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Everything posted by mobius

  1. The Walls of CCLP2

    uploaded new version (if this works like I think it does; first post should link to correct place). Version 2.0 is released! Thank you to everyone that played and gave feedback. notes/hints: [POSSIBLE SPOILERS] The levels near the beginning may be easy but for the most part I intend to start creating tougher levels. If you want easier levels try my earlier pack 'Mobi's Challenge' All bonuses have been confirmed solvable except on levels: 15, 22, 26. 1 FULL STEAM AHEAD/A Fleeting Memory I struggled for a while to come up with something easy for this large level. I wanted to the first level of the pack to be easy; so I came up with this. v2: decreased time limit (was too easy to get bonus) 2 NANCY'S TEETH COLLECTION/Naomi's Bug Collection The theme is teeth avoision and manipulation. It's not trivial but still pretty simple. 3 HUMPERDINK'S PENTHOUSE/Bea's Den A small hodge-podge level. Nothing real fancy going on here except the ghost/fire room (which relies on a behavior which I'm not sure is well known) 4 MAY I CUT IN?/ForceWorld Simple level with some helmet and bowling ball action. v2: decreased time limit 5 PAIN TRAIN/Suction Ride Simple but a little bit of though required. Most of the lower part is only there for bonus. 6 A NOT SO PERFECT MATCH/Fixing the Toggle Switch I redid this level (v2). The goal here is perhaps easy to see but might be hard to execute. Actually there is a simple trick which makes it fairly easy to execute: look for visual clues to help you see this. I'm really curious how difficult/manageable this puzzle is. The whole water area with blocks and chips is for bonus only. 7 DERAILED/Slightly Mad I really liked the appearance of Slightly Mad so I tried to keep something very close to that; and wound up with a (mostly) straightforward track maze. v2: altered the maze quite a bit (was too straightforward for my taste before) but theme and structure is the same and increased time limit. Also removed tracks that lead to death. 8 SEA OF SLIME/Use the Fish push blocks through slime puzzle. Probably not as tough as "In the Slime" despite being larger. There are lots of bonuses (some are out of sight). V2: changed title, increased time limit 9 AGGRAVATION Hopefully not too aggravating. The force floors keep switching direction. Just run around and collect the chips. 10 THE GRASS IS GREENER/Who needs a flipper? A puzzle involving green bombs, teeth, Chip and Melinda switching. I'm not real proud of this one; I might change it later if I can come up with a better concept for this level. 11 CLEAN YOUR PLATE/Deconstruction a hook level. Not so much a sokoban but more of a block space and time management puzzle. The time limit might seem long but can count down quick if you waste a lot of time and don't think ahead. Remember not to block your path to the exit and the frame blocks can be destroyed in the slime. 12 CALL IN THE BOMB SQUAD/Mazed In The Speed boots really help make a big level more bearable. The decorative walls help a lot as well imo. You don't need all the of the TNTs. 13 TURN ON SWITCH ON/The Serial Port a simple red teleport maze. You might easily waste the bowling ball in the wrong spot; but the level is short and doesn't take long. Bowling ball is for the bonus. 14 MARCH OF THE YELLOW TANKS/The Parallel Port Tank mania #1 (of maybe more...?) If you want the bonus, examine the starting area. 15 RUNNER UP/Debug File I am guilty of not really changed much from the original level here. Just a simple melee dodging challenge. I have NOT confirmed the bonuses on this level. Please let me know if they are possible; or if you think they aren't (they should be...) 16 A FIRE THAT BURNS/Paw Print Isle Another of my favorite originals (Paw Print Isle). An ice block/flame jet (very simple) puzzle. Due to how orange buttons connect I could not retain the original layout of blocks. Funny note: I almost released this level without the thin walls around the exit path thus enabling a very dumb bust. 17 RE-ENTRY/Double Trouble Slightly more complicated hodge-podge level. You must look for bribes first before collecting items. Simple wiring can have multiple teleports go to one. Look out for speedy ghosts and an off-screen mechanism opens the path the exit automatically when you collect all the chips. 18: HUNTER BECOMES THE HUNTED/Elemental A Maze with a floor mimic (not unfairly hidden as you'll see). v2: was too easy so I removed some walls so mimic has more freedom. 19: STRANGER THAN FRICTION/A Sample of Things to Come A hodge-podge level similar to the original. Bonus at the end for the careful player. v2: made walker room easier to deal with. 20: RANDOM WALKS/Ranger Denmark v2: Changed title and overall theme of level (but kept it slightly similar). Actually; originally in level 19 Stranger than Friction I had an ant in the force floor room but found it too annoying in a level like that; but I still like the concept so put it to work here. 21: BOWL-A-RAMA/Block Away! A good understanding of bowling balls and clone machines will help here. The wire mechanism on the right makes blocks fill up the "lanes" area. It only does one thing; you can't change this. You can however prevent the blocks from blocking beneath the clone machines... 