Then you can get the red key. Then step on the brown buttons to release the traps; the spaceship will annihilate the bomb blocking the exit.

ƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒ ƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒ ƒƒ≠≠≠≠≠≠≠≠≠≠≠ƒƒƒƒ ƒƒ≠©˜ƒƒƒƒƒƒƒ≠ƒƒƒƒ ƒƒ≠≠≠ƒƒ˜˜˜ƒƒ≠ƒƒƒƒ ƒƒƒƒ≠ƒƒƒª˜·ƒ≠ƒƒƒƒ ƒƒƒƒ≠ƒƒ˜˜˜ƒƒ≠ƒƒƒƒ ƒƒƒƒ≠ƒƒ˜˜˜ƒƒ≠ƒƒƒƒ ƒƒƒƒ≠ƒƒƒª˜Ëƒ≠ƒƒƒƒ ƒƒƒƒ≠ƒƒ˜˜˜ƒƒ≠ƒƒƒƒ ƒƒƒƒ≠≠‹≠≠≠≠≠≠≠≠ƒƒ ƒƒƒƒ≠ƒƒƒ•ƒƒƒƒƒ≠ƒƒ ƒƒƒƒ≠ƒ≠≠≠≠≠ƒ≠ƒ≠ƒƒ ƒƒƒƒ≠ƒƒƒ°ı¶ƒ≠ƒ≠ƒƒ ƒƒƒƒ≠≠≠≠≠≠≠≠≠ƒ≠ƒƒ ƒƒƒƒ≠∑£®ƒƒƒƒƒƒ≠ƒƒ ƒƒƒƒ≠∑ƒ®ƒ…σ?ƒ≠ƒƒ ƒƒƒƒ≠∑ƒ®ƒƒƒƒ¥ƒ≠ƒƒ ƒƒƒƒ≠ƒƒƒƒƒƒƒƒƒ≠ƒƒ ƒƒƒƒ≠≠≠≠≠≠≠≠≠≠≠ƒƒ ƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒ ƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒ

6: WNLP (Lesson 6)

7: FXQO (Lesson 7)

The teleporters go in a different pattern depending on whether you enter them horizontally or vertically. Teleport to the water shield, then to the room with the water (but don't take the fire shield). Then do the analagous thing with the fire. The third chip can be taken without any shield at all.

ƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒ ƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒ ƒƒƒƒƒ≠≠≠≠≠≠≠≠≠≠≠≠≠≠ƒƒ ƒƒƒƒƒ≠√≤≤≤≤≤≤≤≤≤≤≤≠ƒƒ ƒƒ≠≠≠≠√≠≠≠≠≠≠≠≠≠≠§≠ƒƒ ƒƒ≠≥Ç≥√≤Ç≤≤≤≤≤≤≤≠§≠ƒƒ ƒƒ≠§≠≠Ê≠≠≠≠≠≠≠≠§≠§≠ƒƒ ƒƒ≠§≠ƒƒƒƒ≠ƒƒ—ƒ®§≠§≠ƒƒ ƒƒ≠§≠ƒ¥?ƒ≠„ƒ≠ƒ®§≠§≠ƒƒ ƒƒ≠§≠ƒƒƒƒ≠ƒƒ≠ƒ®§≠§≠ƒƒ ƒƒ≠§≠ƒƒƒ†≠†ƒ≠ƒ®§≠§≠ƒƒ ƒƒ≠§≠≠≠≠≠≠≠≠≠≠≠≠≠§≠ƒƒ ƒƒ≠§∑ƒ≠ƒ†≠†ƒƒÙ≠≥≥§≠ƒƒ ƒƒ≠§∑ƒ≠ƒƒ≠ƒƒÍ©≠§≠≠≠ƒƒ ƒƒ≠§∑ƒ≠ƒÂ≠Ê≠≠≠≠§≠ƒƒƒƒ ƒƒ≠§∑ƒ—ƒƒ≠ƒƒƒÇƒ§≠ƒƒƒƒ ƒƒ≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠ƒƒƒƒ ƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒ ƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒ

8: NHAG (Lesson 8)

Pack in some dirt on the upper-left and top until it looks like this:

≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠ ≠ååååååååååååååååå≠ ≠å僃÷ƒƒƒƒƒƒƒƒ¥«åå≠ ≠å僫«««««««««««åå≠ ≠å僫ƒƒƒƒƒƒƒƒÎ««åå≠ ≠å僫ƒƒƒƒƒƒƒƒƒ««åå≠ ≠åå««ƒƒƒƒƒƒƒƒƒ««åå≠

Then run to the left and quickly down at the arrow, then back up, left and down. The jaws will then be caught like this:

≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠ ≠ååååååååååååååååå≠ ≠å僃ƒƒƒƒƒƒƒƒƒƒ«åå≠ ≠å僫ƒ««««««««««åå≠ ≠å僫ƒƒƒƒƒƒƒƒƒ««åå≠ ≠ååΫƒƒƒƒƒƒƒƒƒ««åå≠ ≠åå««ƒƒƒƒƒƒƒƒƒ««åå≠ ≠¥å««ƒƒƒƒƒƒƒƒƒ««åå≠

Now proceed to the right and exit.

ƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒ ƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒ ≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠ƒƒ ≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠ƒƒ ≠≠ååååååååååååååååå≠≠ƒƒ ≠≠åå«««««««««««««åå≠≠ƒƒ ≠≠åå«««««««««««««åå≠≠ƒƒ ≠≠åå««ƒƒƒƒƒƒƒƒƒ««åå≠≠ƒƒ ≠≠åå««ƒÎƒƒƒƒƒƒƒ««åå≠≠ƒƒ ≠≠åå««ƒƒƒƒƒƒƒƒƒ««åå≠≠ƒƒ ≠≠?å««ƒƒƒƒƒƒƒƒƒ««åå≠≠ƒƒ ≠¥åå««ƒƒƒƒÇƒƒƒƒ««ååÍ©ƒƒ ≠≠åå««ƒƒƒƒƒƒƒƒƒ««åå≠≠ƒƒ ≠≠åå««ƒƒƒƒƒƒƒƒƒ««åå≠≠ƒƒ ≠≠åå««ƒƒƒƒƒƒƒƒƒ««åå≠≠ƒƒ ≠≠åå««ƒƒƒƒƒƒƒƒƒ««åå≠≠ƒƒ ≠≠åå«««««««««««««åå≠≠ƒƒ ≠≠åå«««««««««««««åå≠≠ƒƒ ≠≠ååååååååååååååååå≠≠ƒƒ ≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠ƒƒ ≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠ƒƒ ƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒ ƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒ

9: KCRE (Nuts and Bolts) music:theme

10: VUWS (Brushfire) music:end-theme

Messsage:

AFTER WARMING UP ON THE FIRST LEVELS OF THE CHALLENGE, CHIP IS RARING TO GO! 'THIS ISN'T SO HARD,' HE THINKS.


Levels 11 - 20

11: CNPE (Trinity) music:trinity

12: WVHI (Hunt) music:hunt

13: OCKS (Southpole)

The hint actually helps on this level. The way you get to the goal is by holding the joystick in the down direction ("south").

14: BTDY (Teleblock) music:teleblock

≠ƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒ≠ ≠ƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒ≠ ≠ƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒ≠ ≠ƒƒƒƒƒƒƒƒ≠≠≠ƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒ≠ ≠ƒƒƒƒƒƒƒƒ≠Ç≠ƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒ≠ ≠ƒƒ≠≠≠≠≠≠≠∑≠ƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒ≠ ≠ƒƒ≠Ç∑∑ƒƒ≠∑≠ƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒ≠ ≠ƒƒ≠≠≠≠ƒƒƒƒ≠ƒƒƒƒ≠≠≠≠≠≠≠≠≠≠≠≠≠ƒƒ≠ ≠ƒƒƒƒ≠ƒƒ†ƒƒ≠ƒƒƒƒ≠ƒƒƒ≠ƒƒƒ≠ƒƒƒ≠ƒƒ≠ ≠ƒƒƒƒ≠ƒƒƒƒ≠≠≠≠ƒƒ≠ƒ∫ƒ≠ƒ∫ƒƒƒ∫ƒ≠ƒƒ≠ ≠ƒƒƒƒ≠∑≠ƒƒ∑∑Ç≠ƒƒ≠ƒƒƒ≠ƒƒƒ≠ƒƒƒ≠ƒƒ≠ ≠ƒƒƒƒ≠∑≠≠≠≠≠≠≠ƒƒ≠≠ƒ≠≠≠‹≠≠≠≠≠≠ƒƒ≠ ≠ƒƒƒƒ≠Ç≠ƒƒƒƒƒƒƒƒ≠ƒƒƒ≠ƒƒƒ≠ƒƒƒ≠ƒƒ≠ ≠ƒƒƒƒ≠≠≠ƒƒƒƒƒƒƒƒ≠ƒ∫ƒ‹ƒ†ƒ‹ƒ∫ƒ≠ƒƒ≠ ≠ƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒ≠ƒƒƒ≠ƒƒƒ≠ƒƒƒ≠ƒƒ≠ ≠ƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒ≠≠≠≠≠≠‹≠≠≠ƒ≠≠ƒƒ≠ ≠ƒƒƒƒƒƒ≠≠≠≠≠ƒƒƒƒ≠ƒƒƒ≠ƒƒƒ≠ƒƒƒ≠ƒƒ≠ ≠ƒƒƒƒƒƒ≠ƒƒ¥≠ƒƒƒƒ≠ƒ∫ƒƒƒ∫ƒ≠ƒ∫ƒ≠ƒƒ≠ ≠ƒƒƒƒƒƒ≠£†ƒ≠ƒƒƒƒ≠ƒƒƒ≠ƒƒƒ≠ƒƒƒ≠ƒƒ≠ ≠ƒƒƒƒƒƒ≠ƒƒƒ≠ƒƒƒƒ≠≠≠≠≠≠≠≠≠≠≠≠≠ƒƒ≠ ≠ƒƒƒƒƒƒ≠≠Í≠≠ƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒ≠ ≠ƒƒƒƒƒƒƒ≠©≠ƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒ≠ ≠ƒƒƒƒƒƒƒ≠≠≠ƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒ≠ ≠ƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒ≠ ≠ƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒ≠ ≠ƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒ≠

15: COZQ (Elementary) music:cakewalk

Start with the doors on the ends. Each of the four blocks covers a shield.

Use the block in the center to hold down the brown button.

≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠ ≠Ê≠√≤≤≤≠≠√≤≤≠Ç≠≠®®®®≠≠≠≠®®®≠®≠£≠ ≠√≠√≠≠§≤≤≤≠§≠®®®®≠≠®®®®®®≠®≠®®®≠ ≠√≠√≠≠≠≠≠≠≠§≠≠≠≠≠≠≠≠®≠≠≠®≠®≠≠≠®≠ ≠√≠≥≥≥≥≥≥√≠§≤≤Ç≠√≤£≠®®®≠®≠®®®®®≠ ≠√≠§≠≠≠≠≠√≠≠≠≠≠≠√≠≠≠≠≠®≠®≠≠≠≠®≠≠ ≠√≠§≤≤≤≠√≤≤≤≤≤≤≤≤≠Ç®®®®≠®®®®≠®®≠ ≠√≠≠≠≠§≠√≠≠≠≠≠≠≠Ç≠≠≠≠≠≠≠≠≠≠®≠≠®≠ ≠√≠≥≥≥§≠≥≥≥≥≥≥√≠≠≠®®®®®®®®®®≠®®≠ ≠√≠§≠≠≠≠≠≠≠≠≠≠√≠ª≠®≠≠≠≠≠≠≠≠≠≠®≠≠ ≠√≠§≠ƒƒƒƒƒƒƒƒ≠√≠Í≠®≠ƒƒƒƒƒƒƒƒ≠®≠≠ ≠√≠§≠ƒ∫ƒ≠≠≠≠⁄≠⁄≠⁄≠⁄≠⁄≠≠≠≠ƒ∫ƒ≠®®≠ ≠√≠§≠ƒƒƒ˜ƒ£≠ƒƒƒƒƒƒƒƒƒ≠£ƒ˜ƒƒƒ≠≠®≠ ≠√≠§≠≠≠≠≠≠≠≠£ƒƒƒ¥ƒ∫ƒ¡≠≠≠≠≠≠≠≠≠®≠ ≠≥≥§≠ƒƒƒ˜ƒ¡≠ƒƒƒƒƒƒƒƒƒ≠¡ƒ˜ƒƒƒ≠®®≠ ≠≠≠§≠ƒ∫ƒ≠≠≠≠‹≠‹≠‹≠‹≠‹≠≠≠≠ƒ∫ƒ≠®≠≠ ≠Ç≠§≠ƒƒƒƒƒƒƒƒ≠∑≠·≠≈≠ƒƒƒƒƒƒƒƒ≠®≠≠ ≠√≠§≠≠≠≠≠≠≠≠≠≠∑≠©≠≈≠≠≠≠≠≠≠≠≠≠®Ç≠ ≠√≠§≤≤≠∑∑∑∑∑∑∑∑≠≠≠Ω≈≈≈≈≈≈≈≈∂≠≠≠≠ ≠√≠≠≠§≠∑≠≠≠≠≠≠≠≠Ç≠≠≠≠≠≠≠≠≠≠≈≠ß≈≠ ≠≥≥≥≥§≠∑∑∑∑∑∑∑∑≠≈≠¡≈≈∂≠ß≈≈≈ç≠≈≠≠ ≠≠≠≠≠≠≠∑≠≠≠≠≠≠∑≠≈≠≠≠≠≈≠≈≠≠≠≠≠≈≠≠ ≠∑∑∑∑∑∑∑≠∑∑∑∑∑∑≠Ω≈≈∂≠≈≠≈≈≈≈≈≈≈∂≠ ≠∑≠≠≠≠≠≠≠∑≠∑≠≠≠≠≠≠≠≈≠≈≠≈≠≠≠≠≠≠≈≠ ≠∑≠∑∑∑≠∑∑∑≠∑∑∑≠∑∑∑≠≈≠≈≠Ω≈≈≈≈∂≠≈≠ ≠∑≠∑≠∑≠∑≠≠≠≠≠∑∑∑≠Ç≠≈≠≈≠≠≠≠≈≠≈≠Ç≠ ≠∑≠≠≠∑≠∑∑∑∑∑≠≠≠≠≠≠≠≈≠Ω≈≈≈≈ç≠≈≠≠≠ ≠∑∑∑∑∑≠≠≠≠≠∑≠Ç≠≠ß≈≈≈≠≠≠≠≠≠≠≠≈≈∂≠ ≠∑≠≠≠∑≠¡∑∑∑∑≠Ω≈≈ç≠≠Ω≈≈≈∂≠Ê≈≈ç≠≈≠ ≠∑≠Ç≠∑≠≠≠≠≠∑≠≠≠≠≠≠≠≠≠≠≠≈≠≠≠≠≠≠≈≠ ≠∑∑∑≠∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑Ç≠Ω≈≈≈≈≈≈ç≠ ≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠

16: SKKK (Cellblocked)

≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠ ≠———≠———≠———≠———≠———≠———≠———≠——≠ ≠———————————————————————————≠——≠ ≠———≠———≠———≠———≠———≠———≠———≠——≠ ≠≠≠≠≠≠—≠≠≠—≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠—≠≠≠—≠ ≠———≠———≠———≠———≠———≠———≠———≠——≠ ≠———————≠———≠———————————≠——————≠ ≠———≠———≠———≠———≠———≠———≠———≠——≠ ≠≠—≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠—≠≠≠≠≠≠≠≠≠≠≠—≠ ≠———≠———≠———≠———≠———≠———≠———≠——≠ ≠———≠———————≠—?—≠———————≠———≠——≠ ≠———≠———≠———≠———≠———≠———≠———≠——≠ ≠≠—≠≠≠—≠≠≠—≠≠≠—≠≠≠—≠≠≠≠≠≠≠—≠≠≠—≠ ≠———≠———≠———≠———≠———≠———≠———≠——≠ ≠———≠———≠—————¥—————————≠——————≠ ≠———≠———≠———≠———≠———≠———≠———≠——≠ ≠≠—≠≠≠≠≠≠≠—≠≠≠—≠≠≠—≠≠≠—≠≠≠—≠≠≠≠≠ ≠———≠———≠———≠———≠———≠———≠———≠——≠ ≠———≠———————≠———≠———≠———≠———≠——≠ ≠———≠———≠———≠———≠———≠———≠———≠——≠ ≠≠—≠≠≠≠≠≠≠≠≠≠≠—≠≠≠—≠≠≠≠≠≠≠—≠≠≠—≠ ≠———≠———≠———≠———≠———≠———≠———≠——≠ ≠———————————≠———≠———≠———————≠——≠ ≠———≠———≠———≠———≠———≠———≠———≠——≠ ≠≠—≠≠≠—≠≠≠—≠≠≠≠≠≠≠—≠≠≠—≠≠≠≠≠≠≠—≠ ≠———≠———≠———≠———≠———≠———≠———≠——≠ ≠———≠———≠———≠———————————≠——————≠ ≠———≠———≠———≠———≠———≠———≠———≠——≠ ≠≠—≠≠≠—≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠—≠≠≠—≠ ≠———≠———≠———≠———≠———≠———≠———≠——≠ ≠———≠———————————————————————≠—©≠ ≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠

17: AJMG (Nice Day)

18: HMJL (Castle Moat)

A block in the upper-right-most part of the maze hides a water shield.

19: MRHR (Digger)

20: KGFP (Tossed Salad) music:cakewalk

The inaccessible room containing seven balls and seven buttons is a binary counter. The bottom-most button gets triggered every 52 or so ticks, and produces a block. This means that if you don't get to the teleporter by the time your time-remaining reaches 348, a block will be in the way and you won't be able to get through it.

The first two chips to get are the ones near point A. You would get trapped here by the bug if you got the chips in the logical order. Get the other chips in the lower section quickly, then teleport.

Patiently wade through the tanks and toggle-walls to get the red key, then proceed to the fire-shield, then get the four chips in the fire room.

Wait at the point marked B until the ball passes you heading right. Then run ahead of it and quickly up to point C.

The wave of balls propagates up, so you cannot pass them heading down. Use the force-floor corridor instead.

≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠ ≠≠≠ƒƒƒƒ≥≥≥≥ƒƒƒƒƒƒƒƒƒ≠≠≠≠≠≠≠≠≠≠≠≠ ≠≠≠ƒ≠≠≠≠≠≠≠≠≠≠ƒ®®®®ƒ≠≠≠≠≠≠≠≠≠≠≠≠ ≠≠≠ƒ‹Ùƒ≠≠≠≠≠≠≠ƒ®ÇÇ®ƒ≠≠≠≠≠≠≠≠≠≠≠≠ ≠≠≠≠≠†ƒ≠≠≠≠≠≠≠ƒ®ÇÇ®ƒ≠≠≠≠≠≠≠≠≠≠≠≠ ≠ƒ°ƒ≠≠ƒ≠≠≠≠≠≠≠ƒ®®®®ƒƒƒ≈≈≈≈≈≈≈≈ƒ≠ ≠ƒ≠ƒ≠Òƒ≠•≠≠≠≠≠ƒƒƒƒƒƒ≠≠≠≠≠≠≠≠≠≠ƒ≠ ≠ƒƒÒ≠≠ƒ≠ƒ≠≠≠≠≠≠≠≠≠≠≠≠ƒƒƒƒ≤≤≤≤≤ƒ≠ ≠ƒ≠£≠ƒ≠ı≠≠≠≠≠≠≠≠ƒƒƒƒƒ≠≠≠≠≠≠≠≠ƒ≠ ≠°≠≠≠≠ƒ≠ƒ≠≠≠ƒƒƒƒ≠≠ƒƒƒƒ≠≠≠ƒƒƒ≠≠Â≠ ≠ƒƒ≠≠Òƒ≠º≠≠≠ƒ≠≠ƒƒ≠≠ƒƒƒ≠≠≠ƒ≠ƒ≠≠≠≠ ≠≠ƒÒ≠≠ƒ≠≠≠≠≠ƒ≠≠ƒƒƒ≠≠ƒƒƒƒƒƒ≠ƒ≠≠≠≠ ≠≠ƒ≠≠ƒ≠≠≠≠≠ƒ≠≠ƒƒCƒ≠≠≠≠≠≠≠≠B≠≠≠≠ ≠≠ƒ°ƒƒƒ≠ƒ≤ƒƒƒ≠ƒƒı惃ƒƒƒƒƒƒƒƒƒƒ≠≠ ≠≠≠≠≠≠≠≠®≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠ ≠ƒƒƒƒƒƒƒƒ›ƒƒƒ≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠ ≠√≠ƒƒƒƒƒƒ≠≠≠ƒ≠≠≠≠≠≠≠ƒƒƒƒƒƒƒ≠≠≠≠≠ ≠√≠ƒı惃ƒ≠≠≠ƒƒƒƒƒ≠≠≠ƒÇƒƒƒƒƒƒƒƒÇ≠ ≠√≠ƒƒı惃≠≠≠≠≠≠≠©≠≠≠ƒƒƒƒƒƒƒ≠≠≠ƒ≠ ≠√≠ƒƒƒıæƒ≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠ƒ≠Ç≠A≠ ≠√≠ƒƒƒƒıæ≠≠≠≠≠ƒƒƒ≠ƒƒƒƒƒƒƒƒƒ≠ƒƒƒ≠ ≠√≠ƒƒƒƒƒı≠≠≠≠≠ƒÇƒ≠ƒÇƒƒƒƒƒƒƒ≠≠≠≠≠ ≠√≠ƒƒƒ…ıƒ≠ƒƒƒƒƒƒƒ≠≠ƒƒƒ≠≠≠≠≠≠ıƒª≠ ≠≥ƒƒƒƒÇƒƒ≠ƒƒƒƒ≠ƒƒƒ≠ƒƒƒƒƒƒƒƒ≠ı·ª≠ ≠≠≠ƒƒƒƒƒ≠ƒÇƒƒ≠ƒƒƒƒƒÇƒƒƒ≠≠ƒ≠ı·ª≠ ≠≠≠ƒÒƒƒƒƒ≠≠≠≠≠≠ƒƒƒƒƒƒ≠≠≠≠ƒƒ≠ı·ª≠ ≠≠≠ƒƒƒƒƒ≠ƒƒƒ≠ƒÇƒƒƒ≠≠≠ƒƒƒƒƒ≠ı·ª≠ ≠≠≠ƒÒƒƒƒƒ≠ƒƒƒ≠ƒƒƒƒƒ≠ƒƒÇƒƒ≠≠≠ı·ª≠ ≠≠≠ƒƒƒƒƒ≠ƒ¥ƒ≠≠≠≠ƒƒ≠ƒƒƒƒƒ≠≠≠ı·¶≠ ≠≠≠ƒƒƒƒƒƒ≠ƒÇƒƒƒƒƒƒ≠≠ƒƒƒƒƒ≠∫≠≠≠≠≠ ≠≠≠≠≠¢≠≠≠≠ƒƒƒƒƒƒÚƒƒ≠ƒƒƒƒƒåƒƒƒƒ†≠ ≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠

Messsage:

BUT THE CHALLENGE TURNS OUT TO BE HARDER THAN CHIP THOUGHT. THE BIT BUSTERS WANT IT THAT WAY - TO KEEP OUT LOBOTOMY HEADS.


Levels 21 - 30

21: UGRW (Iceberg)

Build out at the points marked "" and "÷". A total of four blocks are needed. (If you go the more obvious way to the exit-square, you need a total of six blocks.) (The squares marked "?" cannot be reached in the allotted time.)

≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠ ≠∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑≠ ≠∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑≠ ≠∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑≠ ≠∑∑∑∑∑∑∑∑∑∑∑∑ƒƒƒƒƒƒ∑∑∑∑∑∑∑∑∑∑∑∑≠ ≠∑∑∑∑∑∑∑∑ƒƒÇƒƒƒƒƒƒƒƒƒƒƒ∑∑∑∑∑∑∑∑≠ ≠∑∑∑∑∑∑∑∑ƒÇƒÇƒƒƒƒƒƒƒƒƒƒ∑∑∑∑∑∑∑∑≠ ≠ǃǃƒƒƒƒƒƒƒƒƒƒƒÇƒÇ∑∑∑∑∑∑∑∑∑∑∑∑≠ ≠ƒÇƒƒƒƒƒƒƒƒƒƒƒƒƒ÷ǃ∑∑∑∑∑∑∑∑∑∑∑∑≠ ≠∑∑∑∑∑∑Ω≈≈≈≈≈≈≈≈≈∂∑∑∑∑∑∑∑∑∑∑∑∑∑≠ ≠∑∑∑∑∑∑∑∑∑∑∑∑∑∑Ω≈≈≈≈≈≈≈≈≈ç∑∑∑∑∑≠ ≠ß≈≈≈≈≈≈≈∂∑ß≈≈≈≈≈ç∑∑∑∑∑∑∑∑∑∑∑∑∑≠ ≠∑∑∑∑∑∑∑∑∑∑≈∑∑∑∑∑∑∑∑∑∑Ω≈≈≈≈≈≈∂∑≠ ≠∑∑∑∑∑∑∑∑∑∑≈≈≈≈≈≈≈≈∑∑∑∑∑∑∑∑∑∑∑∑≠ ≠∑∑∑∑∑∑∑Ω≈≈≈≈∂∑∑≈∑∑∑∑∑∑∑∑ßç∑∑∑∑≠ ≠∑Ω≈≈ç∑∑∑∑∑∑∑∑∑∑Ω≈≈≈≈∂∑∑∑∑∑∑∑∑∑≠ ≠∑∑∑∑∑∑Ω≈≈≈≈∑∑∑∑∑∑∑∑∑≈∑∑∑∑≈≈≈≈∂≠ ≠≈≈∂∑∑∑∑∑ß≈≈≈≈≈≈≈∂∑∑∑Ω∂∑∑∑∑∑∑∑∑≠ ≠∑∑∑∑ß≈≈≈≈≈ç∑∑∑∑Ω≈≈≈≈∑≈∑∑∑∑∑∑Ω≈≠ ≠≈∑∑∑≈∑∑∑∑∑∑≈∑∑∑∑≈∂∑∑∑Ω≈≈≈≈∂∑∑∑≠ ≠∑∑∑∑∑∑ß≈ç∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑Ω≈∂∑≠ ≠∑ß≈≈≈≈ç∑∑∑∑ß≈≈≈≈ç∑∑∑∑∑∑∑∑∑∑∑≈∑≠ ≠∑≈∑∑∑∑∑∑∑∑±∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑≈∑≠ ≠ƒƒƒƒ“ƒƒ∑∑∑±ƒƒÍƒƒƒ≈∂∑∑∑∑∑∑∑∑∑≈∑≠ ≠ƒƒƒƒƒƒƒƒ∑∑∑±±©ÍƒƒƒΩ≈≈≈≈≈≈≈≈≈ç∑≠ ≠¶∫ƒƒƒƒƒƒƒƒ∑∑∑±ƒƒƒ∑∑∑∑∑∑∑∑∑∑∑∑∑≠ ≠ƒƒƒƒƒ∑∑∑∑∑∑∑∑∑±ƒƒ∑∑∑∑∑∑∑∑∑∑∑∑∑≠ ≠ƒƒƒ∑∑∑∑∑∑∑∑∑∑∑±±ƒ∑∑∑∑∑∑∑∑∑∑∑∑∑≠ ≠∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑≠ ≠∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑????????? ≠∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑?????????? ≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠??????????

22: WZIN (Forced Entry)

23: HUVE (Blobnet)%

Each time you get a chip, there is a certain small chance that a blob will get you if it is in an adjacent square, even if you keep moving after getting the chip. Thus, the only way to play this level safely is to wait until the blobs move away from a chip before getting the chip. This is easiest when you use the pause button.

As you get chips, you connect parts of the net to other parts of the net; this allows the blobs to move around and start clumping. Thus to keep things easier you want to postpone taking the chips that connect the various subnets to each other. There are nine subnets; clean out the eight around the perimeter, then get into the center to clean out the center subnet; finally take the key chips that link the subnets. Near the end you need a lot of patience,

24: UNIZ (Oorto Geld)

Initially the center area will look like this. Spaceships, starting at the point marked "Ë", head around the outer edge of the wide corridor in a counterclockwise direction.

≠≠≠°≠≠≠°≠≠≠≠≠ ƒƒƒƒƒƒƒƒƒƒƒƒ≠ ƒƒƒƒƒ•ƒƒƒƒƒƒ≠ ƒƒƒƒƒƒƒ÷ƒƒƒƒ≠ ƒ≠∫∫∫∫∫∫≠ƒƒƒ≠ ƒ∫ƒƒƒƒƒƒ∫ƒƒƒ≠ ƒ∫ƒ≠≠≠≠ƒ∫ƒƒƒ° ƒ∫ƒ≠©©Íƒ∫ƒ•ƒ≠ ƒ∫ƒ≠©©Íƒ∫ƒƒƒ≠ ƒ∫ƒ≠≠≠≠ƒ∫ƒƒƒ≠ ƒ∫ƒƒƒƒƒƒ∫ƒƒƒ° ƒ≠∫∫∫∫∫∫≠ƒƒƒ≠ Ë

Go to "÷" and wait until the spaceships have flown past the green button in the top-center part of the square. Then, move down into the center area, and push three blocks vertically into the positions shown here:

≠≠≠°≠≠≠°≠≠≠≠≠ ƒƒƒƒ∫ƒƒƒƒƒƒƒ≠ ƒƒƒƒƒ•ƒ∫ƒƒƒƒ≠ ƒƒƒƒƒ∫ƒ¥ƒƒƒƒ≠ ƒ≠∫∫ƒƒ∫ƒ≠ƒƒƒ≠ ƒ∫ƒƒƒƒƒƒ∫ƒƒƒ≠ ƒ∫ƒ≠≠≠≠ƒ∫ƒƒƒ° ƒ∫ƒ≠©©Íƒ∫ƒ•ƒ≠ ƒ∫ƒ≠©©Íƒ∫ƒƒƒ≠ ƒ∫ƒ≠≠≠≠ƒ∫ƒƒƒ≠ ƒ∫ƒƒƒƒƒƒ∫ƒƒƒ° ƒ≠∫∫∫∫∫∫≠ƒƒƒ≠

This will make the spaceships enter a tight loop, continuously turning the toggle-walls on and off.

≠≠≠°≠≠≠°≠≠≠≠≠ ƒƒƒƒ∫Ó˃ƒƒƒƒ≠ ƒƒƒƒƒ•Ô∫ƒƒƒƒ≠ ƒƒƒƒƒ∫ƒƒƒƒƒƒ≠ ƒ≠∫∫ƒƒ∫ƒ≠ƒ¥ƒ≠ ƒ∫ƒƒƒƒƒƒ∫ƒƒƒ≠

25: PQGV (Blink)

There are eight teleporters; each one sends you to the next one in sequence, regardless of which side you enter from. The eighth one sends you back to the first. You can easily get all the chips in time by going through teleporters eight or more times in a row vertically, then search randomly until you find a way to enter a teleporter horizontally, then do horizontal teleports eight times in a row.

