Note: 5D means press the down key five times.

Level 91. JUMPING SWARM. JPQG. This level is difficult technically, but I found it easier than "KNOT". The general rule to follow is to clear the chips down the right side, then across the top, then down the left side before going into the middle. This gives the walkers more room to travel along the edges and keeps them out of the middle to some extent. When you do get to the middle and need two or three chips, DO NOT PANIC. Hide and move. The exit is at the bottom right. Try this pattern at the start: U15DLL7ULL4ULLL6URRR5U20LDDD5L5DRRR5DRR and go to the middle. My Best Time: 358 (42 seconds).

Level 92. VORTEX. DTMI. At the start move LUURRDRDDDLLLLLUULLDDDLLLLULL UUURRUURRRRRURRURUUUURUUUUULUUUUU. You have to beat the walker and the fireball to get the blue key. Try waiting for the walker to be headed away from the direct line leading up to the blue key. If you allow the walker to head up that line it will get you as you pick up the blue key. Now get the green key and circle with the fireballs. When you come to a chip, pick it up and then go deeper into the vortex. At the middle is a teleport. Go down through it to pick up a chip. Now circle out of the vortex, get the last chip, go through the blue door and exit. Here's another hint from Joan, a CC player. "I found it helpful in the relative beginning, to give the walker another path besides the one that i'm using to get to the blue key. There's a handy little square that opens up just below and to the right of the "main drag" that the walker goes up and down. When you make that square available to the walker, it doesn't necessarily come right up to the square where the fireball and the blue key are. This gives you a lot more time to make your escape to continue on to the vortex." 

Here's a note from Jean-Joseph Cote. "Forget about the green key. When you get to the square that's two squares below it, go DDLLLUUULLLDLLLLDDLLUUUUURURUUUUULLUURRUURRUUULUUR

UULULLUU (I think). That takes you through the teleport to the center of the vortex. From there, you just have to traverse the vortex once (outbound) and go for the last chip and use the white key to open the door to the socket.

My Best Time: 427 (73 seconds).

Level 93. ROAD SIGN. REKF. At the start move: LLLDLDDDLLLLULUULUURDDDLD8R7LUURDRRRUULDDUURDDLLDDDRRRR LUUURR9D4ULLUUU4R11DLLRDDLLUUUUDDRRUUULLRDDDRRUUUUULLLL DDDURRDD7L to just under the down force floor. Now UULDDLDRRRLLUURRRRDDDLLUUUDDLLLUURUUUURRRRDDLLLRDDDLLLUUR UUUDLLUURRRRRLLLDDRRRRUUUUU. Push the block into the water. Now push the two blocks into the bombs and pick up that chip. Up at the top toggle the wall to trap the balls. Use the block you find here and the other block at the lower right to finish building your path across the water to get the last chip. Now beat the flyers, return to the chip socket, and exit. My Best Time: 486 (314 seconds).

Level 94. NOW YOU SEE IT. EWCS. A simple maze. Just keep feeling your way around and you'll get it. p.s. anybody that got all the way up to level 94 can do it. Best Time: NT.

Thanks to mike lyons    4LUURR4U10RDDRRRUULUU4L4U4D4RDDRDDLLLUU6LDDLLDD4R4DRRLL6URR4DRR
6DRRR6DLLLDDRRRDDLLDLLUL4U4DRDRRURRUULLLUURRR6ULLL6ULL4ULLDD4LUU
RRUU4L4DLL4DRR4D4RDDLLDDLLUULLUULLDDUURRDDRRDDRRUURRUU4L4ULL4UR
RUU4L4DLLUU4LDDRRLLUU4RDDRR4U8L4URRUULLUU4RDDRRUU4RDD8RDDUU8LUU
4LDDLLUU4LDDRRDDLLDDLL12DLL6DRRDDLLDDDRRUDLLUUURRUULL6URR4D4R4D
RRDDDRRUUU4RUURR5DLLULLD

Level 95. FOUR SQUARE. BIFQ. Go through the teleport from the right and push the block over against the blue door. Pick up the red key. Push the blocks through the teleport and step on them to make them disappear. Pick up the second red key and use it to get the green key at the top right. Now exit the centre block at the lower left and go straight up to open the red door. Hide there if you need to. Evade the walkers to pick up one chip at the right and one chip at the left. Return to the middle and exit. 

Here's a tip from Dallas Nazar. There is a way to beat the level without going anywhere near the
walkers: Instead of pushing a block over against the blue door, go through the teleport the opposite way and push a block against the yellow door. Push the remaining blocks through the teleport and step on them, and pick up the red keys. Then go back to the starting room and unlock the top and left red doors to get the green and blue keys. Use them to get the two chips in the upper left corner, then open the green door on the bottom right and exit. You can use the green key on two doors.

My Best Time: 319 (31 seconds).

Level 96. PARANOIA. BIFQ. The first tank is pretty easy to beat, but make sure you get all the chips and the key. The level title "PARANOIA" means "afraid of everything", which is how you'll feel after the tank gets you again and again. The only way out is to step on the blue button, let the tank go all the way to the left end, then step off and on it quickly. When done correctly the tank stays at the left, and you can pick up the red key AND the fireboots at your leisure. The fireboots are handy later on and make it easier to get some chips. When you get to the bee, follow him down and you'll be fine. Beat the balls and pick up the chips. Avoid the paramecia and go get the red key. Now travel up the right side and through the red door. To get the last chips protected by the bees you have to keep to the perimeter of the area. Watch out for the invisible wall in the middle of the area. If you try to go across the middle the bees will get you. You can hide in the fire as bees don't go there. Get the chips and exit. My Best Time: 264 (135 seconds).