22 LICKETY SPLIT/How Goes? Fast-paced time challenge. Not too different from the original layout. If you're really quick there are bonuses. The canopy area has bonuses and time bonuses; no danger (apart from wasting time). 23: COLD LAZARUS/traps I Yellow tank device I first saw in a Joshua Bone level. The water path after the socket might look dangerous but if you go through it quickly you should be fine. v2: fixed bust near end. 24 JOTUN/Sudden Death One of my favorites from CCLP2. Title is a tribute to another level designer from another community. Pretty simple hodge-podge level; hardest part is the yellow teleports. 25 SILENT CIRCUS/Race for the Chips Another favorite from CCLP2. I had many ideas for this one but some of them I really couldn't get working. This one is pretty simple but I really like the monster pattern. There are safe spots everywhere and extra chips 26: BLOCKUS/Work Fast v2: changed first two rooms and title. Based on chipster's comments and my own feeling that the first room wasn't very original. fire/ice block puzzles may seem difficult until you get experienced with them. Then they become pretty easy. This puzzle is very easy but getting the bonus is tough. Both bonuses in the fire are definitely possible; I got them once but I've since forgotten how. The secret eye hints that there are hidden bonuses elsewhere. 27 LOVE AND THEFT/Frozen Floors Requires dropping items on empty no signs. -For those unaware: doing so causes that item to permanently stay there. A Couple of easy/medium difficult puzzles here wrapped up in an overall puzzle. I'm very uncertain about how difficult this level is. 28 not yet finished 29 GIVE ME SHELTER/Fire and Water Similar concept to my level 'Barricade' from Mobi's Challenge. Make a barricade with blocks to protect yourself from the storm of fireballs. Inspired by the survival contest/challenge from years ago. I managed to get the timing right on the mechanism for this on the very first try. The fireballs come and go on a regular interval. 30 MY CLOWN'S ON FIRE/Chase Race A variety obstacle course with lots of bonus rooms. Time is a little tight but there are bonus clocks at every bonus room. I wanted to remain more faithful to the original layout but some things (like interactions with blocks and tanks in teleports) forced me to make some changes to the wall structure here. Title is a song by the "Lounge Lizards" 31 SWIVEL TOMBS/Well of Wishes A swivel door themed level. Hardest part is probably the small enemy rooms in the upper right. If you take your time and study the patterns first it shouldn't be too bad; doesn't really require a lot of quick reflexes. Also be careful at the puzzle at the end. 32 (not yet complete) 33 THE BIG BLOCK QUEST/The big button quest Carry one block through an obstacle course. Always look ahead before pushing the block (needless to say); though I tried to eliminate surprises as much as possible (unlike the original CCLP2 cough cough) 34 DEAD ETERNITY/Cypher II A Simple chip collecting level. No real puzzles, no chance of death; just a breather level for decoration and relaxation. 35 (actually level 49) QUANTUM LEAP/Just a minute!! You need to understand a few important points about the yellow teleport and ghosts to solve this level fairly: -ghosts can pick up and drop yellow teleporters but for some reason have restrictions that other items don't; -the yellow teleport will only be picked up if it's destination is blocked in the direction of ghost's travel. (OR there's no other y teleport on the field). -when encountering a fifth item, the ghost will ONLY drop the y teleport if another one is on the field AND unblocked in direction of ghost's travel. -And importantly; it must be unblocked for CHIP, NOT A GHOST. This means for example even though ghosts should go through walls; if you place the first y teleport next to a wall in the direction of ghosts's travel the ghost won't drop it. -If this is the case the y teleport will be skipped and the next item in the ghost's inventory will be dropped instead. Unfortunately these points are not exactly intuitive and there's no easy way to demonstrate this in game. Besides all this; let me know how intuitive/non-intuitive the rest of the level is. 53 MISSION IMPROBABLE/Security Breach A CC2 take on the old "security system device". ...Which could've been much more elaborate, well there are plenty more levels left...... Anyways; you must step on the wires with the lightening bolt; only while they are active, or lots of teeth will attack. On the final part; you're forced to step on a long section of wire so you must disable the "security system" first.
  2. The Walls of CCLP2