Then go back to vertical, making sure you're in the opposite "phase" from how you were the first time (you're in the same phase if you find that you can't reach any chips). Then do horizontal again.

Each time you teleport, search the maze for chips, traversing as much of the maze as possible without entering a teleporter other than the one you just came out of.

26: YVYJ (Chchchips)

The chip adjacent to the red button in the lower-left corner should be left for last. (It releases a trap that holds the jaws).

27: IGGZ (Go With The Flow)

You have access to a blue button. Use it once to make it easier to get to the fire shield, then again to make it easier to get to the exit.

28: UJDD (Ping Pong)

Moving all four blocks up out of the way of the balls makes things easier, not harder. Likewise, getting the chips that block the passages from the left side to the right side also make it easier.

29: QGOL (Arcticflow)

The paramecia crawl around the blocks clockwise. You get rid of them by making them crawl into the water, by rearranging the blocks. (Arrows are shown where you should push, and paramecia are shown where they should be when you do the pushing.) The second block needs to be pushed two spaces.

Get the chip to the left, then get the water-shield. Getting back from the water-shield to the other chips is like going through a maze.

≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠ ≠ƒƒƒƒƒ∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑≠ ≠©ƒƒƒƒ∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑≠ ≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠Í≠≠≠≠ ≠ƒƒƒƒƒ∑∑∑∑∑∑ƒƒƒƒ∑∑∑∑∑ƒƒƒ∑∑∑ƒƒƒƒ≠ ≠ƒ∫ƒ∫ƒ∑∑∑∑∑ƒ∫ƒ∫ƒ∑∑∑∑∑ƒ∫ƒ∑∑∑∑∑∑ƒ≠ ≠¥ƒ∫ƒƒ∑∑∑∑∑ƒƒ∫ƒƒ∑∑∑∑∑ƒ∫ƒ∑∑∑∑ƒƒƒ≠ ≠ƒ∫ƒ∫ƒ∑∑∑∑∑ƒ∫ƒ∫ƒ∑∑∑∑∑ƒ∫ƒ∑∑∑∑ƒ∑∑≠ ≠ƒƒƒƒƒ∑∑∑∑∑ƒƒƒƒƒ∑∑∑∑∑ƒƒƒ∑∑∑∑ƒ∑∑≠ ≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠ƒ≠≠≠ ≠∑∑∑∑∑∑∑∑∑ƒƒƒ∑∑≠ƒƒƒ∏ƒ∑ƒ∑∑∑ƒ∑ƒƒƒ≠ ≠ß≈≈∂∑߃ƒ∑ƒ∑ƒƒ∑≠ƒ∫ƒ∫ƒ∑∑∑∑∑∑∑ƒ∫…≠ ≠≈∑∑ƒ∑≈∑ƒ∑ƒ∑ƒÇ∑∑ƒæ∫ƒƒƒƒ∑ƒ∑ƒ∑ƒ∫ƒ≠ ≠Ωƒ∑ƒ∑≈∑ƒ∑ƒ∑ƒƒ∑≠ƒ∫ƒ∫ƒ∑∑∑∑∑∑∑ƒ∫∏≠ ≠∑ƒ∑ƒƒç∑Ω≈ç∑∑∑∑≠ƒƒƒƒƒ∑ƒ∑ƒ∑∑∑ƒƒƒ≠ ≠∑ƒ∑∑∑∑∑∑∑∑∑∑∑∑≠≠≠∑≠≠≠≠≠≠≠≠≠≠≠≠≠ ≠≠ƒ∑≠≠≠≠≠≠≠≠≠≠≠≠∑ƒ∑∑∑Ç≠∑∑∑∑∑∑∑∑≠ ≠≠≈∑∑∑∑∑∑∑∑≠≠≠∑≠∑ƒÇ∑Ç∑≠∑ß≈≈≈≈∂∑≠ ≠∑Ω≈≈≈≈≈∂∑ß≈≈≈∂≠Ç∑∑∑∑∑≠∑≈∑∑∑∑≈≠≠ ≠∑∑≠≠≠∑∑≈≠≈∑∑∑≈≠≠≠≠≠≠≠≠∑≈∑ß≈≈ç∑≠ ≠∑ß≈≈≈∂∑≈≠≈∑∑∑≈∑ß≈≈≈∂∑ß≈ç∑≈∑∑∑∑≠ ≠∑≈∑∑∑≈∑≈∑Ω≈∂≠≈∑≈∑∑≠≈∑≈∑∑≠≈∑ß≈∂≠ ≠≠Ω≈∂∑≈∑≈∑∑≠§≠≈∑Ω≈∂≠≈∑≈∑ß≈ç∑≈∑≈≠ ≠∑∑∑≈∑Ω≈ç∑ß≈ç∑≈∑∑≠≈≠≈∑≈≠≈∑≠∑≈∑≈≠ ≠∑ß≈ç∑≠≠≠≠≈∑∑∑≈≠ß≈ç∑Ω≈ç≠≈∑ß≈ç∑≈≠ ≠∑≈≠≠≠ß≈≈≈ç∑∑ßç≠≈∑∑∑∑∑∑≠≈∑≈∑∑∑≈≠ ≠∑≈∑∑≠≈∑∑∑∑∑∑≈∑∑Ω≈≈∂≠ß≈≈ç∑Ω∂∑ßç≠ ≠∑≈∑∑∑Ω≈≈≈≈∂∑≈∑∑∑≠≠≈∑≈∑∑∑≠≠≈∑ƒ∑≠ ≠∑≈∑∑∑≠∑∑∑∑≈∑≈∑ß≈∂∑≈∑≈∑ß≈∂≠≈∑ƒ∑≠ ≠∑Ω≈≈≈≈≈≈≈≈ç≠Ω≈ç∑Ω≈ç∑Ω≈ç∑Ω≈ç∑„∑≠ ≠∑≠∑∑∑∑∑∑∑∑∑∑∑≠≠∑∑∑≠∑∑∑∑∑∑∑≠∑∑∑≠ ≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠

30: BQZP (Mismesh)

The "keep your right hand on the wall" method works just fine in this level.

Messsage:

CHIP'S THICK-SOLED SHOES AND POP- BOTTLE GLASSES SPEED HIM THROUGH THE MAZES WHILE HIS CALCULATOR WATCH KEEPS TRACK OF TIME


Levels 31 - 40

31: RYMS (Knot)

The Pause button is almost mandatory for making a few of the turns in this level. Game designers note: This is not the kind of thing you should make players do on a machine with a joystick as crummy as the Lynx.

The segments are numbered in the order you should take them.

≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠ ≠ƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒ≠ ≠ƒƒ®ƒƒƒ2ƒƒƒ®ƒƒƒƒƒƒƒ®ƒƒ18ƒƒƒ®ƒƒ≠ ≠ƒ®≥ÇÇÇÇÇÇÇ√ƒƒƒƒƒƒƒ≥ÇÇÇÇÇÇÇ√®ƒ≠ ≠ƒƒÇƒƒƒƒƒƒƒÇƒƒƒƒƒƒƒÇƒƒƒƒƒƒƒÇƒƒ≠ ≠ƒƒÇƒƒƒƒƒƒƒÇƒƒƒƒƒƒƒÇƒƒƒƒƒƒƒÇƒƒ≠ ≠ƒ1ǃƒƒƒƒƒ3ǃƒƒƒƒ17ǃƒƒƒƒ19ǃƒ≠ ≠ƒƒÇƒƒƒƒƒƒƒÇƒƒƒƒƒƒƒÇƒƒƒƒƒƒƒÇƒƒ≠ ≠ƒƒÇƒƒƒ4ƒƒ®Ç®ƒƒ8ƒƒ®Ç®ƒ16ƒƒƒÇƒƒ≠ ≠¥ƒÇÇÇÇÇÇÇÇÇÇÇÇÇÇÇÇÇÇÇÇÇÇÇÇ≤ƒÍ© ≠ƒƒÇƒƒƒƒƒƒ®Ç®ƒƒƒƒƒ®Ç®ƒƒƒƒƒƒÇƒƒ≠ ≠ƒƒÇƒƒƒƒƒƒƒÇƒƒƒƒƒƒƒÇƒƒƒƒƒƒƒÇƒƒ≠ ≠ƒ5ǃƒƒƒƒƒ7ǃƒƒƒƒƒ9ǃƒƒƒƒ15ǃƒ≠ ≠ƒƒÇƒƒƒƒƒƒƒÇƒƒƒƒƒƒƒÇƒƒƒƒƒƒƒÇƒƒ≠ ≠ƒƒÇƒƒƒ6ƒƒ®Ç®ƒ13ƒƒ®Ç®ƒ14ƒƒƒÇƒƒ≠ ≠ƒ®≥ÇÇÇÇÇÇÇÇÇÇÇÇÇÇÇÇÇÇÇÇÇÇǧ®ƒ≠ ≠ƒƒ®ƒƒƒƒƒƒ®Ç®ƒƒƒƒƒ®Ç®ƒƒƒƒƒƒ®ƒƒ≠ ≠ƒƒƒƒƒƒƒƒƒƒÇƒƒƒƒƒƒƒÇƒƒƒƒƒƒƒƒƒƒ≠ ≠ƒƒƒƒƒƒƒƒ12ǃƒƒƒƒ10ǃƒƒƒƒƒƒƒƒƒ≠ ≠ƒƒƒƒƒƒƒƒƒƒÇƒƒƒƒƒƒƒÇƒƒƒƒƒƒƒƒƒƒ≠ ≠ƒƒƒƒƒƒƒƒƒƒÇƒƒ11ƒƒƒÇƒƒƒƒƒƒƒƒƒƒ≠ ≠ƒƒƒƒƒƒƒƒƒ®§ÇÇÇÇÇÇÇ≤®ƒƒƒƒƒƒƒƒƒ≠ ≠ƒƒƒƒƒƒƒƒƒƒ®ƒƒƒƒƒƒƒ®ƒƒƒƒƒƒƒƒƒƒ≠ ≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠

32: PEFS (Scavenger Hunt)

The "keep your right hand on the wall" method does NOT work in this level.

≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠ ≠ƒÅÙÙÙÙÙÙÙÙÙÙƒÅÛÙÙÙÙÙÙƒÅÙÙÙÙƒÅÙü ≠ƒÅÅÙÙÙƒÅÙÙÙƒÅÅÅÙÙÙÙÙƒÅÅŃۃÅÅ≠ü ≠ƒÅÛÙƒÅÙÅÅÙƒÅÅÅÅÅÙÙÙƒÅÅÅÅÛƒÅÅÛƒû ≠ƒÅÅÙÙÅÅÙÛƒÛÙÙÅÅÅÅÙÙÅÅÅûÅ≠ƒÅÛÙƒû ≠ƒÅÅÅÙÙÛÙƒÛÙÙƒÅÅÅÅŃÅÅÅû„≠ƒÛÙÙÙû ≠ƒÛÙÅÅÙƒÅÙÅÙƒÅÅÅÅÅÅÛÙÙÅû≠≠ƒÅÙƒÅÄ ≠ƒÅƒÙÅÅÙÅÅÙŃÛÙÅÅÅÅÙÙÙÙÅŃÅÛƒÅÛü ≠ƒÅ≠ÅÙÛÙÙÛü®≠ƒÙÙÅÅÛÙÙÙÙÙÅÅÛƒÅÛƒû ≠ƒÛƒÅÙÙÙÙƒûÇ≠ƒÅƒÅÅÅÅÙÙÙÙÙÅÅÙÅÅÙû ≠ÙƒÅÛكŃÛÙ≠≠ƒÅÛÙÅÅÅÅÙÙÙƒÅÅÅÙÅÅÄ ≠ƒÙÅŃÅÅÅ≠ƒÙÙÙÛÙÙÙÅÅÅÅÙƒÅÅÛÙÅÙÛü ≠ƒÅÙÅÅÛÙÛÙÙÅÙÙÙÙÙƒÅÅÅÅ≠ƒÅÛÙƒÅŃû ≠ƒÛÙƒÅÅÙÙÙÙÙÅÙÙÙÙÅÅÅÅÅÅÙÛæƒÅÛ…Åû ≠ƒ≠ƒÙÅÅÅÙÙÙÙÙÅÙÙÙÙÅÅÅÅÛÙƒÅûÛÙÙÛÄ ≠ÙÙÙŃÅÅŃƒÅÙÙ≠≠≠≠ƒÅÅÛƒÅÙÅûµƒƒÅü ≠ƒƒƒÅÅÅÅÅ≠ƒÅŃƒ¥ƒ≠ƒÅÛÅÙÛƒÅû≠≠ÙÙû ≠ƒ≠ÙÙÅÅÅÙÅÙÅÅÙƒƒƒ≠ƒÛÙÙÅÙÙÅÛÙÙÙÙÄ ≠ƒÅÙÙÙÅÅÅÙÅÙÛƒ≠≠≠≠ÙÙƒÅÙŃۃÅÙÙÙü ≠ƒÛüÇ≠ƒÅÛƒÅÅÙÙÅÙƒÅÙƒÅÛÙÙÛƒÅÛÙƒƒû ≠ƒÅÄ√≠ƒÛƒÅÅÛÙƒÅ≠ÙÙÅÙÛÙÙƒÅÙÛÙÙÙÅû ≠ƒÅÅÙÙÛÙÙÅÛÙƒÙۃŃÛü©≠ƒÙۃŃÅÙÙû ≠ƒÛÙÅÙÙÙÙÙÅÙÙÅÙÛÙÅÅÄÇ≠ÙƒƒÅÅÅÅÅÙÄ ≠ÙÙÙÙÅÙÙÙÙÙÅÙƒÅÙÙÙÛÙÙÙÙÙÛÙÅÅÅÛÙü ≠ƒÙÙÙÙŃƒÅƒÅÅÙÛƒ≠ƒÙƒÅÙÙÙÙÙÅÅÙŃû ≠ƒÅكŃÅÛÙÛÙÅŃÛÙÙÅÙÛÙƒƒÅÙÙÛÙÙÅû ≠ƒÅƒÅÅ≠ƒÅƒÅƒÛÙۃŃÛÙÙƒÅÅÛÙÙÙƒÅÙû ≠ƒ≠ƒÅÛƒÅÅÛÙÛÙÙƒÅÅÛÙÙƒÛÙÛÙÙÙÙÙÛƒû ≠ƒÅÙÛƒÛÅÅŃÂ≠ƒÙÛƒÅÙƒÛÙÙÙÙƒ≠Ç≠ƒÙû ≠ƒÛƒƒÅÅÙÛÙ≠≠≠ÙÙƒÛÙƒÛÙÙÙÙƒÛü∑≠Ùƒû ≠ÙÙÙÅÅÛÙÙÙÙÙƒÅÙÙŃÛÙÙÙÙÙÛƒÅÛÙÙÙû ≠ÙÙÙÙÛÙÙÙÙÙÙÙÛÙÙÙÛÙÙÙÙÙÙÙÙÛÙÙÙÙÄ

33: BQSN (On The Rocks) music: on the rocks

There is no time limit. You are on an island in a Japanese Garden (I guess) with a dirt clone machine. Just build bridges to the other islands to get all the chips:

≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠ ≠∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑ƒÍ©≠ ≠∑∑∑∑∑∑∑∑∑∑ƒ¶≠∑∑∑∑∑∑∑∑∑∑∑∑∑∑ƒ≠≠≠ ≠∑∑∑∑∑ƒƒƒ∑∑ƒ∫≠∑∑∑∑ƒƒ∑∑∑∑∑∑∑∑∑∑∑≠ ≠∑∑∑∑∑ƒÇƒ∑∑ƒ≠≠∑∑∑∑ƒƒ∑∑∑∑∑∑∑∑∑∑∑≠ ≠∑∑∑∑∑ƒƒƒ∑∑∑∑∑∑∑∑∑∑∑∑∑ƒƒƒ∑∑ƒƒ∑∑≠ ≠ƒ≠≠¶∑∑∑∑∑∑∑∑∑≈≈∑∑∑∑∑∑ƒÇƒ∑∑ƒƒ∑∑≠ ≠Ç≠∫ƒ∑∑∑∑∑∑∑∑∑≈≈∑∑∑∑∑∑ƒƒƒ∑∑∑∑∑∑≠ ≠ƒ≠≠¥∑∑∑∑ƒƒ∑∑∑≈≈∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑≠ ≠∑∑∑∑∑∑∑∑ƒƒ∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑≠ ≠∑∑∑≈≈∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑¶≠≠∑∑∑≠ ≠∑∑∑≈≈∑∑∑∑∑∑∑∑∑∑∑∑∑≈≈≈∑∑∑ƒ∫≠∑∑∑≠ ≠∑∑∑≈≈∑∑∑∑ƒƒƒ∑∑≠≠¶∑≈≈≈∑∑∑ƒ≠≠∑∑∑≠ ≠∑∑∑∑∑∑∑∑∑ƒÇƒ∑∑≠∫ƒ∑∑∑∑∑∑∑∑∑∑∑∑∑≠ ≠∑∑∑∑∑∑∑∑∑ƒƒƒ∑∑≠≠ƒ∑∑∑∑∑∑∑∑∑∑∑∑∑≠ ≠∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑≠ ≠∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑ƒƒƒ∑∑∑∑∑∑≠ ≠∑∑∑∑∑∑∑ƒƒ∑∑∑∑∑∑≈≈∑∑∑∑ƒÇƒ∑∑ƒƒ∑∑≠ ≠∑ƒƒƒ∑∑∑ƒƒ∑∑∑∑∑∑≈≈∑∑∑∑ƒƒƒ∑∑ƒƒ∑∑≠ ≠∑ƒÇƒ∑∑∑∑∑∑∑∑∑∑∑≈≈∑∑∑∑∑∑∑∑∑∑∑∑∑≠ ≠∑ƒƒƒ∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑≠ ≠∑∑∑∑∑∑∑∑∑∑∑¶≠≠∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑≠ ≠∑∑∑∑∑∑ƒƒƒ∑∑ƒ∫≠∑∑∑ƒƒ∑∑∑≈≈≈≈∑∑∑∑≠ ≠∑∑∑∑∑∑ƒÇƒ∑∑ƒ≠≠∑∑∑ƒƒ∑∑∑≈≈≈≈∑∑∑∑≠ ≠∑∑∑∑∑∑ƒƒƒ∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑≠ ≠∑∑∑∑∑∑∑∑∑∑∑≈≈∑∑∑∑∑∑∑∑¶≠≠∑∑∑∑∑∑≠ ≠∑∑∑∑∑∑∑∑∑∑∑≈≈∑∑∑∑ƒƒƒ∑ƒ∫≠∑∑∑∑∑∑≠ ≠∑∑∑∑∑ƒƒ∑∑∑∑≈≈∑∑∑∑ƒÇƒ∑ƒ≠≠∑ƒƒƒ∑∑≠ ≠≠¶∑∑∑ƒƒ∑∑∑∑∑∑∑∑∑∑ƒƒƒ∑∑∑∑∑ƒÇƒ∑∑≠ ≠∫ƒ∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑ƒƒƒ∑∑≠ ≠≠ƒ∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑≠ ≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠

34: NQFI (Cypher)

≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠ ≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠ ≠ƒƒƒƒ««««ƒƒƒÇ≠≠≠≠≠ƒƒƒƒ≠≠≠≠ƒƒƒƒ≠≠ ≠≠ƒƒ≠≠≠≠≠≠ƒƒ≠≠≠≠≠≠≠ƒƒ≠≠≠≠ƒƒ≠≠ƒƒ≠ ≠≠ƒƒ≠≠≠≠≠≠ƒƒ≠≠≠≠≠≠≠ƒƒ≠≠≠≠ƒƒ≠≠ƒƒ≠ ≠≠ƒƒ≠≠≠≠≠≠ƒƒ≠≠≠≠≠≠≠ƒ¥≠≠©Íƒ¿≠≠ƒƒ≠ ≠≠ƒƒ≠≠≠≠≠≠ƒƒ≠≠≠≠≠≠≠ƒƒ≠≠≠≠ƒƒ≠≠ƒƒ≠ ≠≠ƒƒ≠≠Ç≠≠≠ƒƒ≠≠Ç≠≠≠≠ƒƒ≠≠≠≠ƒƒ≠≠ƒƒ≠ ≠ƒƒƒƒƒƒ≠≠ƒƒƒƒƒƒ≠≠≠ƒƒƒƒ≠≠≠≠ƒƒƒƒ≠≠ ≠≠≠«≠≠≠≠≠≠≠≠«≠≠≠≠≠≠≠«≠≠≠≠≠≠≠«≠≠≠ ≠≠≠«««≠≠≠≠≠≠«≠≠≠≠≠≠««≠≠≠≠≠≠≠««≠≠ ≠≠≠≠≠«≠≠≠≠≠≠«≠≠≠≠≠≠«≠≠≠≠≠≠≠≠≠«≠≠ ≠ǃ≠≠ƒƒ≠ǃƒƒƒƒ≠≠ƒƒƒƒÚƒ≠≠ƒƒ≠≠≠ƒÇ≠ ≠≠ƒ≠≠ƒ≠≠≠ƒƒ≠≠ƒƒ≠≠ƒƒ≠≠ƒƒ≠≠ƒƒ≠ƒƒ≠≠ ≠≠ƒ≠≠ƒ≠≠≠ƒ¿≠≠ƒƒ≠≠ƒƒ≠≠ƒƒ≠≠≠ƒ≠ƒ≠≠≠ ≠≠ƒƒƒƒ≠≠≠ƒƒƒƒƒ≠≠≠ƒƒƒƒƒ≠≠≠≠ƒƒƒ≠≠≠ ≠≠ƒ≠≠ƒ≠≠≠ƒƒ≠≠≠≠≠≠ƒƒ≠≠≠≠≠≠≠ƒ≠ƒ≠≠≠ ≠≠ƒ≠≠ƒ≠≠≠ƒƒ≠≠≠≠≠≠ƒƒ≠≠≠≠≠≠ƒƒ≠ƒƒ≠≠ ≠ƒƒ≠≠ƒÇ≠ƒƒƒƒ≠≠≠≠ƒƒƒÇ≠≠≠≠ǃ≠≠≠ƒƒ≠ ≠≠«≠≠≠≠≠≠≠≠«≠≠≠≠«≠≠≠≠≠≠≠≠≠≠≠≠≠«≠ ≠≠«««≠≠≠≠≠≠««««««≠≠≠≠≠≠≠≠≠≠≠≠≠«≠ ≠≠≠≠«≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠«≠ ≠≠≠≠ƒƒƒƒ«ƒƒ≠≠ƒÇ≠ƒƒƒƒƒƒ≠≠ƒƒ≠≠≠ƒƒ≠ ≠≠≠≠≠ƒƒ≠≠≠ƒ≠≠ƒ≠≠≠ƒƒ≠≠ƒ««ƒƒƒ≠≠ƒƒ≠ ≠≠≠≠≠ƒƒ≠≠≠ƒ≠≠ƒ≠≠≠ƒƒ≠≠≠≠≠ƒƒƒƒ≠ƒƒ≠ ≠≠≠≠≠ƒƒ≠≠≠ƒƒƒƒ≠≠≠ƒƒƒ≠≠≠≠ƒƒ≠ƒ≠ƒƒ≠ ≠ǃ≠≠ƒƒ≠≠≠ƒ≠≠ƒ≠≠≠ƒƒ≠≠≠≠≠ƒƒ≠ƒƒƒƒ≠ ≠≠ƒ«≠ƒƒ≠≠≠ƒ≠≠ƒ≠≠≠ƒƒ≠≠Ç≠≠ƒƒ≠≠ƒƒƒ≠ ≠≠≠ƒƒƒ≠≠≠ǃ≠≠ƒƒ«ƒƒƒƒƒƒ≠≠ƒÇ≠≠≠ƒƒ≠ ≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠ ≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠ ≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠

The 12 letters as arranged "geographically" are the code-letters for levels 82, 137, and 146:

LLIO

HPPX

JHEN

The letters in the order you traverse them (IPPLLHJHENXO), and other combinations of letters (such as those which contain two chips) don't seem to produce any level codes.

35: VDTM (Lemmings) music: on the rocks

36: NXIS (Ladder)

37: VQNK (Seeing Stars)

38: BIFA (Sampler)

≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠ ≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠ ≠ƒƒƒƒƒƒƒƒƒ≠ƒƒƒƒƒƒƒƒƒ≠ƒƒƒƒƒƒƒƒƒ≠≠ ≠ƒƒƒƒƒƒƒƒƒ≠ƒƒƒƒƒƒƒƒƒ≠ƒƒƒƒƒƒƒƒƒ≠≠ ≠ƒƒƒåƒƒƒƒƒ≠ƒƒƒ≠ƒƒƒƒƒ≠ƒƒƒåƒƒƒƒƒ≠≠ ≠ƒƒ≠†≠ƒƒƒƒ≠ƒƒå†åƒƒƒƒ≠ƒƒ≠†≠ƒƒƒƒ≠≠ ≠ƒƒƒåƒƒƒƒƒ≠ƒƒƒ≠ƒƒƒƒƒ≠ƒƒƒåƒƒƒƒƒ≠≠ ≠ƒƒƒƒƒƒƒƒƒ≠ƒƒƒƒƒƒƒƒƒ≠ƒƒƒƒƒƒƒƒƒ≠≠ ≠ƒƒƒƒƒƒƒƒƒ≠ƒƒƒƒƒƒƒƒƒ≠ƒƒÏƒƒƒƒƒƒ≠≠ ≠ƒƒƒƒƒƒƒƒ≠≠ƒƒƒƒƒƒƒƒ≠≠ƒƒƒƒƒƒƒƒ≠≠≠ ≠ƒƒÚƒƒƒƒÍ£≠ƒƒƒ∏ƒƒƒ⁄Â≠ƒƒƒƒƒƒƒ‹¡≠≠ ≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠ ≠ƒƒƒƒƒƒƒƒƒ≠ƒƒƒƒƒƒƒƒƒ≠ƒƒƒƒƒƒƒƒƒ≠≠ ≠ƒƒƒƒƒƒƒƒƒ≠ƒƒƒƒƒƒƒƒƒ≠ƒƒƒƒƒƒƒƒƒ≠≠ ≠ƒƒƒ≠ƒƒƒƒƒ≠ƒƒƒåƒƒƒƒƒ≠ƒƒƒåƒƒƒƒƒ≠≠ ≠ƒƒå†åƒƒƒƒ≠ƒƒå†åƒƒƒƒ≠ƒƒ≠†≠ƒƒƒƒ≠≠ ≠ƒƒƒ≠ƒƒƒƒƒ≠ƒƒƒå™ƒƒƒƒ≠ƒƒƒåƒƒƒƒƒ≠≠ ≠ƒƒƒƒƒƒƒƒƒ≠ƒƒƒƒƒƒƒƒƒ≠ƒƒƒƒƒƒÈƒƒ≠≠ ≠ƒƒƒƒƒƒËƒƒ≠ƒƒƒƒƒƒ“ƒƒ≠ƒƒƒƒƒƒƒƒƒ≠≠ ≠ƒƒƒƒƒƒƒƒ≠≠ƒƒƒƒƒƒıƒ≠≠ƒƒƒƒƒƒƒƒ≠≠≠ ≠ƒƒƒƒƒƒƒ°¢≠ƒƒƒƒƒƒƒ›©≠ƒƒƒƒƒƒƒ€µ≠≠ ≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠ ≠ƒƒƒƒƒƒƒƒƒ≠ƒƒƒƒƒƒƒƒƒ≠ƒƒƒƒƒƒƒƒƒ≠≠ ≠ƒƒƒƒƒŸƒƒƒ≠ƒƒƒƒƒƒƒƒƒ≠ƒƒƒƒƒƒƒƒƒ≠≠ ≠ƒƒƒ≠ƒƒƒƒƒ≠ƒƒƒåƒƒƒƒƒ≠ƒƒƒ≠ƒƒƒƒı≠≠ ≠ƒƒå†åƒƒƒƒ≠ƒƒ≠†≠ƒƒƒƒ≠ƒƒå†åƒƒƒ÷≠≠ ≠ƒƒƒ≠ƒƒƒƒƒ≠ƒƒƒåƒƒƒƒƒ≠ƒƒƒ≠ƒƒƒƒƒ≠≠ ≠ƒƒƒƒƒƒƒƒƒ≠ƒÎƒƒƒƒƒƒƒ≠ƒƒƒƒƒƒƒƒƒ≠≠ ≠ƒƒƒƒƒƒƒƒƒ≠ƒƒƒƒƒƒƒƒƒ≠ƒƒƒƒƒƒØƒº≠≠ ≠ƒƒƒƒƒƒƒƒ≠≠ƒƒƒƒƒƒƒ≠≠≠ƒƒƒƒƒƒƒƒ≠≠≠ ≠ƒƒƒƒƒƒƒ≤Ç≠ƒƒƒƒƒƒƒ∑•≠ƒƒƒƒƒƒƒ®„≠≠ ≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠

39: ICXY (Glut)

There's an exit square in the very center of the screen. Avoid the exit-squares which have jaws "Î" around them.

40: YWFH (Floorgasborg)

The point marked "" in the following sub-map is your launching point. Go there, and press and hold the joystick in the up direction until you see Chip caught in a small infinite loop. At that point, quickly move the joystick to the down position and hold. You will land on a thief. Go left to get fire shield, then go left and down and across ice back to center floor.

Now launch from the same point again, but this time simply release the joystick after the short infinite loop. You will get a water shield. Walk across the water down, left, and up to the magnet. Now cross the water again to reach the exit-gate.

≠≠≠≠§§§√®≥§≠√ ‰®≠≠§≠§®®®®ÂÊ Ê®≠≠§≠§®≥√®≠≠ ∑®≠≥§≠§®§√®≠√ ∑®®√≤≤ƒ≥§√®≠√ ∑√≤≤®“ƒƒ≈≈®≠√ ∑√≥®ƒƒƒƒƒ≈®≠√ ∑√≥§®ƒƒƒ≈≈®–√ ∑√§≤®∑ƒ∑≈∑∑≠√ ∑≥≥§®®∑∑≈≠≠≠√ ∑∑∑∑∑∑∑∑≈®®√≤ µÊ≈≈≈≈≈≈≈≈®„∑ ≠∑Ω≈≈≈≈≈≈ç∑∑∑

Messsage:

CHIP READS THE CLUES SO HE WON'T LOSE.


