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You can find the page you were looking for at:
https://wiki.bitbusters.club/Madness_II.
This wiki is no longer maintained.


Madness II is the 68th level in Chip's Challenge Level Pack 2. Unlike the rather simple Madness I, also by Dave Borgman, Madness II requires instant responses, exact timing, some luck, and some logic.

Clone one block and cover it, then clone two blocks, move the extant block D, and remove the dirt, then clone three blocks, wait half a move, and remove the dirt with a RL spring step. Ram this block with R, then play DR and revive the rammed block with U, before you step LR onto the resulting dirt. This U move loses no time, as the boost will catch Chip up with the other theoretical path, similar to the mechanics of the spring step. Step L to move the last remaining block, then clone six blocks, move the loose block D, remove the dirt, and play LUR [1/2] DU in similar fashion to the last spring step. Continue [1/2] DUR [1/2] DUD, the final D being a second ram, remove the dirt, and again either LU or U depending on the emulation. Remove the succeding dirt, play the loose block R, then collect the red key to the left before moving the block onto the train and picking up everything in both alcoves.

Above the start, hidden in the center of the bouncing pink balls, is a pair of suction boots. Play down to the circling fireballs for two chips, then into the red lock and over the red button, which will unfortunately begin to clone walkers.

Collect the two chips nearest, then collect the chip on the top and the other two in either order, or the bottom chip and then the top and middle, as the walkers dictate, and then move to the southwest corner to collect the four chips. On the way out, try to steal the chip in the northwest corner; it's not as unlikely as it seems, and two moves can be spared at no cost. To reach the 277 Melinda time, the route through this section is, off the red button, 3D 6L 2R 5D 4L, taking the other two on the way out, but the chance of this is infinitesmally low.

Now, run to the top of the level, past the ball on the brown button, and sneak into the second ball room, this time with hidden flippers. Move across the ice corner, steal the last two chips from the fireball, then nestle into the changing toggle wall near the start, and hold south until you reach the gravel, which busts through the socket. Turn R to avoid running into a glider (you'd hate that now, right?), then exit below.

Walkthrough

  • An Andrew Bennett uploaded copy of the solution is used to illustrate the specific pauses and boosts in full.



















You can find the page you were looking for at:
https://wiki.bitbusters.club/Madness_II.
This wiki is no longer maintained.

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