Copper Keykeepers
Collect both chips ◇ and the key k. Boots b protect from fire F. Open door D, then reach E. Fire without boots ends the attempt.
Magnetic expedition: boots can switch between insulated walking and magnetic climbing. Magnet ON opens the copper wall plates; OFF protects from fire. Retrieve an extra chip from the wall and actually cross the fire before exiting.
How to play & accessibility
Collect both chips ◇ and the key k. Boots b protect from fire F. Open door D, then reach E. Fire without boots ends the attempt.
Tap controls, or Tab then Enter/Space to activate every board cell and action. Arrow keys move where supported. R restarts. Z undoes in calm puzzles. Small numbers identify cells in row-major order. All controls are at least 44 pixels.
Source & original design
Compact original rules study inspired by the listed mechanic, not a full reproduction. New name, board layouts and CSS artwork; no source assets copied.
Source: Chip's Challenge 2