Levels 41 - 50

41: GKWD (I.C. You)

The teleporters always go in the same sequence, regardless of the direction you go into them from. There are six "stations". Numbers 1 and 2 allow you to walk around the teleporter to enter it from the desired direction.

1: ≠≠ƒƒ≠≠ƒ ≠ƃ≠ƒ≠ƒ ƒƒ≠ƒƒ≠¿ ̓ƒ†ƒ≠ƒ This is where you start. ≠ƒƒƒƒ≠ƒ ƒƒ≠ƒƒ≠ƒ ≠ƒÚ≠ƒ≠¿    2: ƒ≠≠ƒƒ≠≠ ”≠ƒ≠ƒÆ≠ I haven't been able to figure out ƒ≠ƒƒ≠ƒƒ the meaning of the info given by ƒ≠ƒ†ƒƒ© the "?" square. ƒ≠ƒƒƒƒ≠ ”≠ƒ?≠ƒƒ ƒ≠ƒ≠ƒƒ≠

Each of the stations 3 through 6 have two blocks: one just to the upper-right and the other to the lower-left. For each block, a decision must be made as to which of two directions to push the block. Here are the correct decisions:

3: ≠≠≠≠ƒ≠≠ ≠≠≠≠ƒ≠≠ ≠≠≠ƒ∫ƒƒ <- This block should go up. ƒ≠ƒ†ƒ≠≠ ƒƒ∫ƒ≠≠ƒ <- This block should go down. ≠≠ƒ≠≠≠≠ ≠≠ƒ≠ƒƒƒ    4: ƒƒƒƒƒ≠≠ ≠≠≠≠ƒ≠≠ ≠≠≠ƒ∫ƒƒ <- This block should go right. ≠≠ƒ†ƒ≠ƒ ƒƒ∫ƒ≠≠≠ <- This block should go left. ≠≠ƒ≠≠≠≠ ≠≠ƒ≠≠≠≠    5: ≠ƒƒƒ≈ƒƒ ≠≠≠≠ƒ≠≠ ≠≠≠ƒ∫ƒƒ <- This block should go right. ≠≠ƒ†ƒ≠≠ ƒƒ∫ƒ≠≠≠ <- This block should go down. ≠≠ƒ≠≠≠Ç ≠≠ƒ≠≠≠ƒ    6: ≠ƒƒƒƒ≠≠ ≠≠≠≠ƒ≠≠ ≠≠≠ƒ∫ƒƒ <- This block should go right. ≠≠ƒ†ƒ≠ƒ ƒƒ∫ƒ≠≠≠ <- This block should go down. ≠≠ƒ≠≠≠≠ ƒ≠ƒ≠≠ƒƒ

For each of the eight blocks, you will have to travel through the teleporters a bunch of times to get to the block from the correct side.

To get the rest of the chips, you have to follow the bugs — there is a fairly large gap in the bugs which you can take advantage of. You might want to do this part first, since it is most risky.

42: LMFU (Beware Of Bug)

On the 1st corner, wait on the outside.

On the 2nd corner, wait on the inside.

On the 3rd corner, don't wait.

On the 4th corner, wait on the inside.

On the 5th corner, wait on the inside.

On the 6th corner, wait on the outside.

From then on, don't wait.

43: UJDP (Lock Block)

44: TXHL (Refraction)

45: OVPZ (Monster Lab)

The stilt-balls trigger their own cloning as well as the cloning of each of the other monsters. All of the other monsters toggle the toggle-walls. Since the toggle-walls are the only way to stop the stilt-balls, you must stop all the other monsters before you can get past the stilt-balls to the exit:

1. Stop the bugs by blocking them in with a block.

2. Get the magnet and fire-shield (there is no water shield; you have to use blocks).

3. Get to the blue button and stand on it until the tanks stop moving.

4. Stop the balls by blocking them in.

5. Use a block to stop the fireball clone machine. At this point, the toggle-walls will stop toggling, and you'll have to toggle them yourself.

6. Get a block into the room with the exit square. Wait until all the free monsters fall into the water.

≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠ ≠∑∑∑∑∑∑∑∑∑∑∑∑≠∑∑∑∑∑∑∑∑≠∑∑∑∑∑∑∑∑≠ ≠∑••••¶≠º≠•ƒƒƒ•∑≠∑ƒƒƒƒƒƒ•≠ ≠∑∑∑∑∑∑∑∑∑∑∑∑≠≠≠ƒƒƒƒƒ∑≠∑ƒƒƒƒƒƒı≠ ≠≠≠≠≠≠≠≠≠≠≠≠≠≠ƒƒ¶ƒ•∫ƒ∑≠∑ƒƒƒƒƒƒ•≠ ≠∑∑∑∑∑∑∑∑∑∑∑∑≠ƒ≠ƒƒƒƒƒ∑≠∑ƒƒƒƒƒƒı≠ ≠∑ƒƒƒƒƒƒƒƒƒƒ∑≠ƒ≠•ƒƒƒ•∑≠∑ƒƒƒƒƒ≠•≠ ≠∑ƒ∑∑∑ƒ≠ƒƒƒƒ∑≠ƒ≠∑∑∑∑∑∑≠∑ƒ≠≠≠°≠ı≠ ≠∑ƒ∑Â∑ƒ≠ƒƒƒƒ∑≠°≠≠≠≠≠≠≠≠∑ƒ∑∑≠§≠•≠ ≠∑ƒ∑∑∑ƒ≠ƒƒƒƒƒƒƒ≠≠≠≠≠∑•ƒƒƒ•∑≠§≠“≠ ≠∑ƒƒƒƒƒƒƒƒƒ≠≠≠≠≠≠≠≠≠∑ƒƒƒƒƒ∑≠§≠ı≠ ≠∑ƒ∑∑∑ƒÚƒƒƒ∑∑∑∑∑∑∑≠≠∑¶ƒ•∫ƒ∑≠§≠¶≠ ≠∑ƒ∑µ∑¿≠”ƒƒ∑•ƒƒƒ•∑≠≠∑ƒƒƒƒƒ∑≠§≠•≠ ≠∑ƒ∑∑∑ƒ≠•ƒƒ∑ƒƒƒƒƒ∑≠≠∑•ƒƒƒ•∑≠§≠ı≠ ≠∑ÚƒÚƒÚ≠”ƒƒƒ¶ƒ•ƒƒ∑≠≠∑∑∑∑∑∑∑≠§≠≠≠ ≠≠≠≠≠≠≠≠•ƒƒ∑ƒƒ∫ƒƒ∑≠≠≠≠≠≠≠≠≠≠°≠≠≠ ≠∑∑∑∑∑∑≠¶≠ƒ∑•ƒƒƒ•∑≠≠≠ƒƒƒƒƒƒƒƒ∑∑≠ ≠∑ƒƒƒƒ∑≠”≠ƒ∑∑∑∑∑∑∑≠≠≠ƒ≠≠≠≠≠≠≠≠≠≠ ≠∑ƒƒƒƒ∑≠”≠ƒ≠≠≠≠≠≠≠≠≠≠ƒ≠≠∑∑∑∑∑∑∑≠ ≠∑ƒƒƒƒ∑≠≠≠ƒ≠ƒƒƒƒƒƒƒ≠≠°≠≠∑•ƒƒƒ•∑≠ ≠∑ƒƒƒƒ∑≠≠≠ƒ≠ƒ≠≠≠≠≠ƒ≠ƒƒƒ≠∑ƒƒƒƒƒ∑≠ ≠∑ƒƒƒƒƒƒƒƒƒƒƒ≠≠≠≠≠ƒ°ƒƒƒ°ƒ¶ƒ•ƒƒ∑≠ ≠∑∑ƒ∑∑∑≠≠≠≠≠∑∑∑∑∑∑∑≠ƒƒƒ≠∑ƒƒ∫ƒƒ∑≠ ≠≠≠ƒ≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠°≠≠∑•ƒƒƒ•∑≠ ≠∑ƒƒƒƒƒ∑∑≠∑∑∑∑∑∑∑≠∑®®®®≠∑∑∑∑∑∑∑≠ ≠≠≠≠Ê≠≠≠≠≠∑•ƒƒƒ•∑≠∑®®®®≠≠≠≠≠≠≠≠≠ ≠∑ƒƒƒƒƒ∑∑≠∑ƒƒƒƒƒ∑≠∑®®®®®®®®®®®®≠ ≠∑ƒƒƒƒƒƒƒ°ƒ¶ƒ•ƒƒ∑≠∑®®®®®®®®®®®®≠ ≠È®®®®®®®≠∑ƒƒ∫ƒƒ∑≠∑®Ï•Ï•Ï•¶ÏƒÏ®≠ ≠¶¶Èȶ°¶È≠∑•ƒƒƒ•∑≠∑®®®®®®®®®®®®≠ ≠ƒÈȃ©®®®≠∑∑∑∑∑∑∑≠∑®®®®®®®®®®®®≠ ≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠

46: HDQJ (Three Doors)

You should not touch the green buttons (all they'll do is let the monsters out).

≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠ ≠©ƒƒ≠Î≠ß≈≥≈≈≈Ê≥ƒ≠†Íǃƒƒ—⁄›€‹£ƒ¥≠ ≠≠≠ƒ≠–≠≈≠≠≠≠≠≠≠ƒ≠≠≠≠≠≠≠≠≠≠≠≠≈≈≈≠ ≠≠≠ƒ≠ƒ≠≈≠≠≠≠ƒ∏ƒƒƒƒƒƒÔƒƒƒƒƒƒ°≈≈≈≠ ≠≠≠ƒ≠ƒ≠≈≠≠≠≠ƒƒƒƒŸƒƒƒƒƒƒƒƒƒƒ°≈≈≈≠ ≠≠≠ƒ≠ƒ≠≈≠≠≠≠ƒƒƒƒƒÆƒƒƒƒƒƒƒıƒ°≈≈≈≠ ≠≠≠ƒ≠ƒ≠≈≠≠•≠ƒƒƒƒƒƒƒƒƒƒƒƒƒ÷ƒ°≈≈≈≠ ≠≠≠ƒ≠ƒ≠≈≠≠¢≠ƒƒƒºƒƒƒƒƒƒƒƒƒƒƒ°≈≈≈≠ ≠≠≠—≠—≠—≠≠ƒÅ∏ƒƒƒƒƒƒŸƒƒƒÏƒƒƒ°≈≈≈≠ ≠≠≠ƒƒƒƒƒ†≠ƒÅƒƒÈƒƒƒƒƒƒƒƒƒƒƒƒ°≈≈≈≠ ≠≠≠≠≠≠≠≠≠≠ƒÅƒƒƒƒƒÏƒƒƒƒƒƒƒ¿°≈≈≈≠ ≠ƒÇÇÇÇÇÇÇǃŃƒƒƒƒƒƒƒƒƒƒƒƒƒƒ°≈≈≈≠ ≠ƒƒƒƒƒƒƒƒƒ—ƒƒƒÈƒƒ…ıƒÓƒƒØƒƒƒ°≈≈≈≠ ≠≠≠≠≠≠≠›≠≠≠°≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠°≈≈≈≠ ≠¡≈≈≈≈⁄∑≤≤≤≤≤≤≤≤≤≤≤≤≤≤≤≤≤≤≤≤≈≈ç≠ ≠Ç≠≠≠≠≠€≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≈≈∂≠ ≠µ≠≠≠≠≠≈≠≠≠≠≠≠≠≠≠≠≠≠ß≈≈≈≈≈≈Ç≈≈≈≠ ≠≠≠≠≠≠≠Ω≈≈≈≈•≠≠≠≠≠≠¢Ç≠≠≠≠≠≠≠≈≈≈≠ ≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠ƒ≈≈≈≈≈≈Ç≈≈≈≠ ≠£≠≠≠ß≈≈≈≈≈≈≈≈≈≈≈≈≈≈ç≠≠≠≠≠≠≠≈≈≈≠ ≠ª≠≠≠≈≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≈≈≈≠ ≠≈≠≠≠≈≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≈≈≈≠ ≠≈≠≠ß®≤≤≤≤≤≤≤≤≤≤≤≤≤≤≤≤≤≤≤≤≤≤≈ç≈≠ ≠≈≠≠≈≈≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≈≈≈≠ ≠≈≠≠≈≈≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≈≈≈≠ ≠Ω∂ß‹≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≠ ≠≠≈≈·≈≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≈≈≈≠ ≠≠≈≈ı≈≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≈≈≈≠ ≠≠≈≈≠Ω≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈Ê≈≈≈≠ ≠„≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈™≠ ≠¡ƒÇ≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠Ω≈Â≠ ≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠

47: LXPP (Pier Seven)

Build up from the point marked "". You'll need all seven blocks.

≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠ ≠ƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒ≠ ≠ƒƒƒƒƒƒƒƒƒƒƒƒƒ≈≈≈≈≈≈ƒƒƒƒƒƒƒƒƒƒƒ≠ ≠ƒƒ≈≈≈ƒƒ∫ƒƒƒƒƒ≈≈≈≈≈≈ƒƒ¥ƒƒ≈≈≈≈ƒƒ≠ ≠ƒƒƒ≈≈ƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒ≈≈≈≈ƒƒ≠ ≠ƒƒƒ≈≈≈ƒƒƒƒƒƒƒƒ∑∑∑∑ƒƒƒƒƒƒ≈≈≈ƒƒƒ≠ ≠ƒƒƒƒ≈≈ƒƒƒƒƒ∑∑∑∑∑∑∑∑∑∑ƒƒƒƒƒƒƒƒƒ≠ ≠ƒƒ∫ƒƒƒƒƒƒ∑∑∑∑∑∑∑∑∑∑∑∑∑∑ƒƒƒƒƒƒƒ≠ ≠ƒƒƒƒƒƒƒƒ∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑ƒƒƒ∫ƒƒ≠ ≠ƒƒƒƒƒƒƒ∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑ƒƒƒƒƒ≠ ≠ƒ≈≈≈ƒƒƒ∑∑∑∑∑∑ƒ∑∑∑∑∑∑∑∑∑∑∑ƒƒƒƒƒ≠ ≠ƒ≈≈≈ƒƒ∑∑∑∑∑∑∑∑∑∑∑∑∑∑ƒ∑∑∑∑∑ƒƒƒƒ≠ ≠ƒ≈≈≈ƒƒ∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑ƒ≈≈ƒ≠ ≠ƒ≈≈≈ƒ∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑≈≈ƒ≠ ≠ƒƒ≈≈≈∑∑∑∑ƒ∑∑∑∑ƒƒƒ∑∑∑∑∑∑∑∑∑∑≈≈ƒ≠ ≠ƒƒƒƒƒ∑∑∑∑∑∑∑∑∑≈ÇÇ≈∑∑∑∑∑∑∑∑∑≈≈ƒ≠ ≠ƒ∫ƒƒƒ∑∑∑∑∑∑∑∑∑≈ÇÇ≈∑∑∑∑∑∑∑∑∑≈≈ƒ≠ ≠ƒƒƒƒƒ∑∑∑∑∑∑∑∑∑∑≈≈∑∑∑∑∑ƒ∑∑∑∑ƒƒƒ≠ ≠ƒƒƒƒƒƒ∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑ƒƒƒƒ≠ ≠ƒƒƒƒƒƒ∑∑∑∑ƒ∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑ƒƒƒƒ≠ ≠ƒ≈≈≈ƒƒ∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑ƒƒƒƒ≠ ≠ƒ≈≈≈ƒƒƒ∑∑∑∑∑∑∑ƒ∑∑ƒ∑∑∑∑∑∑∑ƒƒƒƒƒ≠ ≠ƒ≈≈≈ƒƒƒƒ∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑ƒƒƒƒƒƒ≠ ≠ƒƒƒƒƒƒƒƒƒƒ∑∑∑∑∑∑∑∑∑∑∑∑ƒƒƒƒ≈≈ƒƒ≠ ≠ƒƒƒƒƒƒƒƒƒƒƒƒƒ∑∑∑∑∑∑∑ƒƒƒƒƒƒ≈ƒƒƒ≠ ≠ƒƒ∫ƒƒƒ≈≈ƒƒƒƒƒƒ“∑∑∑ƒƒƒƒƒƒƒƒ≈≈ƒƒ≠ ≠ƒƒƒƒƒ≈≈≈ƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒ∫ƒƒ≈≈ƒƒ≠ ≠ƒƒƒƒ≈≈≈ƒƒƒƒƒƒƒ≈≈≈≈ƒƒƒƒƒƒƒ≈≈ƒƒƒ≠ ≠ƒƒƒƒ≈≈ƒƒƒƒƒƒƒ≈≈≈≈≈≈ƒƒƒƒƒƒ≈≈ƒƒƒ≠ ≠ƒƒƒƒƒƒƒƒƒ∫ƒƒƒƒ≈≈≈≈≈ƒƒƒƒƒƒƒƒ≠≠≠≠ ≠ƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒÍ©≠ ≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠

48: JYSF (Mugger Square)

1. First, get the cleats which are near the teleporter, and move down. This will send you to the bottom-right corner.

2. Cross the ice to the thieves, get the water-shield, and move left. This will teleport you to the lower-left corner.

3. Cross the water to the thieves, get the fire-shield, and move up. This will teleport you to the upper-left corner.

4. Get the chip and the magnet. You can now walk through the central area to the cleats, then to the water-shield, and finally to the exit.

≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠ ≠†≠≠≠≠®®Ï®®®®®®®®®®≠≠≠≠≠≠ƒƒƒƒƒ†≠ ≠ƒ≠≠≠®®®®®®®®®Ï®®®®®≠≠≠≠≠√√√√≠≠≠ ≠ƒ≠≠®®®®®®®®®®®®®®®®®≠≠≠≠ƒƒƒƒ≠≠≠ ≠ƒ≥®®®®®®®®®®®®®®®®®®®≠≠ƒƒƒƒƒƒ≠≠ ≠ƒ≥®®®®Ç®®®®®®®®®µ®®®®≠ƒƒƒƒƒƒƒƒ≠ ≠ƒ≥®Ï®®®®®®®®®®®®®®®®®≠ƒƒƒƒƒƒƒƒ≠ ≠ƒ≠≠®®®®®®®®®®®®®®®®®≠≠ƒƒƒÇƒƒƒƒ≠ ≠≠≠≠≠®®®®®®®®®®®®®®®≠≠≠ȃƒƒƒƒƒƒ≠ ≠≠≠≠≠≠®®®®®®®®®®®®®≠≠≠≠ƒƒƒƒƒƒƒƒ≠ ≠≠≠≠≠≠≠≠≠≠≠≠≠≠≥√√√§≠≠≠≠ƒÈƒƒƒƒƒƒ≠ ≠≠≠∑∑∑∑∑≠≠≠≠≠≠≥ÊÊÊ≤≠≠≠≠ƒƒƒƒƒƒƒƒ≠ ≠≠∑∑∑∑∑∑∑≠≠≠≠≠≥√Ç√≤≠¥ƒƒƒƒƒƒƒƒƒƒ≠ ≠∑∑∑∑∑∑∑∑∑≠≠≠≠√√√√√≠≠≠≠ƒƒƒƒƒƒƒƒ≠ ≠∑∑∑∑Ç∑∑∑∑√√√≥≥√√√√≤√√√ƒƒƒƒƒƒƒƒ≠ ≠∑∑∑∑∑∑∑∑∑≥Ê≥≥≥≥√√≤≤≤Ê≤ƒƒƒƒƒƒƒƒ≠ ≠∑∑∑∑∑∑∑∑∑≥ÊÂ≥≥≥†≤≤≤‰Ê≤ƒƒƒƒƒƒƒƒ≠ ≠ˆ∑∑∑∑∑∑∑∑≥Ê≥≥≥§§≤≤≤≤Ê≤ƒƒƒƒ‰ƒƒƒ≠ ≠∑∑∑∑∑∑∑∑∑§§§≥§§§§≤≤§§§ƒƒƒƒƒƒƒƒ≠ ≠ˆ∑∑∑∑∑∑∑∑≠≠≠≠§§§§§≠≠≠≠ƒƒƒƒƒƒƒƒ≠ ≠∑∑∑∑∑∑∑∑∑̓©≠≥§„§≤≠≠≠≠≠ƒƒƒƒƒƒ≠≠ ≠∑∑∑∑∑∑∑∑∑≠≠≠≠≥ÊÊÊ≤≠≠≠≠≠≠ƒƒƒƒ≠≠≠ ≠∑∑∑∑∑∑∑∑∑≠≠≠≠≥§§§≤≠≠≠≠≠≠≠≠≠≠≠≠≠ ≠∑∑∑∑∑∑∑∑∑≠≠ß≈≈≈≈≈≈≈ı≈≈≈≈≈≈∂≠≠≠≠ ≠∑∑∑∑∑∑∑∑∑≠ß≈≈≈≈ı≈≈≈≈≈≈≈≈≈≈≈∂≤ƒ≠ ≠∑∑∑∑Ç∑∑∑∑≠≈≈ß≈≈≈≈≈≈≈≈≈≈≈≈∂≈≈≤ƒ≠ ≠∑∑∑∑∑∑∑∑∑≠≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈„≈≈≤ƒ≠ ≠≠∑∑∑∑∑∑∑≠≠≈≈Ç≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≤ƒ≠ ≠≠≠∑∑∑∑∑≠≠≠≈≈Ω≈≈≈≈≈≈≈ı≈≈≈≈ç≈≈≤ƒ≠ ≠≠≠§§§§§≠≠≠Ω≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈ç≤ƒ≠ ≠†ƒƒƒƒƒƒ≠≠≠≠Ω≈≈≈≈≈≈≈≈≈≈≈≈≈≈ç≠≠†≠ ≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠

49: PPXI (Problems)

To get all the red keys in time, you really need to use the pause button. After that, it's just a matter of dodging the balls in the bottom half (chips will make them go into an irregular pattern.)

≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠ ≠ı°ƒƒƒƒƒƒƒ£ƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒ‹‹≠ ≠ı°ƒƒ£ƒƒ£ƒƒƒƒ£ƒƒƒƒƒƒƒƒƒƒƒ£ƒƒƒ≠‹≠ ≠ı°ƒƒƒƒƒƒƒƒƒƒƒƒƒƒ£ƒƒƒ£ƒƒƒƒƒƒƒ≠‹≠ ≠ı°ƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒ≠‹≠ ≠ı°ƒ£ƒƒƒƒƒƒƒ£ƒƒƒƒ£ƒƒƒƒƒƒƒƒƒƒƒ≠‹≠ ≠ı°ƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒ≠‹≠ ≠ı°ƒ£ƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒ£ƒƒƒƒ≠‹≠ ≠ı°ƒƒƒƒƒ£ƒƒƒƒƒƒƒƒƒ£ƒƒƒƒƒƒƒƒƒƒ≠‹≠ ≠ı°ƒƒ£ƒƒƒƒ£ƒƒƒƒƒƒƒƒƒ£ƒƒ£ƒƒƒƒƒ≠‹≠ ≠ı°ƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒ≠‹≠ ≠ı°ÙÙÙÙÙÙÙÙÙÙÙÙÙÙÙÙÙÙÙÙÙÙÙÙÙÙ≠‹≠ ≠≠≠ƒƒÅƒÅƒÅƒÅƒÅƒÅ∏ŃŃŃŃÅü•ƒ≠‹≠ ≠©≠ƒÅÅÅÅÅÅÅÅÅÅÅÅÅÅÅÅÅÅÅÅÅÅûü•≠‹≠ ≠Í≠ÙÛÙÛÙÛÙÛÙÛÙÛÙÛÙÛÙÛÙÛÙÛÙÛă≠‹≠ ≠ƒƒƒ≤ƒÅƒÅƒÅƒÅƒÅƒÅƒÅƒÅƒÅƒÅƒÅü·≠‹≠ ≠ƒ≠ƒ≤ÅÅÅÅÅÅÅÅÅÅÅÅÅÅÅÅÅÅÅÅÅÅûü‹‹≠ ≠ƒƒƒ≤ÛÙÛÙÛÙÛÙÛÙÛÙÛÙÛÙÛÙÛÙÛÙÛĪ≠≠ ≠ååå僃ƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒ≠ ≠ƒ°ı°ƒƒƒƒƒƒƒƒÇƒƒƒƒƒƒƒƒÇƒƒƒÇƒƒƒƒ≠ ≠ƒ°ı°ƒƒƒÇƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒ≠ ≠ƒ°ı°ƒƒƒƒƒƒƒƒƒƒƒÇƒƒƒƒƒƒƒƒƒƒƒƒƒƒ≠ ≠ƒ°ı°ƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒÇƒƒƒÇǃƒƒƒƒ≠ ≠ƒ°ı°ƒÇƒƒƒÇƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒ≠ ≠ƒ°ı°ƒƒƒƒƒƒƒƒÇǃƒƒƒƒƒÇƒƒƒƒƒƒƒƒƒ≠ ≠ƒ°ı°ƒÇƒƒƒƒÇƒƒƒƒƒƒÇƒƒƒƒƒÇƒƒƒƒƒƒ≠ ≠ƒ°ı°ƒƒƒƒƒƒƒƒƒƒƒÇƒƒƒƒƒƒƒƒƒƒƒƒƒƒ≠ ≠ƒ°ı°ƒƒƒÇƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒ≠ ≠ƒ°ı°ƒƒƒƒƒƒÇƒƒƒƒƒƒƒƒÇƒƒƒƒÇƒƒƒƒƒ≠ ≠ƒ°ı°ƒƒƒƒƒƒƒƒÇƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒ≠ ≠ƒ°ı°ƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒ≠ ≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠

50: QBDH (Digdirt)

Here is the way things initially look:

≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠ ≠ƒ∏ƒ««««««ƒÚƒ««««««ƒ∏ƒ««««««ƒÚƒ≠ ≠ƒÇƒ««««««ƒÇƒ««««««ƒÇƒ««««««ƒÇƒ≠ ≠ƒƒƒ««««««ƒƒƒ««««««ƒƒƒ««««««ƒƒƒ≠ ≠««««««««««««««««««««««««««««««≠ ≠««««««««««««««««««««««««««««««≠ ≠««««««««««««««««««««««««««««««≠ ≠««««««««««««««««««««««««««««««≠ ≠««««««««««««««««««««««««««««««≠ ≠««««««««««««««««««««««««««««««≠ ≠ƒÚƒ««««««ƒ∏ƒ««««««ƒÚƒ««««««ƒ∏ƒ≠ ≠ƒÇƒ««««««ƒÇƒ««««««ƒÇƒ««««««ƒÇƒ≠ ≠ƒƒƒ««««««ƒƒƒ««««««ƒƒƒ««««««ƒƒƒ≠ ≠««««««««««««««««««««««««««««««≠ ≠«««««««««««««≠≠≠≠«««««««««««««≠ ≠«««««««««««««Í©≠≠«««««««««««««≠ ≠«««««««««««««≠≠ƒ««««««««««««««≠ ≠«««««««««««««≠≠≠≠«««««««««««««≠ ≠««««««««««««««««««««««««««««««≠ ≠ƒ∏ƒ««««««ƒÚƒ««««««ƒ∏ƒ««««««ƒÚƒ≠ ≠ƒÇƒ««««««ƒÇƒ««««««ƒÇƒ««««««ƒÇƒ≠ ≠ƒƒƒ««««««ƒƒƒ««««««ƒƒƒ««««««ƒƒƒ≠ ≠««««««««««««««««««««««««««««««≠ ≠««««««««««««««««««««««««««««««≠ ≠««««««««««««««««««««««««««««««≠ ≠««««««««««««««««««««««««««««««≠ ≠««««««««««««««««««««««««««««««≠ ≠««««««««««««««««««««««««««««««≠ ≠ƒÚƒ««««««ƒ∏ƒ««««««ƒÚƒ««««««ƒ∏ƒ≠ ≠ƒÇƒ««««««ƒÇƒ««««««ƒÇƒ««««««ƒÇƒ≠ ≠ƒƒƒ««««««ƒƒƒ««««««ƒƒƒ««««««ƒƒƒ≠ ≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠

First, pack in all the dirt not immediately adjacent to a monster, like this:

≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠ ≠ƒ∏ƒ«ƒƒƒƒ«ƒÚƒ«ƒƒƒƒ«ƒ∏ƒ«ƒƒƒƒ«ƒÚƒ≠ ≠ƒÇƒ«ƒƒƒƒ«ƒÇƒ«ƒƒƒƒ«ƒÇƒ«ƒƒƒƒ«ƒÇƒ≠ ≠ƒƒƒ«ƒƒƒƒ«ƒƒƒ«ƒƒƒƒ«ƒƒƒ«ƒƒƒƒ«ƒƒƒ≠ ≠««««ƒƒƒƒ«««««ƒƒƒƒ«««««ƒƒƒƒ««««≠ ≠ƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒ≠ ≠ƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒ“ƒƒƒƒƒƒƒƒƒƒ≠ ≠ƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒ≠ ≠ƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒ≠ ≠««««ƒƒƒƒ«««««ƒƒƒƒ«««««ƒƒƒƒ««««≠ ≠ƒÚƒ«ƒƒƒƒ«ƒ∏ƒ«ƒƒƒƒ«ƒÚƒ«ƒƒƒƒ«ƒ∏ƒ≠ ≠ƒÇƒ«ƒƒƒƒ«ƒÇƒ«ƒƒƒƒ«ƒÇƒ«ƒƒƒƒ«ƒÇƒ≠

Now you can get the chips, one at a time. For the ones that are around the edge, wait two squares away (for example, on the square marked "") until there are no monsters coming from either direction. Get the chip, wait for the monster to move out, then follow it out.

Message:

PICKING UP CHIPS IS WHAT THE CHALLENGE IS ALL ABOUT. BUT ON THE ICE CHIP GETS CHAPPED AND FEELS LIKE A CHUMP INSTEAD OF A CHAMP.


Levels 51 - 60

51: IGGJ (I Slide)

This level is fairly easy to do just by exploring at random.

52: PPHT (The Last Laugh)

1. There is a gap in the train of bugs. use it to follow the bugs around, then move up just as you reach the center point in the upper (left-going) part of the loop. This should make the jaws hit the green button once and only once, which will enable you to get to the upper half of the maze.

2. Get the right-hand chip.

3. Walk to any accessible point which is on the center-line of the map, then walk back. This will flip the toggle-walls back into your favor, and you'll be able to get back to the bottom part of the maze.

4. Cross over to the left side and get the other chip. Push the block into the water to build yourself a bridge to the exit.

ƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒ ƒƒƒƒƒ≠ƒƒƒƒ≠ƒƒƒƒ≠ƒƒƒƒƒ ƒƒ≠≠≠¶≠≠≠≠∑≠≠≠≠∑≠≠≠ƒƒ ƒƒ≠ƒ≤ƒ√Ï惃ƒƒƒƒƒƒƒ≠ƒƒ ƒƒ≠ƒƒ∫ƒƒƒƒ∫ƒƒ∑∑∑ƒƒ≠ƒƒ ƒƒ≠ƒƒƒƒƒƒƒƒƒƒ∑∑∑ƒƒ≠ƒƒ ƒƒ≠ƒƒ“ƒƒƒ≠≠≠ƒ∑∑∑ƒƒ≠ƒƒ ƒƒ≠ƒƒıƒ∑ƒƒƒƒƒƒƒƒƒƒ≠ƒƒ ≠≠≠≠≠≠≠≠≠√√√≠≠≠≠ƒƒ≠≠≠ ≠•———ƒƒƒ≠ƒ¶ƒ≠ƒƒƒƒƒƒ—≠ ≠—≠≠≠ƒƒƒƒ≠≠≠ƒƒƒƒƒƒ≠—≠ ≠—≠ƒƒƒ≠ƒ≠≠Ï≠≠ƒƒƒ≠≠≠—≠ ≠Ç—ƒ∫ƒ∑σ°ƒ°ƒƒ∑——Ç—•≠ ≠≠≠∑≠≠≠ƒƒ≠≠≠ƒƒ≠≠≠≠≠≠≠ ≠©≠ƒƒƒƒƒƒƒ≠ƒƒƒƒƒƒƒƒƒ≠ ≠̓ƒƒƒƒƒƒ≤≤≤ƒƒƒƒƒƒƒƒ≠ ≠ƒƒƒƒƒƒƒƒ≠≠≠ƒƒƒƒƒƒƒƒ≠ ≠ƒƒƒƒƒƒƒ≠Εƒ≠ƒƒƒƒƒƒƒ≠ ≠ƒƒƒƒƒƒƒƒ≠≠≠ƒƒƒƒƒƒƒƒ≠ ≠≠≠ƒ≠≠≠ƒƒ≥≥≥ƒƒ≠≠≠ƒ≠≠≠ ƒƒ≠ƒÚƒƒƒÚƒ≤ƒÚƒƒÚƒƒ≠ƒƒ ƒƒ≠ƒ≠≠≠≠≠≠≠≠≠≠≠≠≠ƒ≠ƒƒ ƒƒ≠ƒÆƒƒÆƒƒ≥ƃƒÆƒƒƒ≠ƒƒ ƒƒ≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠ƒƒ ƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒ

53: CGNX (Traffic Cop)

Ignore what the "?" square tells you. Just use two blocks to fill in the water immediately above the green button. Then you can toggle the walls yourself.

≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠ ≠°°°∑∑∑∑∑∑?∑∑∑≠ı¶≠È∑∑∑∑∑∑∑∑∑∑∑∑≠ ≠°©°ƒƒƒƒƒƒƒ∑ƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒ4ƒ∑≠ ≠°°ƒƒƒƒƒƒƒƒ∑ƒƒƒƒƒƒ5ƒƒƒƒƒƒƒƒƒƒƒ∑≠ ≠∑ƒ∫∫∫∫ƒƒƒƒ∑ƒƒƒƒƒƒƒƒƒƒ∑ƒƒƒƒƒƒƒ∑≠ ≠∑ƒƒƒƒ∫ƒƒƒƒ∑ƒƒƒƒƒƒÈƒƒƒ∑ƒƒƒƒƒƒƒ∑≠ ≠∑ƒ∫∫∫∫ƒƒƒƒ∑ƒƒƒƒƒƒƒƒƒƒ∑ƒƒƒƒƒƒƒ∑≠ ≠∑ƒƒƒƒ∫ƒƒƒƒ∑ƒƒƒƒƒƒÈƒƒƒ∑ƒƒƒƒƒƒƒ∑≠ ≠∑ƒ∫∫∫∫ƒƒƒƒ∑∑∑∑∑∑∑∑∑∑∑∑ƒƒƒ∑ƒƒƒ∑≠ ≠∑ƒƒƒƒƒƒƒƒƒ∑®®®®®®®®®®∑ƒƒƒ∑ƒƒƒ∑≠ ≠∑ƒƒƒƒƒƒƒƒƒ∑®®®®®®®®®®∑ƒƒƒ∑ƒƒƒ∑≠ ≠∑ƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒ∑ƒƒƒ∑≠ ≠∑ƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒ∑ƒƒƒ∑≠ ≠∑ƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒ∑ƒƒƒ∑≠ ≠∑ƒƒƒƒƒ∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑ƒƒƒ∑≠ ≠∑ƒƒƒƒƒ∑®®®®®®®®®®®®∑®®®®®∑ƒƒƒ∑≠ ≠∑ƒƒƒƒƒ∑®ƒƒƒƒƒƒƒƒƒƒ®∑®®®®®∑ƒƒƒ∑≠ ≠∑ƒƒƒƒƒ∑®ƒƒƒƒƒƒƒƒƒƒƒ∑∑∑∑∑∑∑∑∑∑∑≠ ≠∑ƒƒƒƒƒ∑®ƒƒƒƒ∑ƒƒƒƒƒƒƒƒƒƒƒ∑®®®®®≠ ≠∑ƒƒƒƒƒ∑®ƒƒƒƒ∑ƒƒƒƒƒƒƒƒƒƒƒ∑®∑∑∑®≠ ≠∑ƒƒƒƒƒƒƒƒƒƒƒ∑ƒƒƒƒƒƒƒƒƒƒƒ∑®≈•≈®≠ ≠∑ƒƒƒƒƒƒƒƒƒƒƒ∑∑∑∑∑∑∑∑∑∑ƒƒ∑®≈ƒ≈®≠ ≠∑ƒƒƒƒƒƒƒ∑∑∑∑∑®®®®®®®®®ƒƒ∑®≈≈≈∑≠ ≠∑∑∑∑∑∑∑∑®®®®®ƒƒƒƒƒƒƒƒƒƒƒ∑®ƒ§ƒ∑≠ ≠∑ƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒ3∑®ƒƒƒ∑≠ ≠∑ƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒ∑®ƒƒƒ∑≠ ≠∑ƒƒƒƒƒƒƒƒƒƒƒƒƒ∑∑∑∑∑∑∑∑∑∑∑®ƒƒƒ∑≠ ≠∑ƒƒƒƒƒƒƒƒƒƒƒƒƒ®®®®®®®®®®®ƒƒƒƒ∑≠ ≠∑ƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒ1∑≠ ≠∑ƒƒƒƒƒƒƒƒƒƒƒƒ2ƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒ∑≠ ≠∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑≠ ≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠

(If you really want to make the monsters hit the button for you, you can do so by first making the right-center part of the level look like this:

∑∑∑∑∑∑ƒƒƒ∑≠ ®®®®®∑ƒƒƒ∑≠ ®®®®®∑ƒƒƒ∑≠ ∑∑«ƒƒƒƒ∫∑∑≠ ƒƒƒƒ∑®®®®®≠ ƒƒƒƒ∑®∑∑∑®≠ ƒƒƒƒ∑®≈•≈®≠

and then place blocks in the points marked "1" through "5" in the map above, in that order. However, due to the fact that the monsters choose their direction randomly when encountering a barrier, the number of monsters decreases by about 50% at each turn, and there is often not enough time for a monster to make it all the way to the button.)

54: ZMGC (Grail)

Use the red button to make blocks. Wait on the button until the block slides over to you. (If one doesn't come after a while, hit the button again.) Use the blocks to get to the water-shield.

55: SJES (Potpourri)

Use the pause button to get past the tanks to the fire shield and blue key. There is actually one more chip on this level than you need (not counting the one you can't get to).

"F" represents a block on a fire trap. "T" represents a block on a thief. "C" represents a block on a chip:    ≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠ ≠ƒ∫ǃƒƒƒƒƒƒƒıƒƒ±±≠≠≠≠≠≠ƒƒƒƒƒ ≠ƒ∫ƒƒÇƒƒƒƒıƒ÷ƒƒƒƒ≠º…ıƒ≠ƒƒƒƒƒ ≠Ç∫僃ƒÇıƒ÷ƒƒƒƒƒÍ©ƒƒ±≠≠≠≠ƒƒƒ ≠ƒCƒƒƒıƒ÷ǃƒƒƒƒ≠±≠≠≠ƒƒƒƒ≠ƒƒƒ ≠ƒ∫ƒıƒ÷ƒƒƒƒÇƒƒƒ≠ıæƒ≠ƒ¡ƒƒ≠ƒƒƒ ≠≠≠≠≠≠≠≠≠±±±±åƒ≠ƒıæ≠ƒ∑ƒ∑≠ƒƒƒ ≠ÇÇÇÇÇ≠≠ß≈∂ƒß≈∂≠ÂÇ¡≠¯ƒƒƒ≠≠≠ƒ ≠ǃƒƒƒƒ⁄≈Ç≈±≈Ç≈≠ƒ…ı≠ƒ¯ƒƒÂ≠ƒ ≠ǃÇÇǃ≠≈ƒ≈ƒ≈ƒ≈≠≠F≠≠≠ƒ≠≠≠≠≠ƒ ≠ǃƒƒÇƒƒΩ≈≈≈≈≈≈≈ƒ¥∫ƒƒƒ˜Ç≠ƒƒƒ ≠ÇÇÇÇǃƒƒ≠≈ƒ≈±≈ƒ≈≠±≠ƒƒ≠≠≠ƒƒƒ ≠≠±≠≠≠≠≠®≠≈Ç≈±≈Ç≈≠±≠ƒƒ≠ƒƒƒƒƒ ≠®®®®®®®®®Ω≈çƒΩ≈烃ƒƒ≠ƒƒƒƒƒƒ ≠®≠≠≠≠≠≠≠®≠ƒƒÂƒƒ≠ƒTƒ±ƒ≠≠ƒƒƒƒ ≠®C®®®®®®®≠≠≠≠≠≠≠ƒƒƒTÇ∫≠ƒƒƒƒ ≠≠≠≠®®≠≠≠≠≠≠≠ƒƒƒƒƒƒƒ∫ƒƒ≠ƒƒƒƒ ≠ƒƒƒƒƒƒƒƒƒƒƒƒƒ≠≠≠≠≠≠≠≠≠≠ƒƒƒƒ ≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠ƒƒƒƒƒƒƒƒƒƒƒƒƒ ≠ƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒ

56: FCJE (Deepfreeze)

57: UBXU (Strange Maze)

The "keep your right hand on the wall" method works just fine in this level.

58: YBLT (Loop Around)

59: BLDM (Hidden Danger)

60: ZYVI (Scoundrel)

1. Get the one chip in the upper-right portion, and get the 2 chips and the yellow key in the upper-left portion.

2. Get the blue key and two chips in the middle-right section. Note: you don't ever have to go through the yellow door which is near the green button.

3. Get one chip in the middle-left section, then two more near the water shield (you have to traverse the force-floor to get to those.)

4. Go past the blob "Ÿ" and get three chips in the small room in the bottom-right.

5. When the gap in the bugs goes by, enter their room briefly and then leave right away, backing off to the room with the exit-square so that the bugs can get by you. Then, get the one accessible chip (the one to the upper-right). You now have enough chips to exit.

6. Go to the square marked "æ" and move right. You'll probably get pushed back or up, just try again and repeat as many times as necessary until you make it to the chip socket.

≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠ ≠ƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒ¥ƒƒƒƒƒƒƒƒƒƒƒƒƒƒ≠ ≠§≠≠≠≠≠≠≠≠≠≠≠≠≠≠ƒ≠≠≠≠≠≠≠≠≠≠≠≠≠§≠ ≠§≠ƒƒƒƒƒƒƒ≠ƒƒƒƒ≠ƒ≠ƒƒƒƒÇƒ≠ƒƒƒƒ≠§≠ ≠§≠–ƒƒƒƒƒƒ–¢≠ƒƒ≠ƒƒ≠ƒƒƒƒƒ–ƒƒ≠ƒ≠§≠ ≠§≠–≠≠–≠≠≠–≠–≠–≠ƒ≠≠–≠≠≠≠≠≠≠≠–≠§≠ ≠§≠ƒÇ–ƒ≠ƒƒƒƒƒ≠ƒƒƒ–ƒƒ≠ƒ–ƒƒƒ–ƒƒ≠§≠ ≠§≠≠≠≠–≠≠≠≠≠–≠–≠ƒƒ≠≠≠–≠≠≠ƒƒ≠≠≠§≠ ≠§≠ƒƒ≠ƒƒƒ–ƒ≠ƒƒƒ≠ƒƒƒƒ–ƒƒƒ≠ƒƒƒƒ≠§≠ ≠§≠–≠≠≠≠≠≠–≠≠≠≠≠ƒ≠≠≠≠≠≠≠∫≠≠––≠§≠ ≠§≠–ƒƒƒ–ƒƒƒ–ƒƒÇ≠ƒƒ≠ǃƒ∫ƒƒƒ≠ƒƒ≠§≠ ≠§≠≠≠≠≠≠≠≠≠≠≠≠≠≠ƒ≠≠≠≠≠≠≠∫‰ƒ≠≠≠§≠ ≠§≠ƒƒƒ–ƒÇ–ƒ„ƒ≠ƒ°ƒ°ƒƒ–ƒƒƒ≠ƒƒƒƒ≠§≠ ≠§≠≠≠ƒƒ≠≠≠–≠≠≠ƒ±ƒ±ƒ≠≠≠–≠≠≠≠≠≠≠§≠ ≠§≠ƒ–ƒƒƒƒ≠Ç≠ƒƒƒ±ƒ±ƒƒƒƒ≠–ǃ–ƒƒ≠§≠ ≠§≠–≠≠≠≠≠≠≠≠–≠ƒ±•±ƒ≠≠≠≠–≠≠≠≠≠≠§≠ ≠§ƒƒ≠ƒƒ≠ƒƒƒƒÇ≠ƒ±ƒ±ƒ‹Â≠ƒƒƒ–ǃ–¡§≠ ≠§≠≠≠≠≠≠≠≠≠–≠≠ƒ±›±ƒ≠≠≠≠≠≠≠≠–≠≠§≠ ≠§≠ƒƒƒƒƒƒ–ƒƒ≠ƒƒƒƒƒƒƒƒƒƒ–ƒƒƒƒ≠ƒ§≠ ≠§≠≠≠ƒ≠∫≠≠≠∫≠≠≠≠ƒ≠≠≠≠≠≠≠≠≠≠≠∫∫§≠ ≠§ƒƒ–ƒƒ≠ƒÇƒ≠ƒƒ–ƒƒƒ≠£ƒ∫ƒƒƒƒÇƒƒƒ§≠ ≠§≠≠≠≠≠∫≠≠–≠≠≠≠≠ƒ≠≠≠≠≠≠≠∫∫∫∫∫∫§≠ ≠§ƒƒƒ∫ƒƒ≠ƒƒƒƒƒ≠ƒƒƒƒƒ–ƒƒƒ≠ƒƒ∫ƒƒ§≠ ≠≠≠≠≠≠≠≠≠≠–≠≠≠≠≠ƒ≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠ ≠ƒƒƒƒƒƒƒƒ≠–ƒƒÇ—ƒƒƒ›ƒƒƒƒƒƒƒƒƒ≠ƒƒ≠ ≠ƒ±±±±±ƒƒ≠≠≠≠≠≠ƒƒƒ≠ƒƒƒƒ≠≠≠≠ƒƒƒƒ≠ ≠ƒ±ÇǮǃƒ≠ƒƒƒƒƒƒƒƒ≠ƒƒƒƒƒŸƒƒ≠ƒƒƒ≠ ≠ƒ±®®®®±ƒ≠ƒƒƒƒƒƒƒƒ≠ƒƒƒƒƒƒƒƒ≠≠⁄≠≠ ≠ƒ±Ç®ÇDZƒ∫≠≠≠ƒƒ§fl§≠ƒƒƒƒƒƒƒƒ≠ƒƒƒ≠ ≠ƒ±±±±±±ƒ≠ƒƒ≠ƒæflͧ≠ƒƒƒƒƒƒƒƒ≠ÇÇÇ≠ ≠ƒƒƒƒƒƒƒƒ–ƒƒƒƒƒ≤©§≠ƒƒƒƒƒƒƒƒ≠ƒƒƒ≠ ≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠

Message:

CHIP HITS THE ICE AND DECIDES TO CHILL OUT. THEN HE RUNS INTO A FAKE WALL AND TURNS THE MAZE INTO A THRASH-A-THON!


Levels 61 - 70

61: RMOW (Rink)

You have an infinite amount of time in this level, so a random search is sufficient. Notice that there are essentially four "interleaved mazes". You get from one maze to another by bouncing against the outer edges of the map.

62: TIGW (Slo Mo)

Move up, then right and down. The exit is near the middle of the right-hand edge of the level. There are a couple of sections of normal floor which you can use to your advantage.

63: GOHX (Block Factory)

You begin in the upper-left section, where there are six, similar horizontal rows. Get the lowest chip first, then move up one row at a time. Then ride the force-floors to get to the lower-left section.

(An interesting fact: You can make hundreds of blocks using the bottom-most clone machine in the top section, and it will eventually "run out of blocks" and turn into a black square. After that point, each of the other clone machines is good for only one or two blocks. In this way, it is possible to access the point marked "x" and thereby determine that the area below "x" is all solid wall.)

(Another interesting thing which is demonstrated by this level is the fact that you can deflect a block which is sliding on ice, provided that you time it correctly:

1: 2: 3: 4: ƒƒƒƒƒƒƒ ƒƒƒƒƒƒƒ ƒƒƒƒƒƒƒ ƒƒƒƒƒƒƒ ƒƒƒƒƒƒƒ ƒ“ƒƒƒƒƒ ƒ∫ƒƒƒƒƒ ƒ∫ƒƒƒƒƒ ≈≈≈≈…∫≈ ≈∫≈≈≈≈≈ ≈¥≈≈≈≈≈ ≈≈≈≈≈≈≈ ƒ¥ƒƒƒƒƒ ƒ¥ƒƒƒƒƒ ƒƒƒƒƒƒƒ ƒ¥ƒƒƒƒƒ

As shown here, you get bounced back to where you started.)

≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠ ≠ƒƒ¶ƒƒƒƒƒƒƒƒƒƒ∑∑∑ǃ≠≠≠≠≠≠≠≠≠≠≠≠≠ ≠ƒ∫≈≈∂≠≠≠≠≠≠≠≠≠≠≠ƒƒ≠≠≠≠≠≠≠≠≠≠≠≠≠ ≠ƒƒ≠ƒ¶ƒƒƒƒƒƒƒƒ∑∑∑Ç√≥√≥√≥√≥√≥√≥√≠ ≠ƒ∫≈≈≈≈∂≠≠≠≠≠≠≠≠≠≠√§√§√§√§√§√§√≠ ≠ƒƒƒƒ≠ƒ¶ƒƒƒƒƒƒ∑∑∑Ç√§√§√§√§√§√§√≠ ≠ƒ∫≈≈≈≈≈≈∂≠≠≠≠≠≠≠≠√§√§√§√§√§√§√≠ ≠ƒƒƒƒƒƒ≠ƒ¶ƒƒƒƒ∑∑∑Ç√§√§√§√§√§√§√≠ ≠ƒ∫≈≈≈≈≈≈≈≈∂≠≠≠≠≠≠√§√§√§√§√§√§√≠ ≠ƒƒƒƒƒƒƒƒ≠ƒ¶ƒƒ∑∑∑Ç√§√§√§√§√§√§√≠ ≠ƒ∫≈≈≈≈≈≈≈≈≈≈∂≠≠≠≠√§√§√§√§√§√§√≠ ≠ƒƒƒƒƒƒƒƒƒƒ≠ƒ¶∑∑∑Ç√§√§√§√§√§√§√≠ ≠ƒ∫≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈√§√§√§√§√§√§√≠ ≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠√§√§√§√§√§√§√≠ ≠ƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒ√§√§√§√§√§√§√≠ ≠ƒƒƒ≠≠≠≠≠≠≠≠≠≠≠≠≠ƒ√§√§√§√§√§√§√≠ ≠ƒƒƒ≠ƒƒƒƒƒƒƒƒƒƒƒ≠ƒ√§√§√§√§√§√§√≠ ≠ƒƒƒ≠ƒ≠≠≠ƒ≠ƒ≠ƒ≠ƒ≠ƒ√§√§√§√§√§√§√≠ ≠ƒƒƒ≠ƒ≠ƒ≠ƒ≠ƒ≠ƒ≠ƒ≠ƒ√§√§√§√§√§√§√≠ ≠ƒƒƒ≠ƒ≠≠≠ƒ≠ƒ≠ƒ≠ƒ≠ƒ√§√§√§√§√§√§√≠ ≠ƒƒƒ≠ƒ≠ƒƒƒ≠≠≠≠≠ƒ≠ƒ√§√§√§√§√§√§√≠ ≠ƒƒƒ≠ƒƒƒƒƒƒƒƒƒƒƒ≠ƒ√§√§√§√§√§√§√≠ ≠ƒ≠ƒ≠ƒ≠≠≠≠≠≠≠≠≠≠≠ƒ√§√§√§√§√§√§√≠ ≠ƒ≠¶≈≈≈≈≈≈≈≈≈≈≈∂≠ƒ√§√§√§√§√§√§√≠ ≠ƒ≠ƒ≠ƒ≠≠≠≠≠≠≠≠≠≈≠ƒ√§√§√§√§√§√§√≠ ∫≈≈≈≈≈≈≈≈≈≈x≈≈≈ç≠ƒ√§√§√§√§√§√§√≠ ≠ƒ≠ǃƒ≠≠≠≠≠≠≠≠≠≠≠ƒ√§√§√§√§√§√§√≠ ≠ƒ≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠ƒ√§√§√§√§√§√§√≠ ≠ƒ≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠ƒ√§√§√§√§√§√§√≠ ≠ƒ≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠ƒ≥§≥§≥§≥§≥§≥§√≠ ≠ƒÍ©≠≠≠≠≠≠≠≠≠≠≠≠≠ƒ≤≤≤≤≤≤≤≤≤≤≤≤≤≠ ≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠

64: IJPQ (Spooks)

Treat this level like a maze — make sure never to enter a square which is an immediate neighbor to one where a monster is.

65: UPUN (Amsterdam)

Each time you are in a position where you can push a block into a room, you will find it either...

≈≠∫≠≠ ≈≠∫≠≠ like this: ¥∫ƒƒ≠ ¥∫ƒÇ≠ ≈≠ƒÇ≠ or like this: ≈≠ƒƒ≠ ≈≠≠≠≠ ≈≠≠≠≠

In the first case, the block is diagonally opposite the room from the chip. You can push the block in, get the chip, and get out.

In the second case, you cannot get to the chip. You should leave this room alone until you have found a way to get into it from a different direction. A random search is sufficient to do this.

You never have to push blocks out of rooms and across ice in order to solve this level.

66: ZIKZ (Victim)

At the start, move down into the teleporter and then immediately move up, to teleport again. Then, wait until the monsters stop moving. Get each of the chips in the upper part of the diamond (notice that you don't need to get all of the chips on this level). The exit is up and to the right.

67: GGJA (Chipmine)

This is just another maze. The "keep your right hand on the wall" method works just fine in this level.

68: RTDI (Eeny Miny Moe)

Level starts out looking like this:

≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠ ≠ƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒ≠ƒƒƒƒƒƒ≠ ≠∫∫∫∫∫∫∫∫∫∫∫∫∫∫∫∫∫∫∫∫∫∫∫≠ƒƒƒƒƒƒ≠ ≠ƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒ≠ƒƒƒƒƒƒ≠ ≠ƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒ–∫∫∫∫∫∫≠ ≠∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑≠ƒƒƒƒƒƒ≠ ≠∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑∑≠ƒƒƒƒƒƒ≠ ≠Ç≠Ç≠Ç≠Ç≠Ç≠Ç≠Ç≠Ç≠Ç≠Ç≠Ç≠Ç≠≠≠≠≠≠ƒ≠ ≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠ƒ≠ ≠≠ƒƒƒ€ƒƒƒƒƒƒƒƒƒƒ¥ƒƒƒƒƒƒƒƒƒƒƒƒƒƒ≠ ≠≠ƒ≠≠≠≠≠≠≠≠≠≠≠≠≠Í≠§å≠≠≠≠≠≠≠≠≠≠≠≠ ≠≠ÇÇ≠≠≠ÇÇ≠≠≠ÇÇ≠≠©≠ƒƒƒƒƒƒƒƒƒƒƒƒƒ≠ ≠ǃӃƒƒÓƒÓƒƒÓƒÇ≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠ƒ≠ ≠Çxƒƒ·ƒƒ·ƒƒ·ƒËÇ≠ǃƒƒƒƒƒƒƒƒƒƒÇ≠ƒ≠ ≠≠ˆ·ƒƒƒƒƒƒƒƒƒƒ≠≠ƒ1ƒƒƒƒƒƒƒƒƒƒƒ≠ƒ≠ ≠≠ƒƒƒ…∫ƒ∫ƒƒƒ·Ë≠≠ƒƒ≠≠≠≠≠≠≠≠≠ƒƒ≠ƒ≠ ≠ǃƒƒƒƒƒƒ∫ƒƒƒƒÇ≠ƒƒ≠ǃƒƒƒƒÇ≠ƒƒ≠ƒ≠ ≠Lj·ƒƒ∫ƒƒƒƒƒƒËÇ≠ƒƒ≠ƒ3ƒ™ƒ4ƒ≠ƒƒ≠ƒ≠ ≠≠ƒƒƒƒƒƒƒ∫ƒƒ·ƒ≠≠ƒƒ≠ƒƒ≠≠≠ƒƒ≠ƒƒ≠ƒ≠ ≠≠ƒƒƒƒ∫ƒƒƒƒƒƒË≠≠ƒƒ≠ƒƒ≠∏≠ƒƒ≠ƒƒ≠ƒ≠ ≠Lj·ƒƒƒƒƒ∫ƒƒƒƒÇ≠ƒƒ≠ƒƒ≠ƒ≠ƒƒ≠ƒƒ≠ƒ≠ ≠ǃƒƒƒ∫ƒƒƒƒƒ·ƒÇ≠ƒƒ≠ƒƒ≠ƒ≠ƒƒ≠ƒƒ≠ƒ≠ ≠≠ƒƒƒƒƒƒƒ∫ƒƒƒË≠≠ƒƒ≠ƒƒ≠ƒ≠ƒƒ≠ƒƒ≠ƒ≠ ≠≠ˆ·ƒƒ∫ƒƒƒƒƒƒƒ≠≠ƒƒ≠ƒƒ≠6ƒ5ƒ≠ƒƒ≠ƒ≠ ≠ǃƒƒƒƒƒƒ∫ƒƒ·ƒÇ≠ƒƒ≠ƒƒ≠ǃƒÇ≠ƒƒ≠ƒ≠ ≠Ljƒƒƒ∫ƒƒƒƒƒƒËÇ≠ƒƒ≠ƒƒ≠≠≠≠≠≠ƒƒ≠ƒ≠ ≠≠ƒ·ƒƒƒ∫ƒ∫ƒƒƒƒ≠≠ƒƒ≠ƒƒƒƒƒƒƒƒ2ƒ≠ƒ≠ ≠≠ˆƒƒƒƒƒƒƒƒƒ·ƒ≠≠ƒƒ≠ǃƒƒƒƒƒƒƒÇ≠ƒ≠ ≠ǃƒ·ƒƒ·ƒƒ·ƒƒËÇ≠ƒƒ≠≠≠≠≠≠≠≠≠≠≠≠¶≠ ≠ǃԃԃԃƒÔƒÔƒÇ≠ƒƒƒƒƒƒƒƒƒƒƒƒƒ∫ƒ≠ ≠≠ÇÇ≠≠≠ÇÇ≠≠≠ÇÇ≠≠ƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒ≠ ≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠

1. In the lower-right area (spiral) push the block to point "1" and wait for the paramecium to reach you and turn around. Then push the block to point "2" and wait again, and so on. In this way, you can trap the paramecium in the center of the spiral. You'll have to work quickly between 3 and 4; you need to get the key before you can push the block past it.

2. Get the chips in the long, narrow room at the top. All but four of the blocks in this room can be accessed as follows:

1: 2: 3: 4: ≠≠≠≠≠≠ ≠≠≠≠≠≠ ≠≠≠≠≠≠ ≠≠≠≠≠≠...≠≠≠≠ ≠ƒ“ƒ“ƒ ≠ƒ∫ƒ∫ƒ ≠…∫ƒ∫æ ≠∫ƒƒƒƒ...ƒƒ∫≠ ≠∫∫∫∫∫ ≠∫…∫ƒ∫ ≠∫∫ƒƒ∫ ≠∫∫ƒƒ∫...∫∫∫≠ ≠ƒƒƒƒƒ ≠ƒƒƒƒƒ ≠ƒƒƒƒƒ ≠ƒƒƒƒƒ...ƒƒƒ≠ ≠ƒƒƒƒƒ ≠ƒƒƒƒƒ ≠ƒƒƒƒƒ ≠ƒƒƒƒƒ...ƒƒƒƒ ≠∑∑∑∑∑ ≠∑∑∑∑∑ ≠∑∑∑∑∑ ≠∑∑∑∑∑...∑∑∑≠

In the smaller room, all but one block can be accessed. This is just enough blocks to get all the chips in the long room.

Make sure to leave the last block in the small room in this position:

≠≠≠≠≠≠≠≠≠≠ ƒ∫≠ƒƒƒƒƒƒ≠ ƒ∫≠ƒƒƒƒƒƒ≠ ƒƒ≠ƒƒƒƒƒ∫≠ ƒƒƒƒƒƒƒƒƒ≠ ∑ƒ≠ƒƒƒƒƒƒ≠ ∑ƒ≠ƒƒƒƒƒƒ≠ ≠ƒ≠≠≠≠≠≠ƒ≠

3. Go into the room with the spaceships and push the upper-left block left and then up to the point marked "x". If you do this reasonably fast, you won't get hit by any spaceships. Three will get trapped and the rest will go out the door, and end up in the long narrow room.

69: NLLY (Bounce City)

70: GCCG (Nightmare)

Message:

CHIP IS HALFWAY THROUGH THE WORLD'S HARDEST PUZZLE. IF HE SUCCEEDS, MAYBE THE KIDS WILL STOP CALLING HIM COMPUTER-BREATH!


Levels 71 - 80

71: LAJM (Corridor)

72: EKFT (Reverse Alley)

You can get through this level pretty easily if you notice that the tanks' motion follows the following pattern: 3, 2, 1, 1, 3, 2, 1, 1, 3, 2, 1, 1, ... That is, 3 quick reversals, then 2, then one, then one, then 3 again, and so on.

