About: Killer Rooms   Sponge Permalink

An Entity of Type : dbkwik:resource/U3deC9qR3btFCKjN3a2lUg==, within Data Space : dbkwik.org associated with source dataset(s)

Killer Rooms is the 54th level in Chip's Challenge Level Pack 2. Slightly unorthodox room arrangements and odd tile combinations make for a deadly, but not very difficult, puzzle, in Dave Borgman traditional style. Slip under the thieves near the start and wait [3] combined for the tank and fireballs; zigzag left and right across the four rows, then move U 3R and hold south over the ice and force floor to speed things up (and avoid death by fireball). On the far right is a row of locks that opens up the exit.

AttributesValues
rdf:type
rdfs:label
  • Killer Rooms
rdfs:comment
  • Killer Rooms is the 54th level in Chip's Challenge Level Pack 2. Slightly unorthodox room arrangements and odd tile combinations make for a deadly, but not very difficult, puzzle, in Dave Borgman traditional style. Slip under the thieves near the start and wait [3] combined for the tank and fireballs; zigzag left and right across the four rows, then move U 3R and hold south over the ice and force floor to speed things up (and avoid death by fireball). On the far right is a row of locks that opens up the exit.
Level
  • 54(xsd:integer)
dcterms:subject
chips available
  • 62(xsd:integer)
difficulty lynx
  • 2(xsd:integer)
bold lynx
  • 295(xsd:integer)
Password
  • BFMW
levelset
bold difficulty ms
  • 3(xsd:integer)
bold ms
  • 303(xsd:integer)
bold complexity ms
  • 5(xsd:integer)
difficulty ms
  • 2(xsd:integer)
bold difficulty lynx
  • 3(xsd:integer)
bold complexity lynx
  • 2(xsd:integer)
Hint
  • No
chips required
  • 62(xsd:integer)
Name
  • Killer Rooms
dbkwik:chipschalle...iPageUsesTemplate
Time
  • 350(xsd:integer)
abstract
  • Killer Rooms is the 54th level in Chip's Challenge Level Pack 2. Slightly unorthodox room arrangements and odd tile combinations make for a deadly, but not very difficult, puzzle, in Dave Borgman traditional style. Remove one water, take the chips, then clone two more blocks and remove the dirt. There are several ways to do this section, but the best combination of quick and easy is clone two more blocks (using the ice space), wait [1/2] and remove the first dirt, then the second, and finally to use two more to escape. Climb column 9 (with the boots), then take the four keys and chip, and then move to the fireballs above. Pick up the first three chips on the bottom, then the chips by the bugs, and then U-turn all the way back to the start. From the final chip, move D 2R 2D to escape the teeth; odd step is ideal in the official route, though old routes are odd numbers of moves behind and use even step. Move all the way to the right, drop block 2 into the water, and take the chips before bridging to the fire boots. Slip under the thieves near the start and wait [3] combined for the tank and fireballs; zigzag left and right across the four rows, then move U 3R and hold south over the ice and force floor to speed things up (and avoid death by fireball). On the far right is a row of locks that opens up the exit.
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