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SlashFirestorm
I don't even know what this is! This sort of thing ain't my bag, baby!

Age 39, Male

[Retired NG'er]

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Joined on 6/14/03

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SlashFirestorm's News

Posted by SlashFirestorm - February 29th, 2008


My unofficial Chip's Challenge guide.

Alas, my former source for downloading the game is gone. If anyone knows of a download source, let me know via PM. I can also e-mail the required folders to people, if absolutely necessary; PM me for that, too.

If you want to track my progress and see my current passwords/high scores, check out my Adventure Index.

Notes, etc will be added as needed.

***************************

BASICS OF CHIP'S CHALLENGE

1. THE PROTAGONIST
The instructions for the game tell that Chip is an aspiring young nerd who wants to get into your fellow nerd Melinda's computer club, the Bit Busters. Yeah, right.

Here's the real scoop: Chip wants to get laid. Badly. Melinda's willing to give herself to him...but first Chip must prove that he's smart enough to be worthy of tapping that ass.

*****

2. THE LOCATION
Melinda's Clubhouse is a crazy ass place filled with her crazy experiments and challenges for Chip to conquer. It's full of puzzles and monsters and shit...not good news for our virgin hero.

*****

3. THE OBJECTIVE
Simple version: Chip must find his way to the Exit Square in every level. In most levels, the exit square (and sometimes other paths) will be blocked by a Chip Socket that can only be removed by collecting a sufficient number of computer chips.

Some levels have no chips to collect; some levels have extra chips; some have just enough chips, meaning that you'll need to pick up every single one.

Not all levels require chips; not all have time limits. Sometimes you just need to get the fuck up outta there.

*****

4. THE SCENERY
These features compose the level structure.

STANDARD FLOOR---Light gray spaces. Anything can travel on them.

DIRT FLOOR---Blocks monsters and blocks, but turns to standard floor when Chip steps on it. Pushing a brown block into water will turn it into dirt, which must be packed down to cross over.

GRAVEL FLOOR---Monsters and blocks cannot go on gravel, but Chip can without restriction.

GRAY BLOCKS---Unmovable blocks that form the borders of the level and various walls and boundaries within them.

BROWN BLOCKS---Movable blocks that you can use for many purposes, such as redirecting monsters, creating paths over water, and placing on switches to activate them---or to bar enemy access to them. Items and traps can be hidden under them---only trial and error will reveal if something's underneath.

THIN WALLS---Bar access to adjacent squares, but do not take up any spaces themselves. Often used for mazes.

BLUE BLOCKS---Also called false blocks, these blocks may or may not be real. Touching them will turn them into a Gray Block if they are real, or make them disappear if they're not.

INVISIBLE WALLS---There are two varieties of invisible walls. One type becomes visible if touched, so you at least know its location; the second type stays invisible, requiring you to keep track of them in your head. Pain in the ass.

RECESSED WALLS---The squares with gray circles in them. Stepping on one turns it into a Gray Block---meaning that Chip can only cross a Recessed Wall square once per level. Be careful when crossing them, as it's easy to fuck yourself over and have to restart.

LOCKED DOORS---These doors require a key of the appropriate color to open.

BOMBS---Kill you on contact. They can be destroyed by using Brown Blocks or by directing monsters into them.

TOGGLE DOORS (GREEN BUTTON)---These doors alternate between opening and closing when a Green Button is pressed.

CLONE MACHINES (RED BUTTON)---The special gray squares with an item/monster on them. Will create a copy of the image whenever a Red Button is pressed.

BEAR TRAPS (BROWN BUTTON)---This brown circle space traps and holds anything that steps in them. Pressing a Brown Button will hold the trap open, allowing whatever is inside to escape. Use them to trap monsters where needed, and hold the buttons open with blocks (or trick monsters into stepping on them) when you need to cross.

BLUE BUTTON---Changes the direction of Tank enemies.

TELEPORTS---Blue circles that send you to another location when stepped on. Monsters and blocks can go through them, as well. Entering them from different directions may send you to different locations.

FORCE FLOOR---Acts like a conveyor belt, dragging you in the specified direction. You can step off them sideways, and can walk on them without difficulty with Suction Boots.