73: QCCR (Morton)

This seems like just another maze until you realize that there is a monster in the middle. To trap the monster, do the following steps:

1. First, get the chips in the locations marked "1", "2", and "3".

2. Now, go to the point marked "4", so that the jaws start following you, and proceed along the path indicated by the arrows (without stopping) to the point marked "5". Wait there until the jaws reach the point marked "j".

3. The jaws are now stuck in a dead-end near "j" (as long as you don't go back to the area where the chips marked "3" were) and you may get the rest of the chips and exit.

≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠ ≠ƒƒƒƒƒ±ƒƒƒƒƒ±±5ƒƒƒ…ƒƒƒƒƒ±±ƒƒƒƒƒ≠ ≠3Ç≠ƒ≠≠≠ƒ≠≠ƒ≠≠≠≠≠≠≠ƒ≠≠“≠≠≠≠ƒ≠ǃ≠ ≠ƒ≠ƒƒƒƒƒƒƒ±ƒƒƒƒƒ±ƒƒƒƒ±ƒƒƒƒƒ…ƒ≠ƒ≠ ≠ƒ≠3Ç≠≠≠≠≠≠≠ƒ≠≠≠≠≠ƒ≠≠≠≠≠≠≠≠ǃ≠±≠ ≠ƒ≠ƒ≠ƒƒƒƒƒƒƒƒ±jƒƒ±ƒƒƒƒƒ±ƒƒƒ≠ƒƒƒ≠ ≠ƒ≠ƒ≠3Ç≠≠≠≠≠≠≠ƒ≠ƒ≠≠≠ƒ≠≠≠≠ǃ≠±≠“≠ ≠±≠ƒ≠ƒ≠ƒƒƒƒƒƒ±ƒ±ƒ±ƒƒƒƒƒƒƒ≠ƒ≠ƒ≠ƒ≠ ≠ƒ≠ƒ≠ƒ≠ƒÇ≠≠ƒ≠≠ƒ≠≠≠≠≠≠≠≠ǃ≠ƒƒƒ≠ƒ≠ ≠ƒƒƒ≠±≠ƒ≠ƒƒƒƒƒƒƒƒƒƒƒƒƒƒ≠ƒ≠ƒ≠ƒæƒ≠ ≠ƒ≠ƒƒƒ≠ƒ≠ƒÇ≠≠≠≠≠ƒ≠≠≠≠ǃ≠ƒ≠±≠ƒ≠ƒ≠ ≠ƒ≠ƒ≠±≠ƒ≠ƒ≠ƒƒƒƒ±ƒƒƒ±ƒ≠ƒ≠ƒƒƒ≠ƒ≠±≠ ≠ƒ≠±≠ƒ≠ƒ≠±≠ƒÇ≠≠≠≠≠≠ǃ≠ƒ≠±≠±≠ƒ≠ƒ≠ ≠ƒ≠±≠ƒ≠ƒƒƒ≠ƒ≠ƒƒƒƒƒƒ≠ƒ≠ƒæƒ≠ƒ≠ƒ≠ƒ≠ ≠ƒ≠ƒ≠ƒƒƒ≠±≠ƒ≠ƒÇ≠≠ǃ≠ƒ≠ƒ≠ƒ≠ƒ≠“≠ƒ≠ ≠ƒ≠ƒ≠ƒ≠ƒ≠ƒ≠ƒ≠ƒ≠΃ƒƒ≠ƒæƒ≠ƒ≠ƒæƒƒƒ≠ ≠ƒ≠ƒƒƒ≠±≠ƒƒƒ≠ƒ≠ƒƒ≠ƒ≠“≠ƒ≠÷≠ƒ≠ƒ≠ƒ≠ ≠ƒƒƒ≠ƒ≠ƒ≠ƒ≠ƒ≠ƒÇ≠≠ǃ≠ƒ≠±≠ƒæƒ≠±≠ƒ≠ ≠ƒ≠ƒ≠±≠ƒ≠ƒ≠ƒ≠ƒƒ±ƒƒƒ≠ƒ≠ƒ≠ƒ≠ƒ≠ƒ≠ƒ≠ ≠ƒ≠ƒ≠±≠ƒƒƒ≠ƒÇ≠≠≠≠ƒ≠ǃ≠ƒƒƒ≠±≠ƒƒƒ≠ ≠±≠ƒ≠ƒ≠ƒ≠ƒ≠ƒƒ±±ƒƒ4惃≠ƒ≠ƒ≠ƒƒƒ≠ƒ≠ ≠±≠ƒ≠ƒƒƒ≠ƒÇ≠≠≠≠≠≠≠≠≠≠ǃ≠±≠±≠ƒ≠ƒ≠ ≠ƒ≠ƒ≠ƒ≠ƒ≠ƒƒƒƒƒƒƒ±ƒƒƒƒƒƒ≠ƒ≠ƒ≠ƒ≠±≠ ≠ƒ≠ƒ≠ƒ≠ƒÇ≠≠≠≠ƒ≠≠≠≠ƒ≠≠≠≠Ç1ƒƒ≠ƒ≠ƒ≠ ≠ƒƒƒ≠ƒ≠ƒƒƒƒ±ƒƒƒƒƒƒƒƒ±ƒƒƒƒ≠ƒ≠ƒ≠ƒ≠ ≠ƒ≠ƒ≠ƒÇ≠≠≠ƒ≠≠≠≠≠≠≠≠≠≠≠≠≠≠Ç1≠ƒƒƒ≠ ≠ƒ≠ƒ≠ƒƒƒƒ±ƒ±ƒƒƒƒƒƒƒƒƒ±ƒƒƒƒƒ≠ƒ≠ƒ≠ ≠ƒ≠2Ç≠≠ƒ≠≠≠≠≠ƒ≠≠≠≠ƒ≠≠≠≠ƒ≠≠≠ǃ≠ƒ≠ ≠ƒ≠ƒƒƒ±ƒ±ƒƒƒƒƒƒ±ƒƒƒƒƒƒƒƒ±ƒƒƒƒ≠ƒ≠ ≠2Ç≠≠≠≠≠≠≠ƒ≠≠≠≠≠≠≠≠≠≠≠≠≠≠ƒ≠≠≠ǃ≠ ≠ƒƒƒƒƒƒƒƒƒƒƒƒƒƒ≠©Íƒƒƒƒƒƒƒƒƒ±ƒƒƒ≠ ≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠

74: MKNH (Playtime)

Go up and left, and step into the trap, and hold the joystick up. The ball will release you when it reaches the brown button. You'll end up at point 1.

You don't have to follow the two bugs through their loop, just wait till one goes by and take the direct route. Slide right from point 2 to get to the next bit.

To get the chip in the force-floor section, enter at the point marked "", and use the pause button to help you time the moment at which you must go left in order to get to the chip.

Build right from point 3 to get the chip in the water section.

≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠ ≠ß≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈ƒ≈≈≈∂≠ ≠≈≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠¶≠≠≠≈≠ ≠≈≠ƒƒƒƒƒƒƒ≠ƒ≠ƒƒ≠ƒƒƒƒƒƒƒƒƒ≠ƒƒƒ≠≈≠ ≠≈≠ƒƒƒƒıƒƒ≠ƒ≠ƒƒ≠ƒåååååååƒ≠¥ƒƒ≠≈≠ ≠≈≠ıƒƒƒ÷ƒƒ≠ƒ≠ƒƒ≠ƒå∑∑∑∑∑åƒ≠≠≠Í≠≈≠ ≠≈≠÷ƒıǃƒƒ≠ƒ≠ƒ¯≠ƒå∑∑∑∑∑僃ƒÍ©Í≈≠ ≠≈≠ƒ÷ƒƒƒÒ僃ƒƒ≠ƒå∑∑∑∑∑åååååÍ≠≈≠ ≠≈≠ƒ≠ƒ≠ƒ≠ƒ≠ƒ≠ƒƒ≠3å∑∑Ç∑Ó∑∑∑∑åƒ≠≈≠ ≠≈≠ƒ≠ƒ≠ƒ≠ı≠ƒ≠∫ƒ≠ƒå∑∑∑∑∑∑∑∑Ëåƒ≠≈≠ ≠≈≠ƒ≠ƒ≠ƒ≠÷≠ƒ≠ƒƒ≠ƒå∑∑∑∑∑∑∑∑∑åƒ≠≈≠ ≠≈≠ƒ≠ƒ≠ƒ≠ƒ≠ƒƒ∫ƒ≠ƒå∑∑∑ˆ∑∑∑∑Ëåƒ≠≈≠ ≠≈≠ƒƒƒƒƒƒƒƒƒ≠ƒƒƒƒååååååå∑∑∑åƒ≠≈≠ ≠≈≠≠≠≠≠≠≠≠ƒƒ≠ƒƒƒƒƒƒƒƒƒƒå∑∑∑åƒ≠≈≠ ≠≈≠ƒƒƒƒƒƒƒƒƒ≠≠≠≠≠≠≠≠≠≠ƒå∑∑∑åƒ≠≈≠ ≠≈≠ƒƒƒƒƒƒƒƒƒ≠ß≈≈≈≈≈≈∂≠ƒåååååƒ≠≈≠ ≠≈≠ƒƒ≠≠≠≠≠≠≠≠≈≈≈≈≈≈≈≈≠ƒƒƒƒƒƒƒ≠≈≠ ≠≈≠ƒƒƒƒƒƒƒƒƒƒƒƒƒ≈≈≈≈≈∂≠≠≠≠≠≠≠≠≈≠ ≠≈≠ƒƒƒƒƒƒƒƒƒƒƒƒ≠≈≈≈≈≈≈≈≈∂≠°ƒƒ≠≈≠ ≠≈≠§§§§§≥≥≥≥√ƒƒ≠Ω≈≈≈≈≈≈≈≈≠ƒ≠”≠≈≠ ≠≈≠≥≥≥≥ǧ≥≥√√ƒƒ≠≠≠≠≠≠≈≈≈≈≠ºƒƒ≠≈≠ ≠≈≠§≥≥≥√§≤≤≤√ƒƒ≠°≤ƒ°≠Ω≈≈≈∂≠≠≠≠≈≠ ≠≈≠§§√√≤§≤≤≤≤…ƒ≠•≠≠§≠≠≈≈≈≈≠≠ıƒ§≠ ≠≈≠§§√√√≤≤≤≤≤ƒƒ≠≈≠≠•2≈≈≈≈§≠≠≠≠≈≠ ≠≈≠§§√√√≥≥≥≥√ƒƒ≠¿≠≠ƒ1≈≈≈≈≈≈≈∂≠≈≠ ≠≈≠§§√√√§≥√√≤ƒƒ≠≈≠≠”≠≠≠≠≈≈≈≈≈≠≈≠ ≠≈≠§§≤≤√§§≤√≤ƒƒ≠≈≠≠ƒ≠ƒƒ≠≈≈≈≈≈≠≈≠ ≠≈≠§≤≤≤≤§≤≤≤≤ƒƒ≠≈≠≠ƒƒƒƒ≠≈≈≈≈≈≠≈≠ ≠≈≠ƒƒƒı惃ƒƒƒƒƒ≠Ω≈≈ç≠ǃ≠Ω≈≈≈≈≠≈≠ ≠≈≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≈≠≈≠ ≠Ω≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈ª·≈ç≠ ≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠

On this level, it's kind of fun to create lots and lots of bouncing balls until the perimeter is full of them. After a while, some of them start going in the opposite direction. When the perimeter is nearly full you'll be able to see the "holes" traveling along, and bouncing off each other just as balls do. (This happens after you've hit the red button about 105 times.)

75: MJDV (Steam)

76: NMRH (Four Plex)

?????®®®≠≠≠≠≠∑∑∑∑∑∑∑≠≠≠≠≠≠≠≠≠≠≠≠ ?????®®®≠˜ƒƒ≠∑∑∑∑∑∑∑≠—Ç—————≠Ç≠≠ ?????®®®≠©≈ƒ≠∑∑∑∑∑∑∑≠——≠≠≠≠≠≠˜≠≠ ?????®®®≠≠ƒ≠≠∑∑∑∑∑∑∑≠——≠ƒƒƒƒƒƒƒ≠ ?????®®®®≠Í≠∑∑∑∑∑∑∑∑≠——≠ƒ•ƒ•ª·•≠ ®®®®®®®®≠≠∑≠≠∑∑∑∑∑∑∑————ƒƒƒ•ƒƒƒ≠ ®®®®®®®≠≠Ç∑Ç≠≠∑∑∑∑∑∑—≠≠≠ƒ••ªƒ°ƒ≠ ®®®®®®®≠ƒ∫ƒ∫ƒ≠∑∑∑∑∑∑—≠ǘƒ°ƒ·ƒƒ•≠ ®®®≠≠≠≠≠¢∫ƒ∫¡≠≠≠≠≠∑∑—≠≠≠ƒƒƒƒª·ƒ≠ ®®®≠ƒƒƒ≠ƒ∫ƒ∫ƒ≠ƒƒƒ≠∑∑—≠ǘƒƒÄ••ƒ•≠ ®≠≠≠å≠›≠≠≠ƒ≠≠≠›≠å≠≠≠—≠≠≠ƒ•ƒªƒ°ƒ≠ ®≠ƒƒƒ≠ƒƒƒƒƒ®®®ƒ≠ƒƒƒ≠—≠ǘƒ°ƒ·ƒƒƒ≠ ®≠ƒÂƒ≠‹≠≠≠ƒ≠≠≠⁄≠“„ƒ≠—≠≠≠ƒ••ƒª·•≠ ®≠∏æƒ≠ƒƒ¢≠ƒ≠£ƒƒ≠Úƒƒ≠——Ç≠§≠˜≠ƒƒƒ≠ ®≠≠≠≠≠≠≠≠≠ƒ≠≠≠≠≠≠≠≠≠—Ç—≠§≠Ç≠¶Ëƒ≠ ≠≠——Ç———————Ç——————————≠§≠≠≠≠≠≠≠ ≠Ç—————Ç————————≠ß∑∑∑∑∑≠ƒƒƒƒƒƒƒ≠ ≠——————————Ç——Ç—≠≈∑¶ƒƒ∑≠≠≠∫≠≠≠ƒ≠ ≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≈∑ƒ∑Ç∑∑∑∑ƒ≈≈≠ƒ≠ ≠ƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒ≈∑ƒ∑ƒ≥≥Ç≥∫≈≈≠˜≠ ≠≠≠≠§≠≠≠≠≠≠≠≠≠≠≠ƒ≈∑ƒ∑ı∑∑∑∑ƒ≈≈≠ƒ≠ ≠——›§›———ƒ≠≠≠≠≠≠ƒ≈∑ƒ∑÷∑∑∑∑∫≈≈≠˜≠ ≠ƒ†ß∂ß≈≈†ƒ–ƒƒƒƒ≠ƒ≈∑ƒ∑Ç∑∑∑∑ƒ≈≈≠ƒ≠ ≠–≈≈≈Ω≈≈≈∂≠≠≠≠ƒ≠ƒ≈∑ƒ∑ƒ≥≥Ç≥∫≈≈≠˜≠ ≠—≈≈≈ß≈≈≈ç≠¢ƒ≠ƒ≠ƒ≈∑ƒ∑ı∑∑∑∑ƒ≈≈≠ƒ≠ ≠‹ΩçΩ¥≈∂ß∂≠≠ƒ≠ƒ≠ƒ≈∑ƒ∑÷∑∑∑∑∫≈≈≠˜≠ ≠¡ß≈≈çß≈≈≈£≠ƒ≠ƒ≠ƒ≈≠ƒ≠≠≠≠≠≠ƒ≈≈≠ƒ≠ ≠—Ω≈≈∂≈≈≈≈≠≠ƒ≠ƒ≠ƒƒƒƒ≠ƒÚƒƒ≠ƒ≠≠≠ƒ≠ ≠ƒ†≈≈ç≈Ωç†⁄ƒƒ≠ƒ≠ƒ≈≠ı≠ƒƒƒƒåƒƒƒƒƒ≠ ≠ƒΩ≈≈≈≈≈≈ç≠≠≠≠ƒ≠ƒ≈≠≠≠≠ƒ≠ƒ≠ƒ≠ƒ≠ƒ≠ ≠ƒƒƒƒ≠–ƒƒƒƒƒƒƒƒ≠ƒΩ≈≈≈僃ƒåƒƒƒƒƒ≠ ≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠

77: FHIC (Invincible Champion)

78: GRMO (Force Square)

79: JINU (Drawn and Quartered)

80: EVUG (Vanishing Act)

Message:

CHIP USED TO SPEND HIS TIME PROGRAM- MING COMPUTER GAMES AND MAKING MODELS. BUT THAT WAS JUST PRACTICE FOR THIS BRAIN-BUSTER!


Levels 81 - 90

81: SCWF (Writers Block)%

82: LLIO (Socialist Action)

This rather strange level has a lot of distractions, but to win all you have to do is follow the path of the bugs starting at point a until you get to point b, then move down. Then get rid of the jaws by sitting at point c, the second pair of jaws by waiting at point d until they appear then retreating up, and finally allowing the bug to drown before proceeding to the exit.

≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠ ≠ƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒ≠≠≠≠≠≠ ≠ƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒ≠ƒƒƒƒ≠≠≠≠≠ ≠ƒƒƒ≠ƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒ≠ƒƒƒƒƒ≠≠≠≠ ≠ƒƒƒ≠ƒÎÎÎÎ≠≠≠ƒƒƒƒƒ≠ƒƒƒ≠ƒƒƒƒƒƒ≠≠≠ ≠ƒƒƒ≠≠≠≠≠≠≠ƒ≠≠≠≠≠≠≠ƒƒƒ≠ƒƒƒƒƒƒƒ≠≠ ≠ƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒ≠ ≠ƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒ≠ ≠ƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒ≠ ≠ƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒ≠ ≠ƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒ≠ ≠ƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒ≠≠≠ ≠ƒƒƒƒƒƒƒ≠≠ƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒ∫©≠ ≠ƒƒƒƒbƒƒ≠ƒƒƒƒƒ≠ƒƒƒƒƒƒƒƒƒƒƒƒƒƒ∫ƒ≠ ≠ååååå≠≠≠ƒƒƒƒƒƒ∫≠ƒƒƒƒƒƒƒƒƒƒƒƒ∫¿≠ ≠ååååƒ≠ƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒ≠ƒ≠ ≠ååååƒ≠ƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒ≠ƒƒƒƒ≠Î≠ ≠ååååƒ≠ƒƒƒƒƒƒƒ≠≠ƒ≠ƒ≠ƒƒƒƒ≠ƒƒƒƒ≠ƒ≠ ≠ååå≠ƒ∫ƒƒƒƒƒƒƒƒƒƒ∫ƒƒƒƒ∫ƒƒaƒƒƒ≠ƒ≠ ≠ååååƒ≠ƒƒƒƒƒ≠ƒƒƒƒƒƒƒƒ≠ƒƒƒƒƒƒƒ≠ƒ≠ ≠ååååå≠ƒƒƒƒƒ≠ƒƒƒƒƒƒƒƒ≠ƒƒƒ∫ƒƒƒ≠ƒ≠ ≠ååå≠ƒ≠ƒƒƒƒƒ≠ƒ∫ƒƒƒƒƒƒƒƒ∫ƒƒƒƒƒ≠ƒ≠ ≠ååå≠ƒ≠ƒƒƒƒƒƒƒƒƒƒƒƒƒƒ≠ƒƒƒƒƒƒƒ≠ƒ≠ ≠ååå≠ƒ≠ƒƒƒƒƒ≠ƒƒı惃ƒƒ≠ƒƒƒƒƒƒƒ≠ƒ≠ ≠ååååå≠ƒƒƒƒƒ≠ƒƒƒƒ“ƒƒƒ≠ƒƒƒƒƒƒƒ≠ƒ≠ ≠åå僃≠ƒƒƒƒƒ≠ƒƒƒƒıƒƒƒ≠ƒƒƒƒƒƒƒ≠ƒ≠ ≠å∑∑ƒƒ≠ƒƒƒƒƒ≠ƒƒƒƒƒıæƒ≠ƒƒ¥ƒƒƒƒ≠ƒ≠ ≠c∑∑ƒÎ≠ƒƒƒƒƒƒƒƒƒƒ∫ƒƒƒƒƒƒƒƒƒƒƒ≠ƒ≠ ≠Î∑∑∑ƒ≠ƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒ≠ƒ≠ ≠ƒ∑∑∑ƒ≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠∫≠≠≠ƒ≠ ≠dƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒ≠ ≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠

83: OVPJ (Up The Block)

1. Get the block to the point marked "1". (You will have to go through the diamond-shaped room with the spaceships a couple of times in order to do this.) As soon as the first spaceship runs into the block and turns left, push the block to the left one square. When the second spaceship has been diverted, push the block left again, and so on until all six spaceships are traveling in the same path. The block will now be on the square marked "2".

2. Now, get to the point marked "3" and wait until the spaceships go by; then push the block down one space to "4". The spaceships will all go down and destroy the first six cherry-bombs. Push the block down to destroy the seventh cherry-bomb.

3. The situation in the octangonal room is handled similarly.

≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠ ≠ƒƒƒƒƒÍƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒ≠ ≠ƒ≠≠≠≠≠ƒ≠≠≠≠≠≠≠≠≠≠≠≠≠≠√≠≠≠≠≠≠≠ƒ≠ ≠ƒ≠≠≠≠ƒƒƒ≠≠ƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒ≠ƒ≠ ≠ƒ≠≠≠ƒÓƒËƒ≠≠ƒƒƒƒ≠≠ƒƒƒƒƒƒƒƒƒƒƒ≠ƒ≠ ≠©≠≠ƒƒƒƒƒƒƒ≠≠ƒƒƒ≠≠≠≠≠≠≠≠≠≠√≠ƒ≠ƒ≠ ≠≠≠ƒˆƒƒƒƒƒƒƒ≠≠ƒƒƒƒƒƒƒƒ∫ƒƒ≠ƒ≠ƒ≠ƒ≠ ≠≠ƒƒƒƒƒƒ3ƒƒƒƒ≠≠ƒƒƒƒƒƒƒƒƒƒ≠ƒ≠ƒ≠ƒ≠ ≠ƒƒƒƒƒƒƒƒƒƒƒƒƒ≠≠≠≠≠≠≠≠≠≠≠≠ƒ≠ƒ≠ƒ≠ ≠ƒƒˆƒƒƒå2ƒƒƒƒ1ƒƒƒƒƒƒƒƒƒƒƒ≤ƒƒƒƒ≤≠ ≠ƒƒƒƒƒÔƒ4ƒƒƒƒƒ≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠ ≠≠ƒÔƒƒƒƒƒƒƒƒƒ≠≠ƒƒƒƒ ≠≠ƒƒƒƒƒƒƒƒƒ≠≠ƒƒƒƒƒ ≠≠ƒƒƒƒƒƒƒ≠≠ƒƒƒƒƒƒ ≠≠ƒƒƒƒƒ≠≠ ≠≠ƒƒƒ≠≠ ≠≠ƒ≠≠

84: UVEO (Wars) music:cakewalk

Push the block onto the spot marked "x" so that the bouncing ball bounces faster. Wait at the point marked "y". The fireball clone-machine will eventually run out of fireballs, and the fireballs will eventually make most of the bugs fall into water. Most of the fireballs themselves will also fall into water. By the time the counter gets down below 500, you're pretty much home free.

("F" is the fireball clone machine)

≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠ ≠ƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒ≠ ≠ƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒ≠ ≠ƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒ≠ ≠ƒƒƒƒƒƒƒƒƒƒƒƒƒƒÚƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒ≠ ≠ƒƒƒƒƒƒƒƒƒƒƒ≠ƒ¿≠ƒƒ≠ƒƒƒƒƒƒƒƒƒƒƒƒ≠ ≠ƒƒƒƒƒƒƒƒƒƒƒ≠ƒƒ≠”ƒ≠ƒƒƒƒƒƒƒƒƒƒƒƒ≠ ≠ƒƒƒƒƒƒƒƒƒ≠≠≠ƒ¿≠ƒƒ≠ƒƒƒƒƒƒƒƒƒƒƒƒ≠ ≠ƒƒƒƒƒƒƒƒƒÍ©≠≠ƒ≠”≠≠ƒƒƒƒƒƒƒƒƒƒƒƒ≠ ≠ƒƒƒƒ≠≠≠≠≠≠≠≠≠¿≠ƒÚ≠≠≠ƒƒ≠≠≠ƒƒƒƒƒ≠ ≠ƒƒƒƒ≠ƒƒƒƒƒ∑≠¿ƒ≠ǃÚ≠≠ƒƒƒƒ≠ƒƒƒƒƒ≠ ≠ƒƒƒƒ≠ƒƒÚƒÚƒÚƒÇ≠≠ǃڃڃڃ≠ƒƒƒƒƒ≠ ≠ƒƒƒƒ≠ƒ¿≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠”≠ƒƒƒƒƒ≠ ≠ƒƒƒƒ≠ƒƒÆƒÆƒÆƒÇ≠Çƃƃƃƃ≠ƒƒƒƒƒ≠ ≠ƒƒƒƒ≠ƒƒƒƒƒ∑≠ƃ≠”ƒ∑∑∑ƒƒƒ≠≠ƒƒƒƒƒ≠ ≠ƒƒƒƒ≠ƒƒ≠≠≠≠≠ƒ¿≠ƒ∑∑≠∑∑∑∑≠ƒƒƒƒƒƒ≠ ≠ƒƒƒƒƒƒƒƒƒƒƒƒƒƒ≠”∑≠≠≠≠≠≠≠ƒƒƒƒƒƒ≠ ≠ƒƒƒƒƒƒƒ≠ƒ≠≠≠≠ƒÆƒ∑≠ƒƒƒƒƒƒƒƒƒƒƒƒ≠ ≠ƒƒƒƒƒƒƒ≠≠≠ƒƒƒ∑∑y∑≠ƒƒƒƒƒƒƒƒƒƒƒƒ≠ ≠ƒƒƒƒƒƒƒƒƒƒƒ≠ƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒ∑ƒƒ≠ ≠ƒƒƒƒƒƒƒƒƒƒƒ≠≠≠≠≠≠≠∑ƒƒƒƒƒƒ“≠≠ƒƒ≠ ≠ƒƒƒƒƒƒƒƒƒƒƒıƒıƒıƒıƒƒƒƒƒƒƒF¶≠ƒƒ≠ ≠ƒƒƒƒƒƒƒƒƒƒƒ÷ƒ÷ƒ÷ƒ÷ƒƒƒ∫ƒ¥ƒƒ≈≠ƒƒ≠ ≠ƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒx≠ƒƒ≠ ≠ƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒ≠≠ƒƒ≠ ≠ƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒ≠ ≠ƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒ≠ ≠ƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒ≠ ≠ƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒ≠ ≠ƒƒƒƒƒƒƒƒƒƒƒ≠≠≠≠≠≠≠ƒƒƒƒƒƒƒƒƒƒƒƒ≠ ≠ƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒ≠ ≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠

85: LEBX (Telenet)

The numbers above each teleporter show the order in which they teleport. You will have to go through the sequence twice: once to get to the red key, and again to get to the red door.

≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠ ≠ƒƒƒƒƒƒƒƒƒ‹ƒƒÏ≠ƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒ¥≠ ≠ƒƒƒƒƒƒƒƒƒ≠ƒÇ÷≠ƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒ≠ ≠≠≠≠≠≠≠≠ƒƒ≠ƒ≠ƒ≠ƒƒ≠≠≠≠≠ƒƒ≠≠≠≠≠≠≠≠ ≠ƒƒƒ16ƒ≠ƒƒ≠15ƒ≠ƒƒ≠14ƒ≠ƒƒ≠13Ï惃≠ ≠ƒ£≠ƒ†ƒ≠ƒƒ≠ƒ†ƒ≠ƒƒ≠ƒ†Ï≠ƒƒ≠ƒ†ƒ≠ǃ≠ ≠ƒƒƒƒ…Ï≠ƒƒ≠ƒƒƒ≠ƒƒ≠ƒƒ÷≠ƒƒ≠ƒƒƒƒƒƒ≠ ≠≠≠≠≠≠≠≠ƒƒ≠≠≠≠≠ƒƒ≠ƒ≠ƒ≠ƒƒ≠≠≠≠≠≠≠≠ ≠ƒƒ≠ƒƒƒ≠ƒƒƒƒƒƒ≥ƒƒ≠ƒÇƒ≠ƒƒ≠ƒƒƒ≠ƒ©≠ ≠ƒƒ≠ƒÇƒ≠ƒƒƒƒƒƒ≥ƒƒ≠ƒƒƒ≠ƒƒ≠ƒÇƒ≠ƒƒ≠ ≠ƒƒ≠ƒ≠Ï≠≠≠≠≠≠≠≠ƒƒ≠≠≠≠≠≠≠≠ƒ≠ƒ≠ƒƒ≠ ≠ƒƒ≠12÷≠ƒƒƒ11ƒ≠ƒƒ≠10ƒƒƒƒ≠ƒ9ƒ≠ƒƒ≠ ≠ƒƒ≠ƒ†ƒ≠ƒÇ≠ƒ†ƒ≠ƒƒ≠ƒ†ƒ≠ǃ≠ƒ†ƒ≠ƒƒ≠ ≠ƒƒ≠ƒƒƒ≠ƒƒƒ…σ≠ƒƒ≠ƒƒƒ…σ≠…σ≠ƒƒ≠ ≠ƒƒ≠≠≠≠≠≠≠≠≠≠≠≠ƒƒ≠≠≠≠≠≠≠≠≠≠≠≠ƒƒ≠ ≠ƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒ≠ƒƒƒ≠ƒƒƒƒƒƒƒƒƒ≠ ≠ƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒ≠ƒÇÏ≠ƒƒƒƒƒƒƒƒƒ≠ ≠≠≠≠≠≠≠≠√√≠≠≠≠≠≠≠≠ƒ≠÷≠Í≠≠≠≠≠≠≠≠≠ ≠ƒÏæƒ8ƒ≠ƒƒ≠ƒ7ƒƒƒƒ≠ƒ6ƒ≠ƒƒ≠ƒ5ƒƒƒƒ≠ ≠ƒÇ≠ƒ†ƒ≠ƒƒ≠ƒ†ƒ≠ǃ≠ƒ†ƒ≠ƒƒ≠ƒ†ƒ≠ǃ≠ ≠ƒƒƒƒƒƒ≠ƒƒ≠ƒƒ…σƒ≠ƒƒƒ≠ƒƒ≠ƒƒƒƒ…Ï≠ ≠≠≠≠≠≠≠≠ƒƒ≠≠≠≠≠≠≠≠≠≠≠≠ƒƒ≠≠≠≠≠≠≠≠ ≠¡ƒ≠ƒƒƒ≠ƒƒ≠ƒƒƒ≠ƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒ≠ ≠ƒƒ≠“ǃ≠ƒƒ≠ƒÇƒ≠ƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒ≠ ≠ƒƒ≠Ï≠ƒ≠ƒƒ≠ƒ≠ƒ≠ƒƒ≠≠≠≠≠≠≠≠≠≠≠≠√√≠ ≠ƒƒ≠ƒ4ƒ≠ƒƒ≠ƒ3ƒ≠ƒƒ≠ƒ2ƒƒƒƒ≠ƒ1ƒ≠ƒƒ≠ ≠ƒƒ≠ƒ†ƒ≠ƒƒ≠ƒ†Ï≠ƒƒ≠ƒ†ƒ≠ǃ≠ƒ†ƒ≠ƒƒ≠ ≠ƒƒ≠ƒƒƒ≠ƒƒ≠ƒƒ÷≠ƒƒ≠ƒƒ…σƒ≠ƒƒƒ≠ƒƒ≠ ≠ƒƒ≠≠≠≠≠ƒƒ≠≠≠≠≠ƒƒ≠≠≠≠≠≠≠≠ƒ≠ƒ≠ƒƒ≠ ≠ƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒ≠“ǃ≠ƒƒ≠ ≠ƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒ≠σƒ⁄ƒƒ≠ ≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠

86: FLHH (Suicide)

There is a button just to the left of your starting position. Use it to clone spaceships. Make about 20 or 30 and wait; eventually all of the bombs leading to the goal (which is to the lower right) will be annihilated.

