What when designing puzzles is, instead of just offering one portalable tile, make half the wall portalable and the other half not — where the boundary happens to be in the right spot to constrain the solution. That is, make the difference look like an irrelevant aesthetic choice as much as possible.I used to be really annoyed about this sort of thing; then I replayed Portal (1) and realized just how many black walls it actually used. On the other hand, take a look at the beginning of chamber 18 (where the first thing you have to do is get across two pits of goo) — it has entire walls and ceilings that are portalable or not, and those make up the puzzle without feeling like they're leading you through the solution.
My experience of portal 1 was on launch day after sitting up and beating all of episode 1. I was exhausted and delerious and had no idea what to expect. It was perfect. The game drew me in hook line and sinker. The first time i found