Chip's Challenge Wiki
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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This wiki is no longer maintained.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. For the next stage, clone three blocks and remove the dirt with a [1/2] RL spring step. Ram this block with -R, then play DR and revive the rammed block with U, before you step L [1/2] R 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] DU -D, remove the dirt, and LU to get the block moving. 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.

Although using the Mouse Panel Glitch on these two rams, gaining [2] now plus [3] in another two sections later, is difficult, it can be done. To do this, wait [1/2] before using the glitch the first time such that the mouse does not alter Chip's succeeding moves. With the pink balls by the red key [2] earlier in time, losing no moves to them requires an alternate route: instead of moving the last block R, push it 3D. Move onto the red key with DUD, then walk 2L U 2L and sneak the block back out to the final water. This is not restricted to the 277 route that can result: it can be used in this 276 route.

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 three chips below in any order that does not finish with the highest as the walkers dictate, and then move to the southwest corner to collect the four chips. (No moves can be lost for 276, but [1] is given back here for 277.) On the way out, try to steal the chip in the northwest corner; it's not as unlikely as it seems, and the 276 route allows for [2] to be spared.

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 sneak back around to the bouncing ball. With moves to spare in the 277 route, push the upper block 4D to the trap button to eliminate later waiting. Simply walking to the toggle wall will force Chip to wait for it; this and the 276 route both eliminate waiting here entirely, but 277 will eliminate the wait on the trap.

When you pass the teleport, bust through the socket and move DR 3D to avoid running into a glider as you exit.

Walkthrough

  • All details about the alternate 277 route are provided in this AVI as well.



















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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