87: YJYS (Cityblock) music:cakewalk

Here's how it looks when you start:

≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠ ≠Ç∑Ç∑Ç∑Ç∑Ç∑Ç∑ǃ≠°Ç°≠°Ç°≠°Ç°≠°Ç°≠ ≠∑∑∑∑∑∑∑∑∑∑∑∑∑∑≠∫∫∫≠∫∫∫≠∫∫∫≠∫∫∫≠ ≠Ç∑ƒ∑ƒ∑ƒ∑ƒ∑ƒ∑45≠ƒƒƒƒƒƒƒƒƒƒƒƒƒ2ƒ≠ ≠∑∑∑∑∑∑∑∑∑∑∑∑1ƒ≠ƒƒ∫ƒ∫ƒ∫•∫ƒ∫ƒƒƒ∫≠ ≠Ç∑ƒ∑ƒ∑ƒ∑ƒ∑ƒ∑3ƒ°ƒƒ∫ƒ∫ƒ∫ƒ∫ƒ∫ƒƒ∫°≠ ≠∑∑∑∑∑∑∑∑∑∑∑∑ƒƒ≠ƒƒ∫ƒ∫ƒ∫ƒ∫ƒƒƒ∫°∫≠ ≠Ç∑ƒ∑ƒ∑ƒ∑ƒ∑ƒ∑67≠∫ƒƒƒ∫ƒ∫ƒ∫ƒƒ∫°∫ƒ≠ ≠∑∑∑∑∑∑∑∑∑∑∑∑∑∑≠°∫ƒƒ∫ƒ∫ƒƒƒ∫°∫ƒÇ≠ ≠Ç∑ƒ∑ƒ∑ƒ∑ƒ∑ƒ∑ƒƒ≠∫°∫ƒƒƒ∫ƒ∫ƒƒ∫°∫ƒ≠ ≠∑∑∑∑∑∑∑∑∑∑∑∑∑∑≠°∫°∫ƒƒ∫ƒ∫ƒƒƒ∫°∫≠ ≠Ç∑ƒ∑ƒ∑ƒ∑ƒ∑ƒ∑ƒƒ≠∫°∫°∫ƒƒƒ∫ƒ∫ƒƒ∫°≠ ≠∑∑∑∑∑∑∑∑∑∑∑∑∑∑≠ƒ∫°∫°∫ƒƒƒ•∫ƒƒƒ∫≠ ≠Ç∑ƒ∑ƒ∑ƒ∑ƒ∑ƒ∑ƒƒ≠ǃ∫°∫°∫ƒƒƒƒƒƒƒƒ≠ ≠∑∑∑∑∑∑∑∑∑∑∑∑∑∑≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠ƒ≠ ≠Ç∑Ç∑Ç∑Ç∑Ç∑Ç∑ƒƒÍ∫ƒƒƒƒƒƒƒƒ≠≠ƒƒ≠ƒ≠ ≠≠≠≠≠§≠≠≠≠≠≠≠ƒ≠≠≠≠≠ƒƒƒ≠≠ƒƒ∫ƒi≠ƒ≠ ≠Ç≈≈≈ƒƒcg√≠≠≠ƒƒ≠≠≠≠∫∫∫≠≠≠≠∫∫ƒ≠ƒ≠ ≠≠≠≠≠§≠ƒƒ√≠≠≠≠∫≠≠nƒƒƒ∫ƒƒ≠≠k∫ƒ≠ƒ≠ ≠≠≠≠≠§≠ƒ∫ƒ≈≈Ç≠≈≠ƒƒƒ≠≠ƒƒƒƒ∫∫∫ƒ≠ƒ≠ ≠Ç≈≈≈ƒ∫ƒ≠√≠≠≠≠≈≠ƒ∫∫≠≠ƒ≠≠ƒ∫ƒƒj≠ƒ≠ ≠≠≠≠≠§≠ƒ≠√≠≠≠≠≈≠ƒ∫ƒƒ≠≠≠≠ƒ∫ƒƒ≠≠ƒ≠ ≠≠≠≠≠§≠ƒ∫ƒ≈≈Ç≠≈≠∫q∫ƒp≠≠ƒƒ≠≠ƒ≠≠ƒ≠ ≠Ç≈≈≈ƒ∫ƒ≠√≠≠≠≠≈≠o∫∫ƒƒ≠≠ƒm≠≠ƒƒ≠ƒ≠ ≠≠≠≠≠§≠ƒ≠√≠≠≠≠≈≠≠≠s∫∫≠≠ƒ∫≠≠lƒ≠ƒ≠ ≠≠≠≠≠§≠ƒ∫ƒ≈≈Ç≠≈≠≠≠ƒ∫r≠≠∫ƒƒƒƒƒ≠ƒ≠ ≠Ç≈≈≈ƒ∫ƒ≠√≠≠≠≠≈≠ƒƒ∫t≠≠y∫∫∫∫∫∫≠¥≠ ≠≠≠≠≠§≠ƒ≠√≠≠≠≠≈≠∫∫u≠≠≠ƒƒƒ∫ƒƒez≠≠ ≠≠≠≠≠§≠b∫d≈≈Ç≠≈≠ƒ∫∫≠≠≠ƒ≠≠≠∫∫c∫a≠ ≠Ç≈≈≈e∫a≠h≠≠≠≠≈≠ƒƒ∫ƒw∫∫≠≠≠bƒ∫∫ƒ© ≠≠≠≠≠f≠Ω≈≈≈≈≈≈ç≠v≠≠ƒƒƒ∫ƒx≠≠ƒƒ∫d≠ ≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠

Start by building left from points 1 and 3; extend all the way to the left wall (this will take 18 blocks). Then build up from points 4,5 and down from 6,7 (10 more blocks total). Then build out along the walls from the ends of these three causeways (16 blocks total) to get all the chips.

To get the chips along the top edge of the upper-right quadrant, you do this:

≠≠≠≠≠ ≠≠≠≠≠ ≠≠≠≠≠ ≠°Ç°≠ ≠∫Ç∫≠ ≠∫Ç∫≠ ≠∫∫∫≠ ≠ƒ∫ƒ≠ ≠∫ƒƒ≠ ƒƒƒƒƒ ƒƒƒƒƒ ƒƒƒƒƒ

To use the blocks in the column below position 2 in the main map, you'll have to do the following sequence of moves:

≠≠≠≠≠ ≠≠≠≠≠ ≠≠≠≠≠ ≠≠≠≠≠ ≠∫ƒ∫≠ ≠∫ƒ∫≠ ≠∫ƒ∫≠ ≠∫ƒ∫≠ ≠∫ƒƒ≠ ≠∫ƒƒ≠ ≠∫ƒƒ≠ ≠∫ƒƒ≠ ƒƒ2ƒ≠ ƒƒ2ƒ≠ ƒƒ2ƒ≠ ƒƒ2ƒ≠ ƒƒƒ∫≠ ƒƒ∫∫≠ ƒƒ∫∫≠ ƒƒ∫ƒ≠ ƒƒ∫°≠ ƒƒƒ°≠ ƒƒƒ°≠ ƒƒƒ°≠ ƒƒ°∫≠ ƒƒ°∫≠ ƒƒ°ƒ≠ ƒƒ°∫≠ ƒ°∫ƒ≠ ƒ°∫ƒ≠ ƒ°∫∫≠ ƒ°∫∫≠ °ƒƒÇ≠ °ƒƒÇ≠ °ƒƒÇ≠ °ƒƒÇ≠

When you're done the top half of the level will look about like this:

≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠ ≠ƒƒƒƒƒƒƒƒƒƒƒƒƒƒ≠∫ƒ∫≠∫ƒ∫≠∫ƒ∫≠∫ƒ∫≠ ≠∑∑∑∑∑∑∑∑∑∑∑∑ƒƒ≠ƒƒ∫≠ƒƒ∫≠ƒƒ∫≠∫ƒƒ≠ ≠ƒ∑ƒ∑ƒ∑ƒ∑ƒ∑ƒ∑ƒƒ≠ƒƒƒƒƒƒƒƒƒƒƒƒƒ2ƒ≠ ≠ƒƒƒƒƒƒƒƒƒƒƒƒ1ƒ≠ƒƒƒƒƒƒƒ•ƒƒƒƒƒƒƒ≠ ≠ƒƒƒƒƒƒƒƒƒƒƒƒƒƒ°ƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒ≠ ≠ƒ∑∑∑∑∑∑∑∑∑∑∑ƒƒ≠ƒƒƒƒƒƒƒƒƒƒƒƒƒ°∫≠ ≠ƒ∑ƒ∑ƒ∑ƒ∑ƒ∑ƒ∑ƒƒ≠ƒƒƒƒƒƒƒƒƒƒƒƒ°ƒ∫≠ ≠ƒ∑∑∑∑∑∑∑∑∑∑∑ƒƒ≠°ƒƒƒƒƒƒƒƒƒƒ°ƒƒÇ≠ ≠ƒ∑ƒ∑ƒ∑ƒ∑ƒ∑ƒ∑ƒƒ≠ƒ°ƒƒƒƒƒƒƒƒƒƒ°ƒƒ≠ ≠ƒ∑∑∑∑∑∑∑∑∑∑∑ƒƒ≠°ƒ°ƒƒƒƒƒƒƒƒƒƒ°∫≠ ≠ƒ∑ƒ∑ƒ∑ƒ∑ƒ∑ƒ∑ƒƒ≠ƒ°ƒ°ƒƒƒƒƒƒƒƒƒ∫°≠ ≠ƒ∑∑∑∑∑∑∑∑∑∑∑ƒƒ≠ƒƒ°ƒ°ƒƒƒƒ•ƒƒƒƒ∫≠ ≠ƒ∑ƒ∑ƒ∑ƒ∑ƒ∑ƒ∑ƒƒ≠ƒ∫∫∫∫∫∫ƒƒƒƒƒƒƒƒ≠ ≠∑∑∑∑∑∑∑∑∑∑∑∑ƒƒ≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠ƒ≠ ≠ƒƒƒƒƒƒƒƒƒƒƒƒƒƒÍ∫ƒƒƒƒƒƒƒƒ≠≠ƒƒ≠ƒ≠ <-c6

Lower-left quadrant: The first block you encounter in this quadrant will be in position "b" when you arrive at position "a". Push it up to position "c". Then, from "b" push a block to "d", and from "a" push a block to "e". Push the "e" block left and quickly retreat to "f". Then, push the block up as you get chips. Push the block at "c" to "g" to get around it, and when you arrive back at the bottom the block at "d" will be pushed into position "h".

≠∑∑∑∑∑∑∑∑∑∑∑∑ƒƒ≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠ƒ≠ ≠ƒƒƒƒƒƒƒƒƒƒƒƒƒƒÍ∫ƒƒƒiƒƒƒƒ≠≠ƒƒ≠ƒ≠ ≠≠≠≠≠§≠≠≠≠≠≠≠ƒ≠≠≠≠≠ƒƒƒ≠≠ƒƒ∫ƒj≠ƒ≠ ≠Ç≈≈≈ƒƒcg√≠≠≠ƒƒ≠≠≠≠∫∫∫≠≠≠≠∫∫ƒ≠ƒ≠ ≠≠≠≠≠§≠ƒƒ√≠≠≠≠∫≠≠oƒƒƒ∫ƒƒ≠≠l∫ƒ≠ƒ≠ ≠≠≠≠≠§≠ƒ∫ƒ≈≈Ç≠≈≠ƒƒƒ≠≠ƒƒƒƒ∫∫∫ƒ≠ƒ≠ ≠Ç≈≈≈ƒ∫ƒ≠√≠≠≠≠≈≠ƒ∫∫≠≠ƒ≠≠ƒ∫ƒƒk≠ƒ≠ ≠≠≠≠≠§≠ƒ≠√≠≠≠≠≈≠ƒ∫ƒƒ≠≠≠≠ƒ∫ƒƒ≠≠ƒ≠ ≠≠≠≠≠§≠ƒ∫ƒ≈≈Ç≠≈≠∫ƒ∫ƒq≠≠ƒƒ≠≠ƒ≠≠ƒ≠ ≠Ç≈≈≈ƒ∫ƒ≠√≠≠≠≠≈≠p∫∫ƒƒ≠≠ƒn≠≠ƒƒ≠ƒ≠ ≠≠≠≠≠§≠ƒ≠√≠≠≠≠≈≠≠≠s∫∫≠≠ƒ∫≠≠mƒ≠ƒ≠ ≠≠≠≠≠§≠ƒ∫ƒ≈≈Ç≠≈≠≠≠ƒ∫r≠≠∫ƒƒƒƒƒ≠ƒ≠ ≠Ç≈≈≈ƒ∫ƒ≠√≠≠≠≠≈≠ƒƒ∫t≠≠y∫∫∫∫∫∫≠¥≠ ≠≠≠≠≠§≠ƒ≠√≠≠≠≠≈≠∫∫u≠≠≠ƒƒƒ∫ƒƒƒz≠≠ ≠≠≠≠≠§≠b∫d≈≈Ç≠≈≠ƒ∫∫≠≠≠ƒ≠≠≠∫∫c∫a≠ ≠Ç≈≈≈e∫a≠h≠≠≠≠≈≠ƒƒ∫ƒw∫∫≠≠≠bƒ∫∫ƒ© ≠≠≠≠≠f≠Ω≈≈≈≈≈≈ç≠v≠≠ƒƒƒ∫ƒx≠≠ƒƒ∫d≠ ≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠

Now you can get through the socket; the lower-right quadrant requires a very circuitous path. Leave the first block at i. Then push the next block right to j, then down to k. Continue similarly: left to l, down to m, up to n, left to o, down to p, right to q, down to r, left to s, down to t, down to u, down to v, right to w, right to x, up to y, right to z; right to a, down to b, right to c, right to d. Now there is just one block between you and the goal; push it up.

88: WZYV (Spirals) music:cakewalk

On the map, the chips are designated A through L, and the passageways leading to other chips are labeled with lowercase letters. To minimize your chances of getting nailed by a monster, you should traverse in the order: ABCDEFGHIJGFECKL (optionally substituting JIH for HIJ)

≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠ ≠ƒÙÙÙÙÙƒÅÙÙÙÙÙƒÅÙÙÙƒÅÙÙÙÙÙÙÙÙÙƒ≠ ≠ƒÅÙÙÙƒÅÅÅÙÙÙƒÅÅÅÙiÅÅÅÙÙÙÙÙÙÙƒÅ≠ ≠ƒÅÅÙƒÅÅÅÅÅÙjÅÅÅÅÅHgÅÅÅÙÙÙÙÙƒÅÅ≠ ≠ƒÅûgFÙÅÅÅûhGÙÅÅÅÅÛÃÙÅÅÅÙÙÙƒÅÅÅ≠ ≠ƒÅÅûeÙÙÅÅÅûfÙÙÅÅÛÙÙÙÙÅÅÅÙjÅÅÅÅ≠ ≠ƒÅÅÛÃÙÙÙÅÅÛÃÙÙÙÛÙÙÙÙÙÙÅÅÅIÙÅÅÅ≠ ≠ƒÅÛÙÙÙÙÙÙÛÙÙÙÙÙÙÙƒÅÙÙÙÙÅûhÙÙÅÅ≠ ≠ƒÛÙÙÙÙÙÙÙÙÙÙƒÅÅÙƒÅÅÅÙÙÙÙÛÃÙÙÙÅ≠ ≠ÙÙÙÙÙÙÙÙÙÙÙƒÅÅûiJgÅÅÅÙÙÙÙÙÙÙƒÅ≠ ≠ƒÙÙÙÙÙÙÙÙÙƒÅÅÅÅÅÛÃÙÅÅÅÙÙÙÙÙƒÅÅ≠ ≠ƒÅÙÙÙÙÙÙÙƒÅÅÅÅÅÛÙÙÙÙÅÅÅÙÙÙƒÅÅÅ≠ ≠ƒÅÅÙÙÙÙÙƒÅÅÅÅÅÛÙÙÙÙƒÅÅÅÅÙƒÅÅÅÅ≠ ≠ƒÅÅÅÙÙÙƒÅÅÅÅÅÛÙÙÙÙƒÅÅÅÅûxLÙÅÅÅ≠ ≠ƒÅÅÅÅÙƒÅÅÅÅÅÛÙÙÙÙƒÅÅÅÅÅÅÅÛÙÙÅ≠≠ ≠ƒÅÅÅÅÅAÙÅÅÅÛÙÙÙÙƒÅÅÅÅÅÅÅÛÙÙÙÙÍ© ≠ƒÅÅÅÅûbÙÙÅÅÅÙÙÙƒÅÅÅÅÅÅÅÛÙÙÙÙÙ≠≠ ≠ƒÅÅÅÅÛÃÙÙÙÅÅÅÙƒÅÅÅÅÅÅÅÛÙÙÙÙÙÙƒ≠ ≠ƒÅÅÅÛÙÙÙÙƒÅÅÅÅEcÅÅÅÅÅÛÙÙÙÙÙÙƒÅ≠ ≠ƒÅÅÛÙÙÙÙƒÅÅÅÅûfÃÙÅÅÅÛÙÙÙÙÙÙƒÅÅ≠ ≠ƒÅÛÙÙÙÙƒÅÅÅÅÅÛÃÙÙÙÅÅÅÙÙÙÙÙƒÅÅÅ≠ ≠ƒÛÙÙÙÙƒÅÅÅÅÅÛÙÙÙÙƒÅÅÅÅÙÙÙƒÅÅÅÅ≠ ≠ÙÙÙÙÙƒÅÅÅÅÅÅÅÙÙÙƒÅÅÅÅÅÅÙƒÅÅÅÅÅ≠ ≠ƒÙÙÙƒÅÅÅÅÅÅÅÅÅÙƒÅÅÅÅÅÅûkCÙÅÅÅÅ≠ ≠ƒÅÙƒÅÅÅÅÅÅÅÅÅÅÅDÙÅÅÅÅÅÅûdÙÙÅÅÅ≠ ≠ƒÅÅBÙÅÅÅÅÅÅÅÅÅûeÙÙÅÅÅÅÅÛÃÙƒÅÅÅ≠ ≠ƒÅûcÙÙÅÅÅÅÅÅÅÅÛÃÙÙÙÅÅÅÅÅÙƒÅÅÅÅ≠ ≠ƒÅÛÃÙÙÙÅÅÅÅÅÅÛÙÙÙÙÙÙÅÅÅÅÅKÙÅÅÅ≠ ≠ƒÛÙÙÙÙÙÙÅÅÅÅÛÙÙÙÙÙÙÙÙÅÅÅûlÙÙÅÅ≠ ≠ÙÙÙÙÙÙÙÙÙÅÅÛÙÙÙÙÙÙÙÙÙÙÅÅÛÃÙÙÙÅ≠ ȃƒƒƒƒƒƒ¥¶ƒÅƒƒƒƒƒƒƒƒƒƒƒƒÅƒƒƒƒƒƒ≠ ≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠    ú ñ ù Ñ Û Ä ö ô Å Ù õ ü à û

89: VCZO (Block Buster) music:cakewalk

≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠ ≠≠≠ƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒ≠≠ƒƒ ≠≠≠ƒ≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠ƒ≠≠ƒƒ ≠≠≠ƒ≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠ƒ≠≠ƒƒ ≠ƒƒ≈ƒƒƒ≠≠≠≠≠≠≠≠≠≠≠≠≠ƒ≠≠ƒƒ ≠ƒ≠ƒ≠≠Ç≠≠≠ƒƒƒƒ≠≠ƒƒƒ≠ƒ≠≠ƒƒ ≠ƒ≠ƒ≠≠ƒ≠≠≠ƒ≠≠ƒ≠≠ƒ≠ƒ≠ƒ≠≠ƒƒ ≠ƒ≠¶≈≈≈∫≠≠ƒ≠≠¶≈≈≈≈≈∫ƒ≠≠ƒƒ ≠ƒ≠ƒ≠≠ƒ≠≠≠ƒ≠≠ƒ≠≠ƒ≠ƒ≠ƒ≠≠ƒƒ ≠ƒ≠¶≈≈≈∫≠≠ƒ≠≠¶≈≈≈≈≈∫ƒ≠≠ƒƒ ≠ƒ≠ƒ≠≠ƒ≠≠≠ƒ≠≠ƒ≠≠ƒ≠ƒ≠ƒ≠≠ƒƒ ≠ƒ≠¶≈≈≈∫≠≠ƒ≠≠¶≈≈≈≈≈∫ƒ≠≠ƒƒ ≠ƒ≠ƒ≠≠ƒ≠≠≠ƒ≠≠ƒ≠≠ƒ≠ƒ≠ƒ≠≠ƒƒ ≠ƒ≠¶≈≈≈∫≠≠ƒ≠≠¶≈≈≈≈≈∫ƒ≠≠ƒƒƒ ≠ƒ≠ƒƒƒƒ≠≠≠Ç≠≠ƒƒƒƒ≠ƒÇƒ≠≠ƒƒƒ ≠ƒ≠≠≠≠≠≠≠≠ƒ≠≠≠≠≠≠≠≠≠≠≠≠ƒƒƒ ≠ƒ≠≠≠≠≠≠≠≠‹≠≠≠≠≠≠≠≠≠≠≠≠ƒƒƒ ≠ƒ≠≠≠≠≠≠≠≠ƒƒƒƒƒƒƒƒ∑∑ƒƒ≠ƒƒƒ ≠ƒ≠ƒƒ∑∑∑∑≠ƒ≠≠≠ƒƒƒ∑∑∑≠ƒ≠ƒƒƒ ≠¶≈≈≈∫≠≠ƒ≠ƒ≠≠≠ƒƒ∑∑∑≈≠ƒ≠ƒƒƒ ≠ƒ≠ƒƒƒƒ≠Ç≠ƒ≠≠≠8∑∑∑≈≈≠ƒ≠ƒƒƒ ≠¶≈≈≈∫ƒ≠ƒ≠ƒ≠≠≠∑∑∑≈≈≈≠ƒ≠ƒƒƒ ≠ƒ≠ƒƒƒƒ≠ƒ≠ƒ≠≠≠∑∑≈≈≈≈≠ƒ≠ƒƒƒ ≠¶≈≈≈∫ƒ≠ƒ≠ƒ≠≠™∑≈≈≈≈≈≠£≠ƒƒƒ ≠ƒ≠ƒƒƒƒ≠ƒ≠ƒ≠≠≠≈≈≈≈¶3≈∫≠ƒƒƒ ≠¶≈≈≈∫ƒ≠Í≠ƒ≠≠≠≈≈≈¶1≈≈∫≠ƒƒƒ ≠ƒƒƒƒƒƒ≠©≠€≠≠≠≈≈¶4≈≈≈∫≠ƒƒƒ ≠≠≠≠≠≠≠≠≠≠ƒ≠≠≠≈¶6≈≈≈≈∫≠ƒƒƒ ≠≠≠≠≠≠≠≠≠≠Ç≠≠ƒ¶ƒ≈≈≈≈≈∫≠ƒƒ ≠≠≠≠≠≠≠≠≠≠ƒ≠ƒ¥ƒÅƒ752ƒ≠≠ƒƒ ≠≠≠≠≠≠≠≠≠≠€ƒƒƒƒÅƒƒƒƒƒ≠≠ƒƒ ≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠ƒƒ

Walk onto each of the red buttons and wait for the block to come to rest to your right before going to the next one. Then go down through point 1, and up from point 2 and through point 3, in two cycles to fill the water above point 3. Then, in a similar manner work down from point 4 and up from point 5 until the water above point 1 is filled in, and likewise with points 6 and 7. You can now get blocks to point 8; build down from there to get to the green key.

90: OLLM (Playhouse)%%

≠∑∑∑∑∑∑∑∑∑∑∑≠ ®®®®®®®®≠ ≠ƒƒƒƒƒƒƒ∫ƒƒƒ≠ÇÇÍÍÇÇ≠ƒƒƒ∫ƒƒƒƒƒƒƒ≠ ≠ƒƒƒƒƒƒƒƒƒƒƒ≠≠‹≠≠‹≠≠ÇÇÇÇÇÇÇÇÇÇÇ≠ ≠‘‘‘‘‘≠≠€≠≠≠ÇÇÇ¡ÇÇÇ≠≠≠€≠≠‘‘‘‘‘‘≠ ≠ƒƒƒƒ‘ƒƒƒƒ≠····›····≠ƒƒƒƒ‘™ÇÇÇÇ≠ ≠ƒ¢Çƒ‘ƒƒƒ≠ƒƒƒƒƒƒƒƒƒƒƒ≠ƒƒƒ‘ÇÇÇÇÇ≠ ≠ƒÇǃ≥ƒƒ≠‘‘——‘‘‘‘‘——‘‘≠ƒƒ‘±±ƒƒƒ≠ ≠ƒƒƒƒ‘ƒƒ‘∑∑∑∑∑∑‘∑∑∑∑∑∑‘ƒƒ‘C—ƒƒƒ≠ ≠‘–‘‘‘ƒƒ‘∑∑∑∑∑∑‘∑∑∑∑∑∑‘ƒƒ‘±±ƒƒƒ≠ ≠®–––‘ƒƒ‘∫∫∫∫∫∫‘∫∫∫∫∫∫‘ƒƒ‘ƒƒƒ±±≠ ≠ƒ®‘––ƒƒ‘ƒƒƒƒƒƒ‘ƒƒƒƒƒƒ‘ƒƒ‘ƒƒƒ—‰≠ ≠∑ƒ®‘‘ƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒ‘ƒƒƒ±±≠ ≠∑∑ƒ®‘ƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒ‘ƒƒƒƒƒ≠ ≠Ç∑∑ƒ®®®®®®®§®‘‘‘‘‘‘‘‘–‘‘‘‘‘‘≈‘≠ ≠€ƒ∑∑≥≥≥≥≥≥≥§®⁄ƒƒƒƒƒıƒƒıƒƒƒƒƒ≈Ç≠ ≠ƒƒƒ∑∑§®®®®®®®≈®“ƒƒı÷ƒƒƒıƒıƒƒ≈Ç≠ ≠ƒ∫Fƒ∑∑ƒ®®ß≈≈≈ç®ı“ƒ÷ƒƒƒƒƒƒƒıƒ≈Ç≠ ≠ƒ¥∫ƒƒ∑∑ƒ®Ω≈≈≈∂®ƒıƒƒƒƒƒƒƒƒƒƒƒ≈Ç≠ ≠ƒƒƒƒƒƒ∑∑ƒ®®ß≈箑‘‘‘‘‘‘‘‘‘‘‘‘≈Ç≠ ≠ƒƒƒƒƒ‹Ç∑∑ƒ®Ω≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈ç‘≠ ≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠

F is a block over a firetrap. C is a chip you can't get.


Levels 91 - 100

(This is as far as I got bask in 1994. Contact me if you'd like me to add more levels.)


Levels 131 - 140

137: HPPX (Goldkey)%%

138: LUJT (Partial Post)

You can do this level in much less than the allotted time. The trick is to go to the room with the blocks (figure 1), and push 14 blocks through the teleporter: seven from above, and seven from below. Then line up the remaining two blocks to the right of the teleporter (figure 2).

≠≠≠≠≠≠≠≠≠≠ ≠≠≠≠≠≠≠≠≠≠ ≠ƒƒƒƒƒƒƒƒ≠ ≠ƒƒƒƒƒƒƒƒ≠ ≠ƒƒ∫ƒ∫ƒ∫ƒ≠ ≠ƒƒƒƒƒƒƒƒ≠ ≠ƒƒƒ∫ƒ∫ƒƒ≠ ≠ƒƒƒƒƒƒƒƒ≠ ≠ƒƒ∫ƒ∫ƒ∫ƒ≠ ≠ƒƒƒƒƒƒƒƒ≠ ≠≠†∫ƒ∫ƒ∫ƒ≠ ≠≠†∫∫ƒƒƒƒ≠ ≠ƒƒƒ∫ƒ∫ƒƒ≠ ≠ƒƒƒƒƒƒƒƒ≠ ≠ƒƒ∫ƒ∫ƒ∫ƒ≠ ≠ƒƒƒƒƒƒƒƒ≠ ≠ƒƒƒƒƒƒƒƒ≠ ≠ƒƒƒƒƒƒƒƒ≠ ≠≠≠≠≠≠≠≠≠≠ ≠≠≠≠≠≠≠≠≠≠ Figure 1. Figure 2.

Now, seven of the other eight rooms will have two blocks. Six of these rooms look the same as each other: in these, arrange the two blocks in the same manner as in figure 2. Then, take the other two blocks (which ended up in the room that you started in) and teleport them one room at a time to the last room. Then place them in the same arrangement. Finally, go to the room in which you started, and enter the teleporter from the left.

139: VLHH (Yorkhouse)

First, get as many chips as possible without letting any monsters out. Then, go around carefully and get the rest. (The pause button is essential for this last part.)

140: SJUK (Icebath)

This is sort of like a maze, but at most steps there is only one way to go. The necessary path hops from one floor tile to the next across intervening spans of 4 units of ice — so most of the time you can't see if you're going to fall in the water until it's too late. Start by going up, then follow the arrows. At squares marked "w", walk to the nearest square with an arrow. Blank squares are never needed.

≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠ ≠≈≈æ≈≈≈≈æ≈≈≈≈÷≈≈≈≈∑∑≈≈∑∑∑∑∑≈≈≈‰≠ ≠∑≈≈∑∑∑≈≈∑≈∑≈≈∑≈∑≈≈≈≈≈≈≈∑∑∑≈≈≈≈≠ ≠∑≈≈∑∑≈≈≈≈ƒ≈≈≈≈ƒ≈≈≈≈÷w≈≈≈∑∑≈≈≈≈≠ ≠≈≈≈∑≈∑≈≈∑≈∑≈≈∑≈∑≈≈≈≈w≈≈≈≈∑≈≈≈≈≠ ≠≈÷≈≈≈≈…≈≈≈≈…≈≈≈≈…≈≈≈≈∑≈≈≈≈ƒ≈≈≈≠ ≠≈≈“≈≈≈≈∑≈≈≈≈æ≈≈≈≈æ≈≈≈≈æ≈≈≈≈ww“≠ ≠≈≈≈∑≈≈≈≈≈≈≈≈≈∑≈≈≈≈∑≈≈≈≈∑≈∑≈∑∑∑≠ ≠w≈≈≈…≈≈≈≈∑≈≈≈∑∑≈≈≈≈æ≈≈≈≈÷≈≈≈≈∑≠ ≠æ≈≈≈≈÷≈≈≈≈∑≈≈≈≈æ≈≈≈≈“≈≈≈≈∑≈∑∑≈≠ ≠≈÷≈≈≈≈∑≈≈≈≈∑≈≈≈≈“≈≈≈≈…≈≈≈…ƒ≈≈≈≠ ≠≈≈“≈≈≈≈∑∑≈∑≈∑∑≈≈≈∑≈≈≈≈∑∑≈≈≈≈∑≈≠ ≠≈≈≈∑≈≈≈∑∑≈∑≈∑©≈≈≈∑≈≈≈≈∑∑≈≈≈∑∑≈≠ ≠∑≈≈≈“≈≈≈≈…≈≈≈≈ƒ≈≈≈≈∑≈≈≈≈æ≈≈≈≈÷≠ ≠÷≈≈≈≈…≈≈≈≈∑≈≈≈≈¥≈≈≈≈∑≈≈≈≈“≈≈≈≈≠ ≠≈æ≈≈≈≈æ≈≈≈≈÷≈≈≈≈∑≈≈≈≈∑≈≈≈≈ƒ≈≈≈≠ ≠≈≈“∑≈≈≈≈∑≈∑≈≈∑≈≈≈≈∑≈≈≈≈∑≈≈≈∑∑≈≠ ≠≈≈w≈≈≈≈…≈≈≈≈…≈≈≈≈…≈≈≈≈…≈≈≈≈∑≈≈≠ ≠≈≈≈≈∑≈≈≈≈“≈≈≈≈…≈≈≈≈…≈≈≈≈∑≈≈≈≈÷≠ ≠÷≈≈≈≈∑≈≈≈≈∑≈≈≈≈∑≈≈≈≈æ≈≈≈≈“≈≈≈≈≠ ≠≈∑≈≈∑≈∑≈≈≈≈æ≈≈≈≈æ≈≈≈≈÷≈≈≈≈∑∑≈≈≠ ≠≈≈≈÷≈≈≈≈…≈≈≈≈…≈≈≈≈ƒ≈≈≈≈ƒ≈≈≈≈ƒ≈≠ ≠≈≈∑≈≈≈≈ƒ≈≈≈≈∑≈≈≈≈∑∑≈≈≈“∑ƒ≈ƒ∑≈≈≠ ≠≈∑≈≈∑≈≈≈≈ƒ≈≈≈≈∑≈≈≈≈“≈≈≈≈∑≈≈≈≈÷≠ ≠æ≈≈≈≈÷≈≈≈≈∑≈≈≈≈æ≈≈≈≈“≈≈≈≈∑ƒ≈ƒ≈≠ ≠≈∑≈≈∑≈∑≈≈≈≈ƒ≈≈≈≈∑≈≈≈≈÷≈≈≈≈∑≈≈≈≠ ≠≈∑≈≈∑≈∑≈∑≈≈≈≈“≈≈≈≈…≈≈≈≈…≈≈≈…≈≈≠ ≠≈≈≈æ≈≈≈≈æ≈≈≈æ≈≈≈≈æ≈≈≈≈“≈≈≈≈≈≈≈≠ ≠≈∑∑≈∑≈∑∑≈∑≈≈≈≈ƒ≈≈≈≈“≈≈≈≈…≈≈≈≈…≠ ≠∑≈≈≈≈æ≈≈≈≈æ≈≈≈≈“≈≈≈≈∑≈≈≈≈ƒ≈≈ƒ≈≠ ≠≈∑∑≈∑≈∑∑≈∑≈∑≈≈≈≈ƒ≈≈≈≈æ≈≈≈≈w“≈≈≠ ≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠

Message:

GROOV-U-LOIDS! CHIP MAKES IT ALMOST TO THE END. HE'S STOKED!


Levels 141 - 150

141: MCJE (Underground)

This level is a lot harder than it should be, because of an apparent defect that prevents the trick described in the introduction from working every time.

It might appear that you could always catch the paramecia in little infinite loops by starting like this:

«««««««««« ««ƒ…∏ƒƒ««« «««««««¥ƒƒ ««««««««««

and proceeding left:

«««««««««« «««««««««« «««««««««« ««∏惃ƒ««« ««ƒƒ∏ƒƒ««« ««ƒ“惃««« «««««¥ƒƒƒƒ «««¥÷ƒƒƒƒƒ «¥ƒ∏÷ƒƒƒƒƒ «««««««««« «««««««««« ««««««««««

Unfortunately, this doesn't always work and the cause seems to be random.

The second-most obvious thing to do is to simply let the paramecia run free in an ever-growing region of clear floor. This doesn't work too well, either because paramecia tend to run into each other and run out into the midlle of the floor dancing around each other in chaotic patterns.

The winning strategy seems to require trapping the paramecia in the more traditional way, like so:

«««««««««« «««««««««« «««««««««« ««ƒƒƒ…∏«ƒ« ««ƒƒ…∏ƒ¥ƒ« ««ƒ∏惃ƒƒ« «««««««¥ƒƒ «««««««ƒƒƒ «««««««ƒƒƒ «««««««««« «««««««««« «««««¥ƒƒ««

«««««««««« «««««««««« «««««««««« ««ƒƒƒƒ∏惫 ««ƒƒƒƒƒ∏ƒ« ««ƒƒƒƒƒƒƒ« «««««««ƒƒƒ «««««¥«÷ƒƒ ««««¥ƒ«∏ƒƒ «««««¥ƒƒ«« «««««ƒƒƒ«« «««««ƒƒ÷««

Care has to be taken in deciding where to place the paramecium when trapping it. Also, some of the paramecia tracks are close to a wall and can only be captured from one side.

≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠ ≠««««««««««««««««««««««««««««Í©≠ ≠««Ç∏ƒƒƒ««««««««««««ƒ«««ƒ∏ƒƒ«≠≠≠ ≠«««««««««ƒ«««««««««ƒ««««««««««≠ ≠«««««««««ƒ««Çƒ∏ƒƒƒ«∏««««««««ƒ«≠ ≠«««««««««ƒ«««««««««ƒ««Ç«««««ƒ«≠ ≠«««««««««∏««ƒ««««««ƒ««∏«««««ƒ«≠ ≠««Çƒ∏ƒƒƒ«ƒ««∏««««««ƒ««ƒ«««««∏«≠ ≠«««««««««ƒ««ƒ««««ƒ««««ƒ«««««ƒ«≠ ≠««««««««««««ƒ««««∏««««««««««««≠ ≠«««««ƒ∏ƒƒƒ««Ç««««ƒ««ƒƒ∏ƒƒÇƒ∏ƒƒ≠ ≠«««««««««««««««««ƒ««««««««««««≠ ≠«««««««ƒ«««««««««ƒ««««««««««««≠ ≠ƒ∏ƒƒÇ««ƒ««««««ƒ«««««««««««ƒ«««≠ ≠««««ƒ««ƒ«ƒƒ∏ƒ«ƒ«««««««««««ƒ«««≠ ≠««««ƒ««∏««««««∏«««««««««««ƒ«««≠ ≠««««ƒ««ƒ««««««ƒ««Çƒƒ∏ƒƒ«««∏«««≠ ≠««««∏«««««««««ƒ«««««««««««ƒ«««≠ ≠«ƒ««ƒ«««ƒƒƒ∏ƒ««««««««ƒ∏ƒƒƒÇ«««≠ ≠«∏««««««««««««««««««««««««««««≠ ≠«ƒ««««ƒ∏ƒƒÇƒƒƒ∏ƒ««««««««««««««≠ ≠«ƒ«««««««««««««««««««««««ƒ∏ƒƒ«≠ ≠«ƒ«««««ƒ««««««««««««««««««««««≠ ≠«««Ç«««ƒ«««««««ƒƒ∏ƒƒÇ««««ƒ««««≠ ≠«««ƒ«««∏«««««««««««««««««ƒ««««≠ ≠«««ƒ«««ƒ«««««««««««««««««∏««««≠ ≠«««∏«««ƒ««««ƒ««««««««««««ƒ««««≠ ≠«««ƒ«««««¥««ƒ«Çƒ∏ƒƒƒ«««««ƒ««««≠ ≠««««««««««««∏««««««««««««Ç««««≠ ≠«Çƒƒƒ∏ƒ«««««ƒ«««««««««ƒƒ∏ƒ««««≠ ≠««««««««««««ƒ«««««««««««««««««≠ ≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠

142: UCRY (Pentagram)

Symmetrical patterns don't work. The chips are numbered in the order you should get them. When going from 3 to 4, take the longer path (up towards 8 then back down).

≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠ ≠≠≠≠≠≠≠≠≠≠≠——————————9≠≠≠≠≠≠≠≠≠≠ ≠≠≠≠≠≠≠—————≠≠≠≠≠≠≠——————≠≠≠≠≠≠≠ ≠≠≠8————≠≠≠≠≠≠≠≠≠≠——≠—≠≠————≠≠≠≠ ≠≠≠———≠≠≠≠≠≠≠≠≠≠≠——≠≠—≠≠≠≠≠——≠≠≠ ≠≠≠—————≠≠≠≠≠≠≠≠——≠≠≠—≠≠≠≠≠≠—≠≠≠ ≠≠≠—≠—≠————≠≠≠———≠≠≠≠—≠≠≠≠≠≠—≠≠≠ ≠≠——≠——≠≠≠———≠—≠≠≠≠≠≠—≠≠≠≠≠≠——≠≠ ≠≠—≠≠≠—≠≠≠≠≠——≈——≠≠≠≠—≠≠≠≠≠≠≠—≠≠ ≠≠—≠≠≠—≠≠≠≠≠≠≠—≠———≠≠—≠≠≠≠≠≠≠—≠≠ ≠≠—≠≠≠——≠≠≠≠———≠≠≠—≠≠—≠≠≠≠≠≠≠—≠≠ ≠——≠≠≠≠—≠≠≠≠—≠≠≠≠≠4——≈———≠≠≠≠——≠ ≠—≠≠≠≠≠——≠≠—Ç—≠≠≠——≠≠—≠≠——≠≠≠≠—≠ ≠—≠≠≠≠≠≠—≠——≠—————≠≠≠—≠≠≠——≠≠≠—≠ ≠—≠≠≠≠——≈——≠≠——≠≠——≠≠—≠≠≠≠——≠≠—≠ ≠—≠≠≠≠—≠—≠≠≠≠—≠≠¥?—≠≠—≠≠≠≠≠——≠—≠ ≠—≠≠≠——≠——≠≠≠—ÙÍ©≠——1—≠≠≠≠≠≠———≠ ≠—≠≠——≠≠≠—≠————≠≠——≠—≠≠≠≠≠≠≠≠——≠ ≠—≠——≠≠≠≠——3≠≠————≠≠—≠≠≠≠≠≠———5≠ ≠———≠≠≠≠≠≠≠—≠≠≠≠—≠≠≠—≠≠—————≠—≠≠ ≠——≠≠≠≠≠≠≠≠—≠≠≠≠6———≈———≠≠≠≠≠—≠≠ ≠7—————————≈—————≠≠≠—≠≠≠≠≠≠≠≠—≠≠ ≠≠—≠≠≠≠≠≠≠≠—≠≠≠≠≠≠≠≠—≠≠≠≠≠≠≠≠—≠≠ ≠≠—≠≠≠≠≠≠≠≠——≠≠≠≠≠≠——≠≠≠≠≠≠≠≠—≠≠ ≠≠——≠≠≠≠≠≠≠≠——≠≠≠≠≠—≠≠≠≠≠≠≠≠——≠≠ ≠≠≠—≠≠≠≠≠≠≠≠≠——≠≠≠≠—≠≠≠≠≠≠≠≠—≠≠≠ ≠≠≠—≠≠≠≠≠≠≠≠≠≠—≠≠≠≠—≠≠≠≠≠≠≠≠—≠≠≠ ≠≠≠——≠≠≠≠≠≠≠≠≠——≠≠——≠≠≠≠≠≠≠——≠≠≠ ≠≠≠≠————≠≠≠≠≠≠≠——≠—≠≠≠≠≠————≠≠≠≠ ≠≠≠≠≠≠≠—————≠≠≠≠—————————≠≠≠≠≠≠≠ ≠≠≠≠≠≠≠≠≠≠≠———————2≠≠≠≠≠≠≠≠≠≠≠≠≠ ≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠

143: OKOR (Stripes?)

≠ ≠ ±≠.±≠.±≠.±≠.±≠±±≠±±≠±±≠≠≠≠ ±Ç± ≠ƒƒ±Çƒ±ƒƒ±ƒÇ±ƒƒ≠ƒƒ±Çƒ±ƒƒ±¥≠ ≠ƒƒ± ƒƒƒƒ≠ƒƒ±ƒƒ±ƒƒ±ƒƒƒƒƒ≠ƒƒƒƒƒƒ≠ ±ƒƒ±ƒƒ±ƒƒ±ƒƒ≠ƒƒ±ƒƒ±ƒƒ±ƒƒ±ƒƒ≠ƒƒ≠ ≠ƒƒƒƒƒ±ƒƒ±ƒƒƒƒƒ≠ƒƒ±ƒƒ±ƒƒ±ƒƒ±ƒ± ≠ ƒ±ƒƒ≠ƒƒ±ƒƒ±ƒƒ±ƒƒ±ƒƒ≠ƒƒ±ƒƒ±ƒƒ±± ±ƒ ±ƒƒ±ƒƒ≠ƒƒ±ƒƒ±ƒƒ±ƒƒ±ƒƒ≠ƒƒƒƒƒ≠ ±ƒƒƒƒ±ƒƒ±Çƒ±ƒƒ≠ƒ±±ƒƒƒƒƒ±Ç±±ƒƒ≠DZ ≠ǃ≠ƒƒ±ƒƒ±ƒƒ±ƒƒ±ƒƒ≠ƒƒ±ƒƒ±ƒƒ±ƒƒ±± ±ƒ±±ƒƒ≠ƒƒ±ƒƒ±ƒÇ±ƒƒ±ƒƒ≠ƒƒƒƒƒ±ƒƒ≠ ±ƒ±ƒƒ±ƒƒ±ƒ±≠ƒƒ±±ƒ±ƒƒ±ƒƒ±ƒƒ≠ƒƒƒƒ± ≠ƒƒƒƒƒƒƒƒ± .±ƒƒ≠ƒƒƒƒƒ±ƒƒ±ƒƒ±ƒƒ≠. ±ƒƒ≠ƒƒ±ƒƒ± ƒƒƒƒ±ƒƒ≠ƒƒ±ƒƒ±ƒƒ±ƒƒ≠ ±ƒ±ƒƒ±ƒƒ≠ƒƒ±ƒƒ±ƒƒ±ƒƒ±ƒƒ≠ƒƒ±ƒƒ±ƒ± ≠ƒƒ±ƒƒ±ƒƒ±ƒƒ≠ƒƒ±ƒƒ±ƒƒ±ƒƒ±ƒƒ≠ƒƒ±. ≠ƒƒƒƒƒ±ƒƒ±ƒƒ±ƒƒ≠±ƒ±ƒƒ±ƒƒ±ƒƒ±ƒÇ≠ ±Ç±ƒƒ≠ƒÇ±ƒƒ±ƒƒ±Çƒ±ƒƒ≠ƒÇ±ƒƒ±ƒƒ±ƒ± ≠ƒƒ±ƒƒ±ƒƒ≠ƒƒ±ƒƒ±ƒƒƒƒƒ±±ƒ≠ƒƒ±ƒƒ±. ±ƒƒ±ƒƒ±ƒƒ±ƒƒ≠ƒƒ±ƒƒ±ƒƒ±ƒƒƒƒƒ≠ƒƒ≠ ±ƒ≠ƒ ±ƒƒ±ƒƒ±ƒƒ±ƒƒ≠ƒƒ±ƒƒ±ƒƒ±ƒƒƒƒ± ≠ƒƒƒƒƒ≠ƒ ±ƒƒ±ƒƒ±ƒƒƒƒƒ≠ƒƒ±ƒƒ±ƒƒ±. ±ƒƒ±ƒƒƒ ±≠ƒƒ±ƒƒ±ƒƒ±ƒ±±ƒƒ≠ƒƒ±ƒƒ≠ ±ƒ±ƒƒ±ƒ±±Çƒ±ƒƒ≠ƒƒ±ƒƒ±ƒƒ±Çƒ±ƒƒ≠DZ ≠ǃ≠ƒƒ± ±ƒƒ±ƒƒ±ƒƒ≠ƒƒƒƒƒ±ƒƒ±ƒƒ±. ±ƒƒ±ƒƒ≠ ±ƒƒ±ƒÇ±ƒƒ±ƒƒ≠ƒƒ±ƒƒ±ƒƒ≠ ±ƒƒƒƒ±ƒƒ± ≠ƒƒ±±ƒƒƒƒ±ƒƒ±ƒƒ≠ƒƒƒƒ± ≠ƒƒ±ƒƒ±ƒƒ± ±ƒƒ≠ƒƒ±±ƒ±ƒƒ±ƒƒ±ƒƒ≠. ±ƒƒ≠ƒƒƒƒƒƒƒƒ±ƒƒ±ƒƒ≠ƒƒ±ƒƒ±ƒƒ±ƒƒ≠ ±ƒ±ƒƒ±ƒƒ≠ƒƒ±ƒƒ±ƒƒ±ƒƒ±ƒƒ≠ƒƒ±ƒƒ±ƒ± ≠ƒƒƒƒƒ±ƒƒ±ƒƒ≠ƒƒ±ƒƒƒƒƒ±ƒƒ±ƒƒ≠ƒƒ±. ©Íƒƒ±ƒƒ±Çƒ±ƒƒ±ƒÇ≠ƒƒ±ƒƒ±Çƒƒƒƒ±ƒÇ≠ ≠©≠± ≠± ≠± ≠± ≠± ≠± ≠± ≠±±≠± ≠±

144: GVXQ (Fireflies)

®®®®®®®®®®®® ƒƒ®ƒƒƒ®ƒÏæ≠≠ ≠Ç®å®ååå≠ƒÇ≠ ®®®®ƒ®®®®≠®≠≠ ƒƒƒƒƒƒƒ≠ǃåƒå® ®®®å≠≠Ï≠≠®®®å® ≠ååååÏ®åÇ≠÷≠åƒåƒå® ®®®®®÷®®®®ƒÏæ®®®®≠ å≠åå僮Çååƒ≠åƒåƒƒ≠ ååå≠≠®®®®®®≠≠®®®ƒ≠ ≠®å≠僃Ç≠åƒå僮®ƒ≠ ƒ®ƒ®ƒ®®≠≠å®≠≠ƒåƒƒ≠ ≠å®å®å≠“ååå®Ç≠®®®ƒ≠ åå≠å≠å≠Ï≠≠å®ååƒåƒƒ≠ ≠≠≠Ç≠ååƒ≠åå®≠≠®®®®® åÍ©≠≠≠®®®å≠®ååƒåƒƒ® ≠≠≠≠¥ååƒååå®å®Ï≠®ƒ® å≠Ç≠≠≠®®≠≠å®å®÷≠ƒƒ® å≠å≠åååƒå≠å®å®ƒ≠ƒ®® å®å®å≠≠®ƒ®ƒ…Ï®ƒ®ƒƒ® ƒ®ƒ®ƒÏ殃®®®®®ƒ®≠ƒ®


"Secret" Levels

Levels 146 through 149 are "secret", because they are not part of the main sequence of levels. However, since the code letters for level 146 are given away by level 34, they aren't really all that "secret".

The last level described here, MAND, positively qualifies as secret. Also, a level 145 (if there is one) would also qualify.

146: JHEN (Cake Walk)

This seems to be the first "quasi-secret" level. It is not a part of the "standard 144", but since its code number is given out by level 34 it is not really "secret".

The level starts out looking like this:

≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠ ≠∫∫≠ƒƒƒƒƒ≠ƒ≠ƒƒƒ∫¢≠σ°°≠≠≠•ƒıæ¶≠≠ ≠∫∫ƒƒ≠ƒƒ∫ǃǃdƒ∫€≠ƒºƒ≠≠ƒƒ®®®®®®≠ ≠€€ƒ≠ƒƒ≠Ç≠Ç≠ǃ≠ƒƒƒ≠ƒƒƒƒƒƒƒƒƒƒƒƒ≠ ≠ƒ∫≠≠ƒƒƒƒƒƒƒƒ∫≠“ƒƒ≠ƒƒ∫h∫ƒ∫ƒ∫ƒ∫ƒ≠ ≠ƒƒƒƒƒ≠≠∫≠≠≠ƒƒ≠ıƒƒ≠1ƒ∫ƒ∫ƒ∫ƒ∫ƒ∫ƒ≠ ≠ƒƒƒƒ≠ƒƒ∫ƒ≠ƒ∫≠ƒƒı≠ƒƒ∫ƒ∫ƒ∫ƒ∫ƒ∫ƒ≠ ≠ƒƒƒ∫ƒ≠∫ƒ∫ƒ≠ƒƒ≠ƒƒ÷≠ƒƒ∫∫∫∫∫™∫∫∫ƒ≠ ≠ƒƒƒ≠ƒƒƒƒƒƒ≠ƒ≠≠ƒcƒ≠ƒÏ∫g∫ƒ∫ƒ∫ƒ∫ƒ≠ ≠ƒ≠≠≠∫≠≠≠≠≠≠ƒƒ≠…ıi≠ƒ÷∫ƒ∫ƒ∫ƒ∫ƒ∫ƒ≠ ≠ƒƒƒƒƒƒƒƒƒƒƒef∫ƒaƒ∫ƒƒƒƒƒƒƒbƒƒƒƒ≠ ≠≠≠≠≠±≠≠≠≠≠≠ƒƒ≠≠ƒ≠≠ƒƒ≠≠≠≠≠ƒ≠≠≠≠≠ ≠∑∑∑∑∑∑∑∑∑∑∑∑∑∑∂¥ß∑∑∑∑∑∑∑∑∑∑∑∑∑≠ ≠∑∑∑∑∑∑∑∑∑∑∑∑∑∑≈ƒ≈∑∑∑∑∑∑∑∑∑∑∑∑∑≠ ≠∑∑∑∑∑∑∑∑∑∑∑∑∑∑≈ƒ≈∑∑∑∑∑∑∑∑∑∑∑∑∑≠ ≠∑∑∑∑∑∑∑∑∑≠≠≠≠∑≈›Ω∑≠≠≠∑∑∑∑∑∑∑∑∑≠ ≠ƒ∑ƒ∑ƒ∑ƒ∑ƒ∑∑∑∑∑ç⁄≥∑∑∑∑ƒ∑ƒ∑ƒ∑ƒ∑ƒ≠ ≠Ç≠Ç≠¡≠Ç≠Ç∑∑∑∑∑≤‹≥∑∑∑∑Ç≠Ç≠£≠Ç≠Ç≠ ≠≠≠≠≠≠≠≠≠≠∑∑∑∑∑≤ƒ≥∑∑∑∑≠≠≠≠≠≠≠≠≠≠ ≠∑∑∑æ®æ®÷≠∑∑∑≠∑≤—≥∑≠∑∑≠flfl‹∑∑∑∑∑≠ ≠∑£∑®ƒ®ƒ®≠∑∑∑Â∑≤ƒ≥∑µ∑∑≠flfl‹∑ÍÍ͈≠ ≠∑∑∑“®ƒ®÷≠≠≠≠≠≠≈ƒ≈≠≠≠≠≠flfl‹∑Í©Í∑≠ ≠ƒ®ƒ®ƒ®ƒ®ƒ®≠≈≈≈∫a∫≈≈≈≠flflfl‹ËÍÍÍ∑≠ ≠®ƒ®“®ƒ®÷®ƒ≠≠≠≠b≠ƒ≠≠≠≠flflfl‹∑∑∑∑∑≠ ≠≠®ƒ®ƒ®ƒ®ƒ®ƒ®ƒ≠ƒ≠ƒ≠fl√√√√√‹‹‹R‹‹≠ ≠®æ®ƒ®æ®ƒ®æ®æ®≠ƒcƒ≠fl√≥≥≥√≤≥≥§≤≤≠ ≠“®…®…®…®ƒ®ƒ®÷≠≠∫≠≠fl≥§≤≤√≤≥≥§≤≤≠ ≠®ƒ®“®ƒ®≠®ƒ®ƒ®ƒ®®flflfl≥§≤≤√≤≤≥§≤≤≠ ≠ƒ®ƒ®ƒ®ƒ®ƒ®ƒ®÷®ƒ®√√√√§≤≤√√√√§≤≤≠ ≠®ƒ®“®ƒ®ƒ®ƒ®ƒ®ƒ®∫≥≥≥≥§≤≥≥≥≥≥§≤≤≠ ≠ƒ®≠®…®…®…®…®…®ƒ®§§§§§§flflflflflflflfl≠ ≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠

Wait at point a until the vertical ball is out of the way, then go right two squares until the fireball has gone by, then proceed right to point b. Get the green key.

Push the block above point g to point h, then push a block left (watch out for the fireballs) to point 1, then push it up against the top wall to block the fireball clone machine.

Using the pause button, get to point c (via point i).

Get the yellow key.

Push the block to point d (watch out for the vertical ball). Get the 5 chips to the left of point d.

If the tank isn't at the point shown, walk back over to the right side to hit the blue button.

Now begin building into the water, as shown in the next figure:

Push the block at point d left one space, then all the way down.

Push another block to point e, then to point f, then down.