FIRE---Kills you on contact unless you're wearing Fire Boots.

WATER---Kills you on contact unless you're wearing Flippers.

ICE---You slide along ice in straight lines, at the mercy of directional walls, unless you have Ice Skates.

HINT SPACES---Step on them to get a hint about the level. They become increasingly rare after level eight. Keep in mind that the clock keeps ticking when you're reading them.

SPIES---Stepping on a Spy makes you lose all your tools (not keys).

*****

5. THE EQUIPMENT
Gather it whenever you can.

KEYS---Open colored doors. Green Keys can be used multiple times; all other keys are single-use. You can carry more than one of a type of key.

FIRE BOOTS---Let you cross fire.

FLIPPERS---Let you swim across water.

ICE SKATES---Let you walk across ice without sliding.

SUCTION BOOTS---Let you walk on Force Floors without being carried away.

*****

6. THE ENEMIES
Be on guard; some are predictable, some are not. Chip has no weapons, and can only evade enemies. There are some ways to trick them into dying, however, such as luring them into a Bomb or Bear Trap. Keep in mind that all enemies can trigger buttons. Loosely rated according to threat posed.

PINK BALLS---LOL. They bounce back and forth in straight lines.

TANKS---Travel in a straight line until they hit something. Whenever a Blue Button is pressed, all tanks in the level reverse direction and again go straight until collision.

BUGS---Bugs follow the left wall.

PARAMECIA---These fucks follow the right wall.

FIREBALLS---Turn to their right when they hit an object.

GLIDERS---Turn to their left when they hit any object. Only enemy that can travel across water.

WALKERS---Turn in a random direction when they hit any object. Unpredictable and dangerous.

TEETH---These fucks chase you. They're not smart enough to go around obstacles in their way, but they're relentless. One of the most dangerous enemies.

BLOBS---Green slime monsters. They move completely randomly, making them exceedingly dangerous. Getting within one square of a blob could be the last mistake you ever make.

*****

7. SCORING
What you'll be doing if you beat the game.

LEVEL BONUS: 500 x (level number)
TIME BONUS: 10 x (seconds remaining)

You lose 20% of the level bonus every time you die or restart in a level. This penalty can be avoided by going back to the previous level and then forward again by hitting CTRL+P and then CTRL+N. However, this may prevent you from getting the "SHE WANTS IT" effect described below.

*****

8. YOU KNOW SHE WANTS IT
Melinda may be playing hard (as fuck) to get, but she still wants Chip's huge nerd cock inside her. If you struggle and die enough times in a level, she may give you the option to skip to the next one. However, you will get no points for the skipped level until you complete it.

Just dying doesn't seem to be enough---ie, jumping into water next to the starting point. The game seems to have some requirement for what it considers "effort"---whether it's spaces traveled or something, I don't know. Doing the back-and-forth trick described above to avoid death/restart penalties seems to prevent the skip option from coming up.

In any case, it's wussy to do so.

*****

[Back to Slash's Index Page]


Posted by SlashFirestorm - February 29th, 2008


My notes and progress in the various levels of Chip's Challenge.

Chip's Challenge Help Index

*****

(Training Levels) Lessons 1-8
9. Nuts and Bolts
10. Brushfire
11. Trinity
12. Hunt
13. South Pole
14. Teleblock
15. Elementary
16. Cellblocked
17. Nice Day
18. Castle Moat
19. Digger
20. Tossed Salad
21. Iceberg
22. Forced Entry
23. Blobnet
24. Oorto Geld
25. Blink
26. ChChChips
27. Go With The Flow
28. Ping Pong
29. Arctic Flow
30. MishMesh
31. Knot
32. Scavenger Hunt
33. On The Rocks
34. Cypher
35. Lemmings

*****

[Back to Slash's Index Page]


Posted by SlashFirestorm - February 29th, 2008


LEVEL 17: NICE DAY
PASSWORD: AJMG
TIME LIMIT: 100
CHIPS REQUIRED: 46

Adventure Index

SUMMARY: A large open room that is criss-crossed by chips, bouncing Balls, and a new enemy---Walkers.