    A brand new CC2 level pack by mobius, Inspired by Joshua Bone's "Walls of CC1" I decided to take on a similar project; for CCLP2! All of these levels are modeled directly after the levels from CCLP2 (the first big community pack of CC1). My overall rules and goals aren't exactly like Josh's WOCC1. I haven't always kept the level size 32x32 or left the walls untouched. But every level I've either tried to keep the basic overall shape or use a similar concept but CC2-ify it. Hopefully those familair with CCLP2 may be able to recognize the levels. The levels will be in the same order as the original pack so the difficulty curve may be all over the place as I'm not really trying to order the levels based on this; but since many of the earlier levels of CCLP2 were smaller and simpler these beginning levels ended up rather easier anyway. There are no tutorial levels however; I recommend getting a at least a decent understanding of the game mechanics before playing. CCLP2 was probably the first custom pack I played back in the day so this is very nostalgic for me. I also found it incredibly helpful for getting into making new levels again; after a very long writer's block. It was a very fun project and I definitely will be continuing it. There are currently 26 levels complete. The end goal is all 149; though I have no idea if I will be able to complete it or when. Thanks to Josh for the idea and other people here at CCZone for playing and giving feedback and advice. All feedback is welcomed, positive or negative. If a level is too easy or too hard; especially if it's busted, unfair or doesn't work properly I want to know.
  3. 500

    nice update! Not much feedback I'm afraid; I've had very limited playing time lately: Lofty Castle: One of my favorites in the set so far. The only parts I can complain about atm is the swivel room which can be quite confusing. When the fireball can pass through multiple swivels doors multiple times it gets really hard to keep track of what needs to happen. The new levels look nice; haven't beaten them yet. As usual the decoration is really nice.
  4. A little feedback after some more playing today: Footrace Through Fire swamp: Graphically; this one is much improved over the first version. Gameplay however; I found this one quite frustrating. If the race wasn't quite as tight I think it would be much more fun. (as is it seems you need to be absolutely perfect, unless I'm going about it the wrong way). Uptown decision: A bit overwhelming at first because there's so much going on in a small space. That's why I initially skipped over this one but I don't dislike it because of that. Takes quite a bit of thought and time to go through; cool puzzles throughout! Quite a tough one despite being a small level. Is it intentional that you're allowed to go through the swivel door the wrong way? (this is a glitch with the no signs on top of swivels).
  5. The Walls of CCLP2

    thanks very much for the feedback!!! level 6: I plan to alter this level quite a bit. Version 1 isn't what originally intended but I couldn't work it out at the time. level 11: I personally find it a bit tedious actually. I'd like to make it smaller or less tedious somehow but not sure how without altering the original layout greatly. I like how it requires you to manage how/where you put the blocks so I may not change it. 15: that is not a bust: It's supposed to be pretty open-ended. I really couldn't think of much for this one so I decided to make it a simple melee dodging level. I'm not sure the cloner is really necessary actually as you can solve it pretty quickly before many walkers clone. 18: based on your comments maybe I'll make this one harder. 19: I'll make the walker room smaller. 20: I struggled to come up with something good for this level. I might change it slightly or make something new altogether. 21: I'm aware all keys aren't necessary. I got frustrated coming up with a good key puzzle. 23: That mimic/tank device I first saw in a Joshua Bone's level. Gah! Dumb bust. I'll fix that. I also don't really like how you can easily die doing that incorrectly (the non-bust way) so I might change that as well. I currently have a couple of new levels almost done and as stated I may fix some existing ones in the next update.
  6. C1059-CC2

    looking forward to any updates! I liked where this set was going I'll definitely want to play more. ask us in discord for any help/tips/feedback etc.
  7. Walls of CCLP2 v1