Continue building with the rest of the blocks in the upper-left section to get the chips in the middle left. After you're done with this, the level will be like this:

≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠ ≠∫∫≠ƒƒƒƒƒ≠ƒ≠ƒƒƒ∫ƒ≠Ï∫°°≠≠≠•ƒıæ¶≠≠ ≠∫∫ƒƒ≠ƒƒƒƒƒƒƒƒƒƒƒ≠ƒºƒ≠≠ƒƒ®®®®®®≠ ≠ƒƒƒ≠ƒƒ≠ƒ≠ƒ≠ƒƒ≠ƒƒƒ≠ƒƒƒƒƒƒƒƒƒƒƒƒ≠ ≠ƒƒ≠≠ƒƒƒƒƒƒƒƒƒ≠“ƒƒ≠ƒƒ∫∫∫ƒ∫ƒ∫ƒ∫ƒ≠ ≠ƒƒƒƒƒ≠≠ƒ≠≠≠ƒƒ≠ıƒƒ≠ƒƒƒƒ∫ƒ∫ƒ∫ƒ∫ƒ≠ ≠ƒƒƒƒ≠ƒƒƒƒ≠ƒƒ≠ƒƒı≠ƒƒ∫ƒ∫ƒ∫ƒ∫ƒ∫ƒ≠ ≠ƒƒƒƒƒ≠ƒƒƒƒ≠ƒƒ≠ƒƒ÷≠ƒƒ∫ƒ∫∫∫ƒ∫∫∫ƒ≠ ≠ƒƒƒ≠ƒƒƒƒƒƒ≠ƒ≠≠ƒƒƒ≠ƒƒ∫ƒ∫ƒ∫ƒ∫ƒ∫ƒ≠ ≠ƒ≠≠≠ƒ≠≠≠≠≠≠ƒƒ≠…ıƒ≠ƒƒ∫ƒ∫ƒ∫ƒ∫ƒ∫ƒ≠ ≠ƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒ∫ƒƒƒ≠ ≠≠≠≠≠±≠≠≠≠≠≠ƒƒ≠≠ƒ≠≠ƒƒ≠≠≠≠≠ƒ≠≠≠≠≠ ≠∑∑∑∑∑∑∑∑∑∑∑ƒƒƒ∂ƒß∑∑∑∑∑∑∑∑∑∑∑∑∑≠ ≠∑∑∑∑∑∑∑∑∑∑∑∑∑∑≈ƒ≈∑∑∑∑∑∑∑∑∑∑∑∑∑≠ ≠∑∑∑∑∑∑∑∑∑∑∑∑∑∑≈ƒ≈∑∑∑∑∑∑∑∑∑∑∑∑∑≠ ≠∑∑∑∑∑∑∑∑∑≠≠≠≠∑≈›Ω∑≠≠≠∑∑∑∑∑∑∑∑∑≠ ≠ƒƒƒƒƒƒƒƒƒƒƒƒƒƒç⁄≥∑∑∑∑ƒ∑ƒ∑ƒ∑ƒ∑ƒ≠ ≠¥≠ƒ≠ƒ≠ƒ≠ƒ∑∑∑∑∑≤‹≥∑∑∑∑Ç≠Ç≠£≠Ç≠Ç≠ ≠≠≠≠≠≠≠≠≠≠∑∑∑∑∑≤ƒ≥∑∑∑∑≠≠≠≠≠≠≠≠≠≠

Now build with the blocks in the upper-right section to make it look like this (after you've created space d you do the rest by pushing blocks to d and then walking around to point e):

≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠ ≠∫∫≠ƒƒƒƒƒ≠ƒ≠ƒƒƒ∫ƒ≠Ï∫°°≠≠≠•ƒıæ¶≠≠ ≠∫∫ƒƒ≠ƒƒƒƒƒƒƒƒƒƒƒ≠ƒºƒ≠≠ƒƒ®®®®®®≠ ≠ƒƒƒ≠ƒƒ≠ƒ≠ƒ≠ƒƒ≠ƒƒƒ≠ƒƒƒƒƒƒƒƒƒƒƒƒ≠ ≠ƒƒ≠≠ƒƒƒƒƒƒƒƒƒ≠“ƒƒ≠ƒƒƒƒƒƒ∫ƒ∫ƒ∫ƒ≠ ≠ƒƒƒƒƒ≠≠ƒ≠≠≠ƒƒ≠ıƒƒ≠ƒƒƒƒƒƒ∫ƒ∫ƒ∫ƒ≠ ≠ƒƒƒƒ≠ƒƒƒƒ≠ƒƒ≠ƒƒı≠ƒƒƒƒƒƒ∫ƒ∫ƒ∫ƒ≠ ≠ƒƒƒƒƒ≠ƒƒƒƒ≠ƒƒ≠ƒƒ÷≠ƒƒƒƒƒƒƒƒ∫∫∫ƒ≠ ≠ƒƒƒ≠ƒƒƒƒƒƒ≠ƒ≠≠ƒƒƒ≠ƒƒƒƒƒƒƒƒ∫ƒ∫ƒ≠ ≠ƒ≠≠≠ƒ≠≠≠≠≠≠ƒƒ≠…ıƒ≠ƒƒƒƒƒƒƒƒ∫ƒ∫ƒ≠ ≠ƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒ∫ƒƒƒ≠ ≠≠≠≠≠±≠≠≠≠≠≠ƒƒ≠≠ƒ≠≠ƒƒ≠≠≠≠≠ƒ≠≠≠≠≠ ≠∑∑∑∑∑∑∑∑∑∑∑ƒƒƒ∂¥ßƒƒƒ∑∑∑∑∑∑∑∑∑∑≠ ≠∑∑∑∑∑∑∑∑∑∑∑∑∑∑≈ƒ≈ƒƒƒ∑∑∑∑∑∑∑∑∑∑≠ ≠∑∑∑∑∑∑∑∑∑∑∑∑∑∑≈ƒ≈ƒ∑∑∑∑∑∑∑∑∑∑∑∑≠ ≠∑∑∑∑∑∑∑∑∑≠≠≠≠∑≈ƒΩƒ≠≠≠∑∑∑∑∑∑∑∑∑≠ ≠ƒƒƒƒƒƒƒƒƒƒƒƒƒƒçe≥dƒƒƒƒƒƒƒƒƒƒƒƒ≠ ≠ƒ≠ƒ≠ƒ≠ƒ≠ƒ∑∑∑∑∑≤‹≥∑∑∑∑Ç≠Ç≠£≠Ç≠Ç≠ ≠≠≠≠≠≠≠≠≠≠∑∑∑∑∑≤ƒ≥∑∑∑∑≠≠≠≠≠≠≠≠≠≠ ≠∑∑∑æ®æ®÷≠∑∑∑≠∑≤—≥∑≠∑∑≠flfl‹∑∑∑∑∑≠ ≠∑£∑®ƒ®ƒ®≠∑∑∑Â∑≤ƒ≥∑µ∑∑≠flfl‹∑ÍÍ͈≠ ≠∑∑∑“®ƒ®÷≠≠≠≠≠≠≈ƒ≈≠≠≠≠≠flfl‹∑Í©Í∑≠ ≠ƒ®ƒ®ƒ®ƒ®ƒ®≠≈≈≈∫a∫≈≈≈≠flflfl‹ËÍÍÍ∑≠ ≠®ƒ®“®ƒ®÷®ƒ≠≠≠≠b≠ƒ≠≠≠≠flflfl‹∑∑∑∑∑≠ ≠≠®ƒ®ƒ®ƒ®ƒ®ƒ®ƒ≠ƒ≠ƒ≠fl√√√√√‹‹‹R‹‹≠ ≠®æ®ƒ®æ®ƒ®æ®æ®≠ƒcƒ≠fl√≥≥≥√≤≥≥§≤≤≠ ≠“®…®…®…®ƒ®ƒ®÷≠≠∫≠≠fl≥§≤≤√≤≥≥§≤≤≠ ≠®ƒ®“®ƒ®≠®ƒ®ƒ®ƒ®®flflfl≥§≤≤√≤≤≥§≤≤≠ ≠ƒ®ƒ®ƒ®ƒ®ƒ®ƒ®÷®ƒ®√√√√§≤≤√√√√§≤≤≠ ≠®ƒ®“®ƒ®ƒ®ƒ®ƒ®ƒ®∫≥≥≥≥§≤≥≥≥≥≥§≤≤≠ ≠ƒ®≠®…®…®…®…®…®ƒ®§§§§§§flflflflflflflfl≠ ≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠

Get the magnet by getting to point a, then going right and quickly down, then go up again to push the block out into the water. Then go up. Then, walk around to point b and go up to get the fire-shield.

There are four fireballs in a row traveling in the pattern shown. From point c, go down two squares, then push the upper block left, then up to get to the red key.

Walk arcoss the lower-right section and remove the red door at point R.

Push the block at bottom-center to the right; it will end up at point R.

Now walk to point R yourself (the spaceships will change their pattern after the block lands in the water).

If you wish, you can wipe out all eight chip sockets before going into the goal.

An alternate plan which makes the top-center section easier to navigate involves blocking one of the balls as shown:

ƒ≠ƒ≠≠ƒƒƒ≠ƒÏƒ ≠≠ƒƒ≠ı∫ƒ≠ƒ÷ƒ ƒƒƒƒ∫ƒƒƒƒƒƒƒ ≠≠ƒƒ≠≠ƒ≠≠ƒƒ≠ ∑∑∑∑∑∂ƒßƒƒƒ∑ ∑∑∑∑∑≈ƒ≈ƒƒƒ∑ ∑∑∑∑∑≈ƒ≈ƒ∑∑∑ ≠≠≠≠∑≈›Ω∑≠≠≠ ∑∑∑∑∑ç⁄≥∑∑∑∑

You also need to block the fireball clone-machine as described above (by first pushing a block over to the point marked "1", then up against the top wall).

The green key found in the upper-right area is actually a stack of 3 keys, so you can use it to open all three green doors.

147: COZA (Force Field)

In this map, each of the letters "A", "B", etc. represent a square with a chip on it.

≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠ ©≥√≤≤≤≤≤≤≤≥≥≥≥≥≥√≥√≤≤≤≤≤≤≤≤≤≤≤≤≠ ©≥√≠§≠§≠§≠§≠√≠√≠√≠√≠§≠§≠§≠§≠§≠§≠ ©≥√≥D≥≥≥§≤≤≤Ç≤≤≤≤≥√≤R≥≥≥≥≥§≤N≤≤≠ ©≥√≠§≠§≠§≠√≠√≠√≠§≠√≠§≠§≠§≠§≠§≠§≠ ©≥√≥§≥≥≥√≥√≥√≥≥≥§≥√≤§≤√≤√≤≤≤§≤≤≠ ©≥√≠§≠§≠√≠√≠√≠§≠√≠√≠§≠√≠√≠§≠√≠§≠ ©≥√≥§≤§≤C≥√≥≥≥≥≥I≥√≤§≤√≤M≥§≥√≥§≠ ©≥√≠√≠§≠§≠√≠√≠√≠√≠√≠§≠√≠§≠§≠√≠√≠ ©≥√≥√≤§≤≤≤≤≥≥≥√≤≤≥√≤≤≤≥≥≥≥§≤√≥√≠ ©≥√≠√≠§≠√≠§≠§≠√≠§≠√≠§≠§≠√≠√≠√≠√≠ ©≥√≤S≤≤≤≤≥§≤B≤≤≤§≤√≥J≤§≥√≤≤≤O≥√≠ ©≥√≠√≠√≠§≠√≠§≠√≠§≠√≠√≠§≠√≠√≠√≠√≠ ©≥√≥≥≥≥≥≥≥≥≥§≥√≤§≤≤≤≤≤≤≤≤≤≤≤≤≤√≠ ©≥√≠§≠√≠§≠§≠§≠√≠≠≠§≠√≠√≠§≠§≠§≠√≠ ©≥¥≥≥≥≥≥A≥≥≥≥≥√͵≠§≤√≤≤≤L≤√≤≤≤√≠ ©≥§≠√≠§≠√≠√≠√≠√≠≠≠§≠√≠§≠§≠√≠√≠√≠ ©≥§≥√≥§≥≥≥√≥≥≥≥≥≥≥§≤√≥≥≥§≤√≤√≤√≠ ©≥§≠√≠§≠§≠√≠§≠§≠§≠§≠√≠§≠§≠√≠√≠√≠ ©≥§≥G≥§≤≤≤√≤Q≥≥≥§≤≤≤K≥§≤§≤≤≤Ç≥√≠ ©≥§≠√≠√≠§≠√≠§≠§≠§≠§≠√≠§≠√≠√≠√≠√≠ ©≥§≤≤≤√≤≤≤≤≤§≥≥≥≥≥√≤≤≤≥≥≥≥√≤≤≤≤≠ ©≥§≠√≠√≠√≠§≠§≠√≠√≠√≠√≠§≠√≠√≠√≠√≠ ©≥§≤√≤√≤E≥§≥§≤√≤Ç≥≥≥≥≥§≤H≥√≤√≤√≠ ©≥§≠√≠√≠§≠§≠√≠√≠√≠§≠√≠§≠§≠√≠√≠√≠ ©≥§≤√≤≥≥≥≥§≤√≥√≥√≥§≤≤≤§≤≤≤≤≤≥≥√≠ ©≥§≠√≠√≠§≠§≠√≠√≠√≠§≠√≠√≠√≠§≠§≠√≠ ©≥§≤F≤≥≥≥≥§≤Ç≤√≥√≥§≤P≤≤≤≤≥§≤Ç≥√≠ ©≥§≠√≠√≠√≠√≠√≠√≠√≠§≠√≠§≠√≠§≠§≠√≠ ©≥§≤≤≤≤≤≤≤≤≤≤≤≤≤≤≤≤≤≤≤≤≤≤≤§≤≤≤≤≠ ≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠ ≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠

Most of the chips can be had by going in simple ways from one letter to another. Following is a table of transitions:

A B:æ C:… D:h… I:ææ J:hæ,hæ,æ K:÷÷ L:æ M:h“,h“ N:hæ O:ææ R:““ E:h÷,h÷,÷ F:÷÷ G:h…,hæ,æ H:hæ,hæ,hæ,h÷,÷ P:h…,hæ,h÷,÷ Q:hæ S:h“

Indentations show which letters are accessible from which. For example, E and B are indented one space more than A, indicating that from A you can easily get to E and B.

The instructions for the transitions follow the letters. "æ" means to just tap the joystick briefly; "ææ" means to hold it just a little longer; "h“" means to hold until you get caught in a small infinite loop. "," means to quickly release the joystick and then press it again according to the next instruction.

So, for example, to get to N (starting at M) you hold the joystick to the right until you hit an infinite loop, then let go.

The other five chips (shown above as chips, not letters) are fairly hard to get to. These essentially require using the pause button, and working out the correct route by looking at the map. Find the route by starting at the target and working backwards. Most of them are accessible in only one way.

148: RGSK (Mind Block)

There is no time limit. You just have to (carefully) eliminate cherry-bombs with blocks. About half of the bombs will need to be eliminated.

149: DIGW (Special)

All you have to do in this level is get the keys one by one, teleport to the lower-left corner area, then build over the water at three points (such as those marked "" and "æ") to get to the top-center area. The square marked "G" is a block on top of the goal.

Squares marked "F" are blocks on top of fire traps. (Squares marked "?" haven't been tested yet.)

≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠ ≠ƒƒƒƒƒƒ≠≠≠ƒGƒƒ?ƒƒƒ?ƒƒ≠≠≠ƒƒƒƒƒƒƒ≠ ≠ƒƒ?ƒƒF≠ß≈≈≈≈≈≈≈≈≈≈≈≈≈∂≠ƒ?ƒƒƒƒƒ≠ ≠?ƒƒƒƒƒ≠≈≠ƒƒƒƒƒƒƒƒƒƒƒ≠≈≠ƒƒƒ?ƒFƒ≠ ≠ƒƒ?ƒ≠≠≠‹≠≠≠ƒƒ∫ƒƒƒƒ?ƒ∑≈∑ƒƒƒƒƒƒƒ≠ ≠ƒƒƒ∑≠ƒƒƒƒƒ≠ƒƒƒƒƒ?ƒƒƒ∑≈∑ƒƒFƒƒƒƒ≠ ≠≠≠≠∑≠ƒƒƒƒƒ≠∑∑∑∑∑∑∑∑∑≠≈≠∑∑∑∑≠≠≠≠ ≠≠ß≈≈›ƒƒ¥ƒ¢€≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈∂≠≠ ≠≠≈≠∑≠ƒƒƒƒƒ≠∑∑∑∑∑∑∑∑∑≠≈≠∑∑∑∑≠≈≠≠ ≠ƒ≈ƒ∑≠ƒƒƒƒƒ≠“ƒƒFƒƒƒƒƒ∑≈∑∫ƒƒƒƒ≈ƒ≠ ≠ƒ≈ƒƒ≠≠≠⁄≠≠≠ƒƒƒƒƒƒFƒƒ∑≈∑ƒƒƒƒƒ≈ƒ≠ ≠ƒ≈ƒƒƒæ∑≈∑ƒƒƒƒ∫ƒƒƒƒƒƒ∑≈∑ƒƒFƒƒ≈ƒ≠ ≠F≈ƒƒƒ∫∑≈∑ƒƒƒƒƒƒƒƒƒ∫ƒ∑≈∑ƒƒƒƒƒ≈ƒ≠ ≠ƒ≈ƒƒƒƒ∑≈∑ƒ∫ƒƒƒƒƒƒƒƒƒ∑≈∑Fƒ∫ƒƒ≈F≠ ≠ƒ≈ƒFƒƒ∑≈∑ƒƒƒƒ∫ƒƒ∫ƒƒF∑≈∑ƒƒƒƒƒ≈ƒ≠ ≠ƒ≈ƒƒƒƒ∑≈∑∫ƒƒƒƒƒƒƒƒƒƒ∑≈∑ƒƒƒƒƒ≈ƒ≠ ≠ƒ≈ƒƒƒƒ∑≈∑ƒƒ∫ƒƒƒƒƒƒ∫ƒ∑≈∑ƒ∫ƒƒƒ≈ƒ≠ ≠ƒ≈ƒƒ∫ƒ∑≈∑ƒƒƒƒƒƒFƒƒƒƒ∑≈∑ƒƒƒFƒ≈ƒ≠ ≠F≈ƒƒƒƒ∑≈∑Fƒƒƒƒƒƒƒƒƒƒ∑≈∑ƒƒƒƒƒ≈ƒ≠ ≠ƒ≈ƒƒƒƒ∑≈∑ƒƒƒƒƒ∫ƒƒ≠≠≠≠≈≠≠≠≠ƒƒ≈ƒ≠ ≠ƒ≈ƒƒFƒ∑≈∑ƒƒFƒƒƒƒƒ≠ƒƒ≠™≠ƒƒ≠ƒF≈ƒ≠ ≠ƒ≈ƒƒƒƒ∑≈∑ƒƒƒƒƒFƒƒ≠ƒƒ≠≠≠ƒƒ≠∑ƒ≈ƒ≠ ≠≠≈≠∑∑∑≠≈≠∑∑∑∑∑∑∑∑≠≠≠ƒƒƒ≠≠≠∑≠≈≠≠ ≠≠Ω≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈¡≠ƒ†ƒƒƒ≈≈≈ç≠≠ ≠≠≠≠∑∑∑≠≈≠∑∑∑∑∑∑∑∑≠≠≠ƒƒƒ≠≠≠∑≠≠≠≠ ≠ƒƒƒƒƒ“∑≈∑ƒƒ∫ƒƒƒƒƒ≠ƒƒ≠≠≠ƒƒ≠∑ƒƒƒ≠ ≠Fƒƒ∫ƒƒ∑≈∑ƒƒƒƒƒFƒƒ≠ƒƒ≠£≠ƒƒ≠ƒƒƒƒ≠ ≠ƒƒƒƒƒƒ∑≈∑ƒFƒƒƒƒ∫ƒ≠≠≠≠≈≠≠≠≠ƒƒFƒ≠ ≠ƒƒ†ƒƒƒ≠≈≠ƒƒƒƒƒƒƒƒƒƒƒ≠≈≠ƒƒƒƒƒƒƒ≠ ≠ƒƒƒƒ∫ƒ≠Ω≈≈≈≈≈≈≈≈≈≈≈≈≈ç≠ƒ?ƒ?ƒƒƒ≠ ≠ƒƒƒƒƒƒ≠≠≠ƒƒƒƒƒFƒƒƒƒƒ≠≠≠ƒƒƒƒƒƒƒ≠ ≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠≠

After winning this level, you are presented with the end-screen (featuring Melinda and Chip)


Random level searching : I tried these passwords, hoping to find more hidden levels.

BALL BUGS CHIP CODE CRED DAVE FRAC LIFE NAME TAGS


The Mandelbrot Explorer "Level"

S1: MAND (Mandelbrot Explorer / Julia Set Explorer)

This is the first, and perhaps only, truly secret level. It is a Mandelbrot Set program, which also draws Julia Sets. When it first starts up, the screen will be full of garbage: don't let this bother you; just wait and it will gradually fill the screen with a view of the whole set. (Incidentally, this program proves that the Lynx is capable of arbitrary, full-screen bitmap graphics. None of the games currently available for the Lynx uses bitmap graphics — they all use sprites!

This program also makes it fairly easy to count how many pixels the Lynx can display on it screen. Do this by zooming in two times fast; the resulting 4x4 pixels are easy to count. The Lynx can display 160x104 pixels, a total of 16640; this takes 8320 bytes of RAM (since the specification of 16 colors requires 4 bits per pixel.)

To zoom in, use the joypad to select the area to zoom: a rectangle will move around showing what you are selecting. When you have the rectangle in the correct spot, hit button A to zoom in.

To zoom out, select a rectangle in the same way and hit button B. The screen's image will be "shrunk" to fit inside the rectangle you selected, and the blank parts around the edges will be slowly filled in.

If you ever accidentally hit the joypad and want the rectangle to go away, hit Option-1; or just wait — after about 5 seconds, the rectangle goes away by itself.

To make the colors animate (quite impressive!) hit Option-2 twice (or just once if the recatangle is currently on-screen). Hit it again and the palette will animate in the oposite direction. Hit it one more time to stop the animation. (You can leave it running if you wish — the program goes on evaluating pixels even while animating the palette.)

If you hit the pause button, the following display appears:

MANDELBROT EXPLORER    X: FF.DFD8104000 Y: 00.D6DC8C6000 STEP: 00.0000000800 DEPTH: 0400 PALETTE: 00 CYCLE RATE: 04 XJUL: 00.0000000000 YJUL: 00.0000000000

Various parameters can be adjusted by using the joypad to select a digit, button A to increment the digit and button B to decrement the digit.

"X", "Y", and "Step" represent the current location and zoom-magnification. Thus, once you find an image that you like, you can copy down these values and enter them again later when you want to see the view again. (They are expressed in two's-complement hexadecimal, which is not a particularly natural way to enter numbers. If you want to convert them into "real" numbers, you'll have to use a computer program or a calculator which does hexadecimal conversion.)

"Depth" represents the maximum number of iterations that are evaluated prior to coloring a point black. (Read a book or article about the Mandelbrot Set for an explanation of this. The Mathematical Recreations column in the August, 1985 issue of Scientific American is recommended.)

"Palette" allows you to select one of thirteen different coloring schemes for the pixels. Each of these uses black for points that have overflowed the Depth parameter (i.e., points in the Mandelbrot Set) and fifteen other colors that are cycled by the Option-2 animation. None of these palettes is the same as the one used in the Chip's Challenge game itself.

"Cycle Rate" controls the animation speed of the Option-2 palette animation. Lower values are faster. Values of 0 and 1 are truly mind-blowing! (Note: If you notice a sensation of slight movement to the right or left while animating palettes 05 or 0C at a very fast rate, it's because of the placement of the red, green, and blue components of the pixels on the Lynx's LCD display.)

"XJul" and "YJul" control the Julia Set parameter. To switch to Julia-Set mode, press Option-2 while the parameters display is visible.

To make the parameters display go away, hit Option-1 or just wait about 12 seconds without hitting any controls.

To reset the X, Y, and Step parameters to their original (start-up) values, hit Option-1 and Pause simultaneously while the parameters display is showing.

There is no way to return to a normal game of Chip's Challenge except to turn the power off and on again.

Favorite views:

The settings shown above in the sample Options screen is one of my "favorite views", but it takes upwards of an hour to draw. Here are a few more that will draw much faster:

X: FE.4141320000 Y: FF.FA3EF20000 STEP: 00.0000870000 DEPTH: 0040 (Some filaments off of M.2's island.)

X: FF.CD00000000 Y: FE.F0C0000000 STEP: 00.0020000000 DEPTH: 0040 (The "island" off M.3.)

X: FF.412C000000 Y: FF.DAD0000000 STEP: 00.0002000000 DEPTH: 0100 (One of the big spirals in "Seahorse Valley".)

X: FF.4016400000 Y: FF.F661800000 STEP: 00.0000200000 DEPTH: 0200 (This is another spiral "further down" in Seahorse Valley. It will take longer to draw, but since it is a "tighter" spiral it is more pleasing to watch with palette animation.)

X: FF.DFD8124400 Y: 00.D6DC8D7800 STEP: 00.0000000200 DEPTH: 0800 (Zoomed in 4x from first favorite view.)

X: 00.5DDE350000 Y: FF.68A6000000 STEP: 00.0000020000 DEPTH: 0400 (Most of the left half of my Super MZ Poster. This one takes a while to draw.)

X: 00.5DDE650000 Y: FF.68A6450000 STEP: 00.0000008000 DEPTH: 0400 (A nice view of the "heart" of the previous image.)

X: FF.0BB0000000 Y: FF.B390000000 STEP: 00.0028000000 DEPTH: 0100 (This shows most of the image that was printed on the front cover of Scientific American, August 1985. It is therefore a "famous" part of the Mandelbrot Set.)

X: FF.ED93000000 Y: FF.561B000000 STEP: 00.0002000000 DEPTH: 0400 (A nice three-armed spiral.)

X: FF.65C0000000 Y: FF.5440000000 STEP: 00.0025000000 DEPTH: 0400 (In this view you can easily recognize three island Mandelbrot sets.)


Key to the Font

The following is a description of the special font used in my Chip's Challenge hints. (If you see normal characters and symbols instead of game graphics, then your browser probably isn't showing the font properly.)

"sh" stands for "shift" and "opt" stands for "option". All the special characters use either shift or option, so that the ASCII characters are left alone.

If you have an Apple (Mac OS) system, you can use my US-System6 keyboard layout files to edit textfiles in ChipsFont using the keyboard assignments described here.

Symbol What it represents System 6 keymap ~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~ ¥ You opt y    ƒ Floor opt f    ≠ normal wall opt = – blue wall which opt - disappears ‘ blue wall which opt ] does not disappear — one-way wall sh-opt - ± invisible wall sh-opt = (some invisible walls become visible when touched; I use the same symbol for both.)    ∫ Block of dirt opt b    « brown dirt opt \    å black "dirt" opt a (looks like Asphalt)    ∑ Water opt w „ Water-shield sh-opt W    ® fiRe opt r  fiRe-shield sh-opt R    ß ∂ rounded corners opt s d ≈ ice opt x Ω ç rounded corners opt z c ‰ clEats sh-opt E    § U opt 6 ≤ ≥ force floor L R , . √ D opt v    ("6" "," and "." are the keys with the symbols "^", "<", and ">", which look a bit like arrows)    fl multi-directional sh-opt 6 force floor µ Magnet opt m    ¡ blue key opt 1 ⁄ blue door sh-opt 1    ™ green key opt 2 € green door sh-opt 2    £ red key opt 3 ‹ red door sh-opt 3    ¢ yellow key opt 4 › yellow door sh-opt 4    ¶ red button opt 7 (clone machines)    • green button opt 8 ° toggle-wall sh-opt 8    ª brown button opt 9 · trap sh-opt 9    º blue button opt 0 Ø U O  Ò tank L R sh-opt K L ¯ D ,    ” U [ Ú Æ bug L R sh-opt ; ' ¿ D /    Ë U U Ó Ô spaceship L R sh-opt H J ˆ D N    ı Blue Bouncing Ball sh-opt B    È ball on stIlts sh-opt I ("stIlt-ball"?)    ∏ Paramecium sh-opt P    Ÿ blob sh-opt
   Î jaws ("Dentures") sh-opt D    Ï Fireball sh-opt F    ˜ boMb sh-opt M    Ê Thief sh-opt T    Ç Chip sh-opt C Í Socket sh-opt S © exit ("Goal") opt g    Å floor, thin wall L sh-opt A ÛÙ floor, walls D&L, D sh-opt Z X

The floor key assignments were chosen because of their placement on the keyboard. Usually, these three symbols are all that you will need. For example, nearly the entire map of level 32 can be done with these three symbols. For map-making (e.g. level 88, where I wanted to put letters on many of the squares) it is useful to have all combinations of a floor with thin walls; here are all 16 possibilities:

± ú ñ ù Ñ Û Ä ö ô Ã û Å Ù õ ü ƒ

   † Teleporter opt t    “ U [ … æ arrow on floor L R opt ; ' ÷ D /    (The arrows on the floor are useful for illustrating the maps)


Here are the symbols arranged by location on the keyboard. Shift-Option is to the upper-left, and Option is to the lower-right. Positions which look like "á" haven't been defined yet. Positions which are blank can't be used, because they're meta-keys used by the Macintosh key-mapping routines to invoke vowels with accent marks.

SYSTEM 7: ~~~~~~~~~    ' ⁄ € ‹ › fi fl ‡ ° · ‚ — ± ' 1 2 3 4 5 6 7 8 9 0 - = ¡ ™ £ ¢ ∞ § ¶ • ª º – ≠    Œ „ ´ ‰ ˇ Á ¨ ˆ Ø ∏ ” ’ » Q W E R T Y U I O P [ ] \ œ ∑ ® † ¥ ø π “ ‘ «    Å Í Î Ï ˝ Ó Ô  Ò Ú Æ A S D F G H J K L ; ' å ß ∂ ƒ © ˙ ∆ ˚ ¬ … æ    ¸ ˛ Ç ◊ ı ˜  ¯ ˘ ¿ Z X C V B N M , . / Ω ≈ ç √ ∫ µ ≤ ≥ ÷           SYSTEM 6.0.x: ~~~~~~~~~~~~~    Ÿ ⁄ € ‹ › fi fl ‡ ° · ‚ — ± ' 1 2 3 4 5 6 7 8 9 0 - = ¡ ™ £ ¢ ∞ § ¶ • ª º – ≠    Œ „ ‰ Â Ê Á Ë È Ø ∏ ” ’ » Q W E R T Y U I O P [ ] \ œ ∑ ® † ¥ ø π “ ‘ «    Å Í Î Ï Ì Ó Ô  Ò Ú Æ A S D F G H J K L ; ' å ß ∂ ƒ © ˙ ∆ ˚ ¬ … æ    Û Ù Ç ◊ ı ˆ ˜ ¯ ˘ ¿ Z X C V B N M , . / Ω ≈ ç √ ∫ µ ≤ ≥ ÷       

The Macintosh also has many characters that are accessed through a two-key sequence (for example, "option-e" followed by "a", which normally produces an "a" with an acute accent mark). This table shows these characters:

System 6.0.x System 7 ~~~~~~~~~~~~ ~~~~~~~~    2nd 1st key: 2nd 1st key: key Oe Oi On Ou O' key Oe Oi On Ou O'    a á â ã ä à a á â ã ä à    e é ê ë è e é ê ë è    i í î ï ì i í î ï ì    n ñ n ñ    o ó ô õ ö ò o ó ô õ ö ò    u ú û ü ù u ú û ü ù    y y ÿ    A Ã Ä À A Á Â Ã Ä À    E É E É Ê Ë È    I I Í Î Ï Ì    N Ñ N Ñ    O Õ Ö O Ó Ô Õ Ö Ò    U Ü U Ú Û Ü Ù    Y Y Ÿ

The floors with barriers have been given key assignments based on their arrangement in this table (and on nothing else.)

Color Dither Patterns

Since this is a monochrome font, I was faced with trying to represent different colors in some distinguishable way. This is problem was solved in the past (notably in the tincture system in heraldry and in technical drawing) with a system of cross-hatch patterns. For ChipsFont I needed a slightly different set of colors from those found in heraldry; I settled on the following (where "X" represents a black pixel and "." represents a white pixel):

XXXXXXXX X.X.X.X. XXXXXXXX X...X... XXXXXXXX .X.X.X.X ........ ..X...X. XXXXXXXX X.X.X.X. XXXXXXXX X...X... XXXXXXXX .X.X.X.X ........ ..X...X. XXXXXXXX X.X.X.X. XXXXXXXX X...X... XXXXXXXX .X.X.X.X ........ ..X...X. XXXXXXXX X.X.X.X. XXXXXXXX X...X... XXXXXXXX .X.X.X.X ........ ..X...X. Dark Light Blue Green Blue Yellow       X.X.X.X. .XXX.XXX X.X.X.X. XXXXXXXX X.X.X.X. XX.XXX.X .X.X.X.X XXXXXXXX X.X.X.X. .XXX.XXX X.X.X.X. XXXXXXXX X.X.X.X. XX.XXX.X .X.X.X.X XXXXXXXX X.X.X.X. .XXX.XXX X.X.X.X. XXXXXXXX X.X.X.X. XX.XXX.X .X.X.X.X XXXXXXXX X.X.X.X. .XXX.XXX X.X.X.X. XXXXXXXX X.X.X.X. XX.XXX.X .X.X.X.X XXXXXXXX    Red Brown Gray Black

Note that the patterns used for gray and black are the same as those used for green and dark blue, respectively.

Other differences between the font and the actual Lynx display are:


Revision History

199003xx Get the Lynx version of the game and begin making this file.

19941221 (last significant change to levels and hints content)

19980505 a few minor changes

20120804 Begin converting to RHTF for website (thanks to the original font conversion to TTF by RebeccaRGB of the xkcd forums, and further conversion by fontsquirrel.com.)

20120805 Make keylayout file reproducing the System 6.0.x keyboard layout (using Ukelele), so I can edit text in ChipsFont easily. RHTF conversion is mostly complete.


Characters can be typed multiple ways:

floor as "ƒ" character encoded in UTF-8 (two bytes 0xC6 0x92) : ƒ

as ASCII &#131; : ƒ

as ASCII &#402; : ƒ


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This page was written in the "embarrassingly readable" markup language RHTF, and was last updated on 2012 Aug 10. s.27