LEVEL 085 - TELENET

Linda
Tuesday, June 24, 1997 6:23 PM
Chip's site email

From the first chip, follow these directions:

R U U R U R L U R L U R D U L D. This will get you to the red key and back to where you got the first chip. Follow the same pattern except for the last L&D and you will get back to the red door. Once there, follow the same route you did to get to the first chip, except you will go up instead of down through the zip floor.

Good Luck & Enjoy!

Linda

Kevin Gordon
Monday, November 10, 1997 2:46 PM
Chip's site email

How about 224!

I just beat the reported 220 on level 85, Telenet by FOUR whole seconds. I've gotten 221 twice as well as 220, 219, 218. [...] The real secrets are in the patterns in each room and the fast run at the end. Here's a brief description for the tips:

Go to the lower left and get the blue key. Then open the blue door and get the chip. We'll call this Room #1. As reported earlier, the pattern for safe transport is: RUUR URL URL URD ULD. Enter the teleport headed in the indicated direction and you will land in the "safe" square in each new room.

On the first trip through, get the chip from each room EXCEPT for the Red Door room, Room #15. Leave the chip there for next time around. In Room #16, get the Red Key. Exit DOWN as indicated in the pattern to return to Room #1.

Now for the speed variation: After the fireball passes on your right (headed down), move RU to stand to the right side of the teleport. The fireballs are synchronized with one another on a 14-square path around each room. , so when the fireball is directly across from you on the LEFT side of the teleport begin keying LRLRLRLRLRLRLR (14 jumps) to Room #15. Now quickly move U3 L to get the last chip and L U L2 to exit the Red Door room (wait on the fireball if necessary). Now follow the passages back to the socket and the EXIT!

Kevin Gordon

Ruben Spaans
Friday, April 10, 1998 3:32 PM
Chip's site email

I just got 234 seconds, which is 7 seconds up from my old score, and 10 seconds better than Kevin Gordon's unconfirmed score from November (gross). Here I am in April, and I shiver at the thought of what could have happened in the meantime. :-)

I borrowed a piece of Kevin Gordon's tips, added some more boldness from my side and finally had my share of good luck.

The level consists of 16 teleport chambers, each containing a fireball going in circles. 15 of the chambers has a chip, the 16th has a red key. Chamber 15 (which is Chamber F in my solution map) has a red door, which is the exit out of the teleport complex. In order to conquer the level, you will have to get the blue key, enter the teleport complex via the blue door, move from chamber to chamber picking up the chips on your way, get the red key, go through the chambers again, and exit via the red door in Chamber 15 and walk to the exit.

The real time saver for me was to take a more efficient route between the chambers, which didn't necessarily lead to the safe spot in the next chamber. My route goes like this: ULLD LDLU DLUR LUDD. I pick up all the chips as I proceed, until I enter Chamber 15 where the red door is. Here I go down immediately to enter Chamber 16 (Chamber G on my map), this is also how Kevin Gordon did it in his old 224 seconds tip. After picking up the red key, I position myself north of the teleporter. Then I do a very quick whizzing teleportation until I am in Chamber 15 (15 up/down moves in all), standing to the south of the teleport. Then I go up, get the chip and walk out. The up/down teleport movement is the hardest moment on this level, I guess I lost in 9 of 10 tries just because I wanted to be as quick as possible. A slower approach would be to move up/down only when the path is clear. The fireballs are mostly synchronised in all rooms, so when you see a fireball coming near you, pause the teleportation, and continue when the fireball has passed.

Another speed trick required (or else the directions above won't work) is to execute the next move at the same time as entering the teleport. After moving into a teleport you are allowed a "free" move or a half move right after, it seems like good'ol Chip is skipping a square. The same goes for the force fields on this level.

Ruben Spaans