    Version 2.0.0


    version 1 released Feb 2, 2018. Currently 26 levels. All Levels have been tested; should be all solvable and all bonuses should be obtainable as well. Please let me know immediately if a level is unsolvable or of any other problems. This pack has no custom music atm. Any feedback is welcome. Post here: or PM me.
  8. To correct what I said before; When I download the latest version right now all the levels are there but totally out of order. I looked at the c2g file but I can't see why this is happening.
  9. I can completely agree; I also feel like I'm not firing as quickly as I once was. I also agree with Josh; I think it has more to do with not using it or losing it. I (maybe) have an excuse as I've been doing physical jobs for several years now and I feel like my brain is starting to rot. That's partly why I'm planning on going back to college and trying to get a "thinking man's job". I'm hoping if I challenge myself I can stop this downward spiral before it's too late!
  10. custom music for CC2

    Since CC2 supports adding your own custom music I felt we needed a place to upload our own music for others to enjoy. (and because Scott Joplin gets old after a while ) Here is the music of the DOS game "Jazz Jackrabbit" which has highly acclaimed music. http://www.mediafire.com/file/tkhc2ikakzx7pj4/Jazz Jackrabbit music.zip
  11. when downloading the latest version I had to play them in the editor because for some reason when selecting the levelpack and playing only five levels appear in the list. It might be a problem on my end; not sure. Also fyi: if I say I haven't solved a level yet; it doesn't mean I'm necessarily complaining about it or saying it's too hard. As usual there are totally new and amazing mechanics going on in some of these levels: I particularly like the mechanism to push and pull blocks in Fearless Acrobat , Speaking of this level; the monster area in the upper part is exactly what I originally had in mind for my own level "About Face" but could only get it to work with 1 type of enemy at the time. My Mother says; very nice one except the very beginning I haven't figure out yet. (I may have mentioned this before but sometimes, especially on levels like this; I may alter chip's position in the editor so I can play other parts of the level. I'm sorry if this makes anyone angry but this is how I play) Disintegration Integration: totally stumped on atm: I find yellow teleport puzzles very hard. Hoopla was a super fun level! For being such a big level it did not feel frustrating at all. The yellow tank bonus puzzle reminded me of "Tank Blocker part 2B" which I solved once a while ago but since forgot the solution. I didn't mind the time limit here. Nice take on Amsterdam; another very fun level. Reminds me of Venice (except no evil ending ) Salmon Run: another nice concept but quite hard; takes a while to study everything and figure out how it works. Not sure I'm real fond of the walker areas at the bottom. Haven't solved it yet. Nursery Games; another fun one; not too simple but not too hard. Good use of teeth I should be more specific with glitches: sometimes I don't mind those levels; it depends. Mainly it's that the game is still new to me so it'll take me a while to discover all the glitches and unusual features. I'm still learning all of the non-glitch features! The only level I can think of atm which has totally stumped me because I'm still unaware of the trick is "One lesson before" It's a matter of taste so I'm not really complaining, just saying I don't spend a lot of time on those levels, I mean I wouldn't spend more time than I would on another level because imo; figuring out a glitch can be hit or miss. If it's a mechanic that is unexpected than by definition it's difficult to discover. (I haven't solved the others you mentioned either). On Part and Parcel: yes; I guess this would help. This area is harder than it looks imo, still haven't figured it out; I just wasn't real fond of it. (maybe that will change if I solve it).
  12. 500

    I was kind of being very general. It seemed like they got harder but I haven't played them a lot yet. I skipped over a couple which were bigger (because I was short on time when I was playing) like Hollow which I will return to. Some completely stumped me atm like Vert.
  13. BEFORE MY VERY EYES: very cool maze! Part and Parcel: Fun concepts throughout. I really liked the beginning and two right side portions. I wasn't as fond of the left side with the enemies. I move, you move; another fun and quick one! Slime yard; was a really interesting take on "block factory" I actually liked this one. Rule of Tincture: haven't solved this yet but I like the structure. What does the title mean? fyi: I'm not a fan of anything that uses abuses glitches or unexpected behavior in the game, so I might not offer much comments on those levels. I haven't downloaded the latest version yet so I'll be playing more in the future.
  14. 500