EXPERIENCE: This is a hectic one. Pink Balls (lol) bounce along the horizontal axises of this level, so you need to be quick to avoid them. Walkers make their first appearance in this level, and they're a step up compared to normal enemies. They travel in straight lines like Balls or Gliders, but they turn in a random direction when they hit a wall, lending them some dangerous unpredictability.

Grab the two bundles of chips in the northern half of the level (six chips each), then head down to the large row of chips at the lower half. Now the title of the level makes sense---the chips make a smiley face (no nose).

Once you've gotten all the chips (be quick now), head to the nearest corner of the room---there's an exit in each. Dodge the Balls and Walkers and reach your goal.

SCORE: 81 seconds remaining, 9310 points.

TOTAL SCORE: 95560 points.

Something, something, rhymes with moat---next up is the Castle Moat.

Slash Takes On Chip's Challenge: Level 17


Posted by SlashFirestorm - February 28th, 2008


LEVEL 16: CELLBLOCKED
PASSWORD: SKKK
TIME LIMIT: NONE
CHIPS REQUIRED: NONE

Adventure Index

SUMMARY: This level introduces a potent new trap: recessed blocks. These spaces become immovable gray blocks when stepped on, meaning that the square can never be stepped on again afterwards. This level is composed of a maze of recessed block spaces---meaning that a single mistake or wrong turn forces you to restart.

EXPERIENCE: Argh, this level is trial-and-error hell. I had to restart about a half dozen times.

The path to victory (only listing directions where there's a choice): Right, Down, Right, Right, Right, Left, Left, Down, Right, Down, Down.

SCORE: 0 seconds remaining, 8000 points.

TOTAL SCORE: 86250 points.

Looks like I managed to find my way, but in the next level, will I have a Nice Day?

Slash Takes On Chip's Challenge: Level 16


Posted by SlashFirestorm - February 28th, 2008


LEVEL 15: ELEMENTARY
PASSWORD: COZQ
TIME LIMIT: 250
CHIPS REQUIRED: 12

Adventure Index

SUMMARY: This level consists of four paths---fire, ice, water, and force floor---and a central lobby containing numerous locked doors and tools. You must acquire all four tools from the lobby and race into the elemental pathways to find the chips and keys hidden within. Time is a factor in this level.

EXPERIENCE: As long as you don't make a dumb mistake, you're fine. As soon as you start, grab the exposed keys and start gathering the tools in each antechamber (they're hidden under the blocks), and then pick any of the four paths. Each sector has three chips and one key---be sure to get them all in one run, as there's no time to backtrack later. Once you've got what you need, take on the next sector.

Once you've got all the chips and keys, head back to the lobby, but BE CAREFUL---there's a Bear Trap blocking the exit square, and nothing would be worse than completing the rest of the level only to be stuck one space from victory. Use the seemingly-useless brown block in the lobby to plug the brown button behind the chip socket before crossing the Bear Trap.

Beat this level in one try, although I had to rush.

SCORE: 78 seconds remaining, 8280 points.

TOTAL SCORE: 78250 points.

I braved the fires and beat the clock, but what'll happen when I'm Cellblocked?

Slash Takes On Chip's Challenge: Level 15


Posted by SlashFirestorm - February 28th, 2008


LEVEL 14: TELEBLOCK
PASSWORD: BTDY
TIME LIMIT: 250
CHIPS REQUIRED: 4

Adventure Index

SUMMARY: This level introduces some new mechanics to teleporters---bringing blocks through them, and entering the warps from different sides to end up in different locations. You must use a set of Red Keys to access the stores of brown blocks, and then bring them through the teleports to fill in the water blocking the chips.

EXPERIENCE: This level isn't that bad, although it's easy to make a mistake with moving the blocks and be forced to restart. Be sure to keep the blocks out of corners, and always enter the teleporters from a DIFFERENT direction than the one you pushed the block into.

Also remember to open the eastern red door last, as there is no red key behind it and opening it early will force you to restart.

I beat this level on my first try.

SCORE: 178 seconds remaining, 8780 points.

TOTAL SCORE: 69970 points.

Not too challenging. But will level 15, Elementary, be as elementary as it seems?