Level 97. METASTABLE TO CHAOS. IOCS. Build a patio all around the bees. Then use the two blocks to push into the swarm. Run. Then circle the perimeter of the bees and look for patterns in their movements and open lanes where you can sneak in to the exit. My Best Time: 182 (118 seconds).

Level 98. SHRINKING. TKWD. The exit square is guarded by too many balls. Push a block sideways onto a force floor, then another. Repeat to open a channel to the chip socket. Any other area with too many balls, try pushing just one lane of blocks in to disrupt the patterns of the balls. Most of the other chip areas can be simply slid into (but not via the force floor, go from land over the ice) when you see an opening in the balls. Here's a tip from Marci. "You do NOT have to use any blocks to get to the exit square. Just look for a small opening between the balls and slide through! Ok, so this method isn't foolproof, but it has worked for me many times." My Best Time: 271 (79 seconds).

Level 99. CATACOMBS. XUVU. Go up and push the block into the water to pick up the blue key and the flippers hidden under a block. Pick up one chip, go through the blue keyed door and get the yellow keys. Now go and open all the red and yellow doors and pick up the chips to where you have one chip left to get. Ignore the one chip you have left behind at the lower left. You don't need it. Exit at the top and go through the yellow door to pick up the three green keys and one blue key. Circle around and repeat the process at the bottom. Then go up to the middle, get the last chip, and exit. My Best Time: 344 (55 seconds).

Level 100. COLONY. QJXR. The key here is to follow the flyers and fire balls around. Never move against their direction -- always follow them. This is especially true in the areas where there is no chip to collect. You can easily make it out by waiting for the fireball/flyer to pass, then following behind. Clear the chips area by area, then move to the exit square at the lower left. Best Time: NT.

Level 101. APARTMENT. RPIR. When drawn, this level looks like an apartment block. The trick is to visit the apartments with chips by one door and leaving by the other. It is not too hard. Make sure you pick up the chips when you are in the apartments. If you want the path, here it is: DDRRUUUURUDLLLLDUURUUULUUURUUULUUURUUUL UUURUUULUURRLLDDRRRRDRLUUUULRRDRRRDDLLRDDDD RLLDDDLLLDDDRDDDLDDDRDDLDDURRRRUDDLDDRRRRUUUL UUURUDLLLLDUURUUURRDDURUUUULUURRLUUUULRRDRRR DDLLRDRRRRD [watch out for the bees] DLDDLLDRLDDLLDDRRRRDR LLDDDRDDDLDDRRRRDRRRURRDRRLUUUULRDRRRRDDLLRRUUU LUUULLDLLLLULRDDDDRLLULLLUURRLUUUULRRDRRUUUULLL UUURUDDRRUUURUUDLLLLDUURUUURRDDURRRRUDDRR UUUURUDLLLLDUURUUURRDD and exit. My Best Time: 198 (102 seconds).

Level 102. ICEHOUSE. VDDU. Pause at the start, then go. You need about a three space gap between you and the chasing flyer. Or try this great tip -- put the cursor of your mouse on the teleport and click. You will always get through the ice area. This tip is brought to you by a really EXCELLENT Chip's Challenge site, at Alice Voith's Chip Site. There are lots of good tips here about how to shave seconds off your time, and other interesting Chip info. At the end of the ice path, push the block right to stop the teeth, then go left and get the fire boots, the red key, and the two chips. Then go get the flippers and yellow key and last chip by going through the red door. Exit using the ice. Then cross over to the fire and swin left across the fire and water to the yellow door. Go through the spy protecting the force boots and walk on the force floor to the ice and exit. My Best Time: 165 (35 seconds).

Level 103. MEMORY. PTAC. This one is kind of fun. Work your way from the start at the bottom right to the exit at the top left. Make sure you clear the area you are in before you leave it. Check all the paths and make sure you don't leave any chips behind. My Best Time: 158 (442 seconds).

Level 104. JAILER. KWNL. The jailer has the keys to open the doors. You must do the same. Get all the keys at the start then open all the doors and pick up all the chips that surround the central cell block. This gives the balls more room to travel. Watch for their patterns of travel and be wary of balls that hit other balls and come back at you more quickly than you estimated. You can hide at the top of an entrance to a row and in the alcoves set into the walls. There are four blind alleys with no chips at the end. These are the lanes that had chips at their head. Watch for these areas as you travel the other lanes. With the walkers, use the chips as a shield. Once the walker moves to the edge, it is no problem. For dealing with walkers in boxes, see the hint for level 54. My Best Time: 97 (203 seconds).

Level 105. SHORT CIRCUIT. YNEG. Thanks to Ben (age 8) and his mom for this solution. They had to draw a map to figure it out. Here is their path: DDDRRUU8RDDLLLLLLDDLLLL10DRRRRUULLUUUUUU RRRRUURRRRDDLLDDLLLLDDRRRR DDLLDDRRRRUUUUUU9RUULLLUURRRUULLLLL DDDDLLUUUUUU13RDDLLLLDDRRRRRRUUUURR DDDDDD8LDDDDDDLLUULLLLLLLDDRRRRRDDLLLLL DD12LDDDDDDRRUUUURR8DLLUULLDDDD20R 8URRRRRUUUUUURR12DLLLUURUULLLDDDDDDRRRRRRR 16ULLLLUURRRRUULLLLLL10DLLUUUULL DDLLLLLDD8L8DRRRRRRUUUULLDDLLUUUURRRRRR DDDDRRUUUUUURR8DLLDRRRUUURR DDRRDRRRRRUUUUUUULLUULLUUUUUULLUULL UUUUULLUULLUULLLDLLUUUU and exit. The chip socket noises are kind of fun. My Best Time: 171 (179 seconds).

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