CHIP REVIVED

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Tile guide: every block, item and hazard

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Every mechanic in CHIP REVIVED follows simple, consistent rules. Once you know what each tile does, even large stages become a matter of planning. Here is the complete list.

Tile guide: every block, item and hazard — CHIP REVIVED

Keys and coloured doors

Keys come in red, blue, green and yellow. Walking into a door of the same colour uses up one key and opens that door for good. Keys are not shared between colours, and a key spent on the wrong door is gone — many puzzles are about choosing which door to open first.

Chips and the gate

Chips are the main collectible. The gate stays shut until every chip on the board has been picked up; then it opens as you walk into it. The chip counter at the top of the screen tells you how many remain.

Water and boots

Stepping into water without water boots ends the attempt. Pick up the boots first and water becomes normal floor for you. Crates pushed into water sink and leave a patch of dirt behind — a bridge you can walk on.

Fire and the shield

Fire tiles are deadly unless you carry the fire shield. With the shield you can walk straight through. Stages often place boots and shield so that you must fetch them in a particular order.

Ice and cleats

On ice you keep sliding in the same direction until you reach a tile that is not ice or bump into something. That makes ice a puzzle of stopping points. Ice cleats let you walk on ice normally, one tile at a time. Crates slide on ice too.

Force floors and the magnet

Force floors (arrow tiles) push you one way — up, down, left or right — and keep carrying you along a chain of arrows. The magnet item cancels them so you can walk across freely. Crates ride force floors as well.

Crates, dirt, buttons and toggle walls

  • Crates can be pushed one tile at a time if the space behind them is free. They cannot be pulled.
  • Dirt is cleared the moment you walk over it and turns into floor.
  • Buttons flip every striped toggle wall on the board between open and closed. A crate standing on a button presses it too.
  • Walls never move, and the exit ends the stage.

Put it into practice

World 1 of the campaign introduces these tiles one at a time. When you know them all, the 20 mini-games remix them with twists like darkness, mirrored controls or a single life. Play now.

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