Slash Takes On Chip's Challenge: Level 14


Posted by SlashFirestorm - February 27th, 2008


LEVEL 13: SOUTHPOLE
PASSWORD: OCKS
TIME LIMIT: NONE
CHIPS REQUIRED: NONE

Adventure Index

SUMMARY: An ice-covered level...and you don't get any skates. There are no chips to find, and no time limit, so all you have to do is slide around the level and try to be bounced into the exit square!

EXPERIENCE: This level is the easiest in the game. There is no reason you should not be able to beat this level, unless you're a dense illiterate moron who doesn't read hints.

SCORE: 0 seconds remaining, 6500 points.

TOTAL SCORE: 61190 points.

Somehow I doubt that level 14, Teleblock, will be so simple.

Slash Takes On Chip's Challenge: Level 13


Posted by SlashFirestorm - February 27th, 2008


LEVEL 12: HUNT
PASSWORD: WVHI
TIME LIMIT: 400 SECONDS
CHIPS REQUIRED: 652

Adventure Index

SUMMARY: CHIPS EVERYWHERE! This level is almost complete empty---except for the chips that cover it from end to end. Be careful with what you take, though---two Teeth patrol this large stage, and the chips are the only thing between you and them. Picking up the chips will whittle away your protection one square at a time.

EXPERIENCE: The good news? There are more than enough chips in this level. The bad news? It's easy to take the wrong ones and find yourself being chased by a Teeth monster or two.

As long as you keep moving, there shouldn't be too much trouble. Try to keep a layer of chips between you and the Teeth at all times; if you're thorough, you may be able to avoid being chased until the very end. Once you have enough chips, sprint for the exit squares before they pin you down in the mostly-empty space you leave behind.

I was able to beat this level on my first try.

SCORE: 258 seconds remaining, 8580 points.

TOTAL SCORE: 54690 points.

Next up, Slash takes a trip to level 13: the South Pole.

Slash Takes On Chip's Challenge: Level 12


Posted by SlashFirestorm - February 27th, 2008


LEVEL 11: TRINITY
PASSWORD: CNPE
TIME LIMIT: 300 SECONDS
CHIPS REQUIRED: 3

Adventure Index

SUMMARY: This level consists of two main segments---the 'maze' of force floors and the three paths of fire, ice, and water. You must go into the maze, recover the keys, and then use the unlocked tools to travel down the paths and obtain the three chips---and find the exit.

EXPERIENCE: This level isn't that hard, especially once you have the force floor maze down. I recommend getting all three of the keys in one run, rather than going back-and-forth after collecting each tool. I also save time by saving the ice path for last, as it contains a chip and the path to the exit---extra time equals extra points.

I beat the level with plenty of time to spare. The only hazards in this level are the enemies guarding the keys...which, thankfully, are the predictable Bug, Fireball, and Glider.

SCORE: 199 seconds remaining, 7490 points.

TOTAL SCORE: 46110 points.

Trinity was simple---easier than Brushfire, by far! But will I tackle level 12---Hunt---so easily?

We shall see.

Slash Takes On Chip's Challenge: Level 11


Posted by SlashFirestorm - February 27th, 2008


LEVEL 10: BRUSHFIRE
PASSWORD: UVWS
TIME LIMIT: 80 SECONDS
CHIPS REQUIRED: NONE

Adventure Index

SUMMARY: This level is a race against time---you have a mere 80 seconds to find your way through a fiery maze and reach the exit square. There are no chips to find in this level, but that isn't much comfort.

EXPERIENCE: This level is damned hard unless you've done it a number of times. The time limit is strict, and the fire-filled level presents two problems: creating a confusing and hard-to-map maze, and making even a small control mistake fatal. There is also a single bug that patrols the maze, and while you rarely cross its path, it can still be a pain in the ass.

All I can say is this: RUN, CHIP, RUN!

I accomplished this level in two or three tries. No deaths, just restarts after finding myself in a dead-end.

SCORE: 48 seconds remaining, 5480 points.

TOTAL SCORE: 38620 points.

Alright, I breezed through that challenge pretty easily. But can I conquer level 11: Trinity?

Slash Takes On Chip's Challenge: Level 10