    I started playing this pack: lots of fun! very cool designs I'm afraid I'm not at all able to make videos atm but here are comments about this pack: Arrivee; a simple but fun level that's easy to figure out. Puce: was confusing at first but has a nice surprising ending. Multiplicare: I really liked the idea behind this one. It turned out simpler than I was expecting but still lots of fun. Requires something thinking and working it out. Classified Side: a nice exploration type of level. On Track:a nice concept to this one; takes a moment to see what needs to be done. Formi: a nice short dodging level. Sosie: really fun level; cool design, interesting and not too tedious. After this the levels suddenly get more difficult. I haven't completed the pack yet; I'll post with more comments when I play more.
  15. 500

    is this a brand new levelset or an update to your existing high five set? In any case: I look forward to playing it!
  16. Mobi's Challenge

    At last! Here it is! A 166 level beginner friendly CC2 level pack. It was too large for the downloads section here; http://www.mediafire.com/file/4isgsydtzj4mvsn/Mobi%27s+Challenge.zip The game begins with lesson levels and scatters them through-out. I tried to make use of every game element at least once. I focused on trying to make relatively original concepts and left out levels that felt too repetitive of the kind which have been made for CC1 already. I will release a rejects pack soon which contains about 30 levels I left out for various reasons. Some of the ideas were co-created, borrowing ideas from other people or are adaptations. Most of the small sokoban levels were adapted from another game called “Enigma” which is an emulation of an older game called Oxyd. The authors mentioned originally designed those puzzles in that game. On a whole this pack should not be overly difficult-- I designed it to be beginner friendly and intentionally dialed back the difficulty several times in places where I thought it wasn’t really too hard but might be for a beginner. Of course; any feedback is very much appreciated. If you have any problems please let me know. Thanks to Joshua Bone and -H- for playtesting my demo pack and feedback. I’ll be taking a break from this game, but I hope to eventually make more levels, perhaps another large [probably not quite as large as this] level pack in the future. Level Notes/Hints: [spoilerS] [i may improve these hints and cover more of my pack when I get time.] Kaleidoscope: there’s a bonus hidden in this level. Entrapment: All bonuses are most likely possible but I have not tested how difficult they are. Follow you, follow me The enemies are not needed to do anything other than to reveal the path. If you don’t keep up with them, the level’s not over, but it will be harder. The glider doesn’t die and will keep circling around. Look around for bonuses. Bob the Blob: A simple concept but this level can be very challenging if you don’t know the trick which makes it much easier. There are a few extra chips Window of Opportunity: There’s no guesswork here as to which side of the teleports you need to enter; a little careful observation will do the trick. The numbers indicate which teleports are next. The clue refers to an obscure quote from a prank phone call on a website probably nobody’s ever heard of. Backwards Logic: No trial and error is necessary here; there is a pattern to follow. The title is a hint. The Butterfly Effect: There are five chips and all can only be gotten once the bombs guarding each one are blown up. To do that; send the five monsters into the maze. The trick is they must be sent in a proper order or they all won’t reach a bomb. Motion Sickness: Not really a dodging level; but a maze with walls made out of enemies! If you make it through quickly you’ll get a bonus. God of War: I'm not sure what kind of hints to put on this level so I'd like to especially know people think it needs any/what they should say. This is a level where you must experiment and look around. Once you know what each button does there's a simple puzzle with juggling the blocks around. This level was adapted from a puzzle in a point and click adventure game "Journeyman Project 2, Buried in Time" with basically the same setup. Thanks to Joshua Bone for the help on the timer mechanism. Do the Wrong Thing: This level is full of red herrings. Study everything closely and you’ll find a lot of things in the level are pointless, and what you really need to do. Chip’s lament This level has multiple solutions [and multiple exits] There’s a hidden bonus. Barricade: Originally this was Inspired by a “survival competition” on CCZone but it changed drastically since then. Meditation: Each button makes a different set of doors open or close. This is a simple logic puzzle where you determine a combination of buttons to press to open all the doors. The way I would solve this level is first write down what each button does, numbering or lettering each button and door. This makes it much easier to see what the buttons do and find the right buttons to press. There may be more than one solution. There is a combination of buttons to press, they can be pressed in any order. Push the button Max: Hidden bonus on this level. Title refers to a quote from the movie “The Great Race”. Clue: This level is a lot simpler than it looks. Yes, you are justified in wanting to smack me for it. Originally I was going to call this level “Only in the footsteps of God” and base it off of a famous scene from Indiana Jones and the Last Crusade, but being a pop culture reference it would’ve been slightly unfair. This way, it is solvable without any prior knowledge. [This idea, in turn, was inspired by a similar idea on another game by Dodochacalo] Glass Maze The level is an adaptation from a puzzle in the game RHEM2. You can totally ignore the canopies unless you want the bonus, they serve no purpose in getting to the chips or exit; there's no "trickery" in this level. Oblique Strategy: There are many ways to solve this level. What you need to do is set up a situation similar to Ortoo Geld, having the gliders press the green buttons but in this case; a green button must be pressed on every move; in other words, imagine chip walking down a path lined with green buttons. The same effect needs to be replicated. From the Brink This level has multiple solutions Ice Follies: It’s like Ice Death, except with no random guessing or death. Like the hint says; the solution is right in front of you. The level literally tells you exactly where to go, you just have to decode it first, which after a little experimentation should not be too difficult. Drawing of the Seven This level is the one, by far, I spent the most time on. The puzzle is to press every button only once, and using the clues from the flame jet room and the letter room you must decipher the order in which to do this. A random sequence is generated each time you play so there is no universal solution to this level. This is also an adaptation from another puzzle in RHEM2, one of my favorite puzzles in that series originaly called the “light barrier puzzle”. The title gives a clue to the puzzle. The hardest part of designing this was figuring out how to generate a random pattern each time. If you've solved it [or looked in the editor] you'll see the level is huge 63x80 [90% of it is the mechanism while about 10-20% is the play area] thanks to random8 for a little help. I got a lot of inspiration from the level "Simon" in Tsa1. I wanted to design it such that you could generate a sequence; try and if you failed, try again, multiple times in the same play, but working out a mechanism to reset the sequence proved too difficult and I decided to go with making it so you must restart the level to try again. Patience Puzzle: This is based on the classic “6 Linked Rings puzzle” which is most commonly in the form of metal rings attached to a loop or shuttle. I discovered this from “Tavern Puzzles” but many other versions exist. It’s supposedly of ancient Chinese origin. -This is not a standard sokoban level. The puzzle here is discovering the correct sequence to remove all the blocks [and put them all back if you want the bonus]. There are about 43 steps in total. -Number each block from left to right. Each button holds open the door ahead of it. On top of this, to remove blocks 3,4,5 and 6, all other blocks before it besides the one IMMEDIATLY before it must be removed. -The first block can be removed at any time. To remove the second block, the first must be in. To remove the third, the second must be in but the first must be out. To remove the fourth block, the third must be in, and the first and second must be out, so on and so forth. -There are no other tricks, but it can be tough to keep track of where you are in the process. A lot of times you may feel like you’re making negative progress when you’re not. -To get the bonus, after removing all the blocks and opening the green door, simply put them all back, doing all the same steps but in reverse. Chip and Melinda’s Excellent Adventure: The bonus mechanism has not been expertly tested; please let me know if the timing on the door is too tight (or too loose).
  17. Mobi's Challenge

