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An Entity of Type : dbkwik:resource/KAsGL2bkEVVbaxjd2mqLVQ==, within Data Space : 134.155.108.49:8890 associated with source dataset(s)

Forced Entry is a city themed level in Kid Chameleon. The first thing you will see when starting the level is a big sign reading "GO" - this is good advice, since this is the second level to feature a murder wall chasing you.

AttributesValues
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rdfs:label
  • Forced Entry
  • Forced Entry
rdfs:comment
  • Forced Entry is a city themed level in Kid Chameleon. The first thing you will see when starting the level is a big sign reading "GO" - this is good advice, since this is the second level to feature a murder wall chasing you.
  • Tony Benjamins and Brad Hull met when they played on the same soccer team in 1974. By 1982, each of them started learning guitar, due to being influenced by bands such as Kiss, Judas Priest, Iron Maiden and AC/DC. They met drummer Colin Mattson in 1984, and upon Benjamins switching to bass, they started playing gigs as Critical Condition with various vocalists until they decided to just be a trio, and Forced Entry was born.
  • Forced Entry es el décimo cuarto episodio de la primera temporada de CSI: Miami.
  • Forced Entry is the fourteenth episode in season one of CSI: Miami.
  • Forced Entry is the 22nd level in Chip's Challenge 1, and is one of the hardest levels in the early part of the set. The easiest way to solve Forced Entry is to simply step R, then pick up the chips as Chip either can directly step off to take them, or is within a couple quick boosting moves; however, one mistake can cost large amounts of time. The bold route solves the level in a mere seven seconds; it takes the chips in forwards reading order, and all routes should attempt to do this, as it is the quickest path through the chips.
  • The chapter starts with a cutscene in which you see how the Locust have adapted to the Deadlands and how they have built a new home. Then you spot a Barge and Marcus tells everyone to prepare to hijack it. You take an improvised lift and appear next to a Locust horn, and a Savage Grenadier will appear. Shoot him immediately (he dies instantly as soon as you fire on him), and sneak into the compound. NOTE: If you snuck in, Savage Grenadiers are at the front, while the Drones man the turrets and are at the back. No Savage Therons appear yet.
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  • 22(xsd:integer)
Season
  • 1(xsd:integer)
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  • 1(xsd:integer)
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difficulty lynx
  • 2(xsd:integer)
bold lynx
  • 288(xsd:integer)
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  • 2(xsd:integer)
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  • 2(xsd:integer)
bold difficulty lynx
  • 3(xsd:integer)
bold complexity lynx
  • 2(xsd:integer)
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  • 14(xsd:integer)
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Date
  • 2003-02-03(xsd:date)
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  • Miami
Name
  • FORCED ENTRY
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  • Forced Entry
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  • 2(xsd:integer)
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  • Forced Entry
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Color
  • #c0a080
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Time
  • 300(xsd:integer)
NEXT
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Director
Features
abstract
  • Forced Entry is a city themed level in Kid Chameleon. The first thing you will see when starting the level is a big sign reading "GO" - this is good advice, since this is the second level to feature a murder wall chasing you.
  • Forced Entry is the 22nd level in Chip's Challenge 1, and is one of the hardest levels in the early part of the set. The easiest way to solve Forced Entry is to simply step R, then pick up the chips as Chip either can directly step off to take them, or is within a couple quick boosting moves; however, one mistake can cost large amounts of time. The bold route solves the level in a mere seven seconds; it takes the chips in forwards reading order, and all routes should attempt to do this, as it is the quickest path through the chips. The actual bold route is thus: hold east until Chip reaches chip 1, then move at 10 m/s 8D [1/2] D 6L DL [1/2] D >[2R D] 5D >3R 3D 2R [1/2] 5R >5R 3R DLD [1/2] LD >[2L D] D and hold east into the exit; this scores 293.2 at the maximum. There are a few important ideas involved in this route: backwards movement over force floors is 10 m/s, but perpendicular movement is 20 m/s and will show up if a spring slide is attempted. Most of the moves are fairly straight and somewhat easier to execute than they appear, but some movements are oddly slanted including a couple diagonals; these are still along the paths that could be taken if there were no force floors at all, but apply this principle. The ice is reliable but is often inferior, as it moves at a constant 10 m/s. Different emulations may also alter strategy in heavy boosting levels. When holding down arrow keys, Tile World tends to give earlier response; in MS, if Chip has to turn sideways onto a single sliding tile and then continue holding down that key, a player would usually have to hit 3D (the first D move, then the 2D spring slide) all separately, which is more difficult. A held key in MS does not register until Chip is moving across the next space, which means it will not register at all and Chip will stop after >D off chip 1. On the other hand, it is easier to press keys at 10 m/s in MS CC, which may make it preferable for this level.
  • The chapter starts with a cutscene in which you see how the Locust have adapted to the Deadlands and how they have built a new home. Then you spot a Barge and Marcus tells everyone to prepare to hijack it. You take an improvised lift and appear next to a Locust horn, and a Savage Grenadier will appear. Shoot him immediately (he dies instantly as soon as you fire on him), and sneak into the compound. There are several Longshots and One-Shots around the area. Use them to kill the sentries on the walls. If they set the alarm off, its time to go loud and kill everything in your way. If you kill the two sentries on the second wall, go to the next area. This time, there are two sentries within equal range of the horn. A Longshot is recommended for this part, or two One-Shots for two players. If you kill the sentries, a gate to the side opens and three Savage Locust appear. Kill them, go in, and then run to the gate, stocking up before you go in. Open the lever and you will be taken into a special area, which contains grenades, ammo packs, and a Digger Launcher. The Wild Tickers in the cages do not harm you in any way. Once you're done here, go to the door and open it. You will end up in an "armory", which contains some Cleavers and another Digger Launcher. Leave and then you will need to fight the enemies here. NOTE: If you snuck in, Savage Grenadiers are at the front, while the Drones man the turrets and are at the back. No Savage Therons appear yet. If the alarm goes off, you'll need to fight the enemies in the compound. Several Savage Locust come out, and then after a while the gates open, revealing two Savage Boomers. Along with that, the Savage Locust send out a Corpser on you, which you deal with as the one you encountered before. Keep proceeding and you will end up trapped in a room, and then the Locust start attacking you. Shoot the lever to open the gate, and deal with the enemies. Note: If you went in guns blazing, Savage Drones are at the front while the Grenadiers man the turrets and are at the back. Two Savage Therons also appear at this point. Once you deal with all the enemies, two Savage Boomers ambush you. Kill them and advance to another area, where there are some Savage Locust, along with a Theron on a turret. Kill them, then use the lever near the turret to leave the area and begin the next chapter, Trench Run.
  • Tony Benjamins and Brad Hull met when they played on the same soccer team in 1974. By 1982, each of them started learning guitar, due to being influenced by bands such as Kiss, Judas Priest, Iron Maiden and AC/DC. They met drummer Colin Mattson in 1984, and upon Benjamins switching to bass, they started playing gigs as Critical Condition with various vocalists until they decided to just be a trio, and Forced Entry was born.
  • Forced Entry es el décimo cuarto episodio de la primera temporada de CSI: Miami.
  • Forced Entry is the fourteenth episode in season one of CSI: Miami.
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