    after being away for a very long time I feel like playing CC2 again, so I may be updating this pack (and/or making a new one). And of course playing other people's
  18. Windows 95 Compatibility issues...

    is this a joke? You can get a PC that runs Windows 7 and below fairly cheaply these days. Search ebay.
  19. Supercollab 2.3

  20. Nanamin's Challenge

  21. avatar upload not working

    when I try to change my avatar pic I can select an image and it's filename appears in the text box but the image never appears and it doesn't change. using an image hosted from a website seems to work but not uploading from your own PC.
  22. Mind Games

    I know it seems like I gave up or disappeared; I'm sorry. I haven't but I've been incredibly busy with real life and other games. I will get back to this and continue my videos and review. Especially/probably when the new CC2 editor is released/gets tested I will get interested in CC2 again. And I'll download the latest version you have. Also if I found busted solutions to any levels let me know and I'll go back to play fixed versions if they exist.
  23. Mind Games

    I haven't had time to make any new videos lately; I will get back to it don't worry.
  24. Mind Games

    Sometimes I failed to mention some things in my videos that are happening. Let me know if there is anything you have questions about that I didn't talk about. also thanks for the keypress issue. I know someone told me this before but I forgot. I have a 6th and 7th episode recorded. (it's not uploaded yet). Currently stumped on "Phantoms". In episode 6 I'm stumped on one thing but I figure that out in the next video then I get stumped on another part of the level.
  25. CCLP4 Trailer + Release Date

    what is the name of that remix song and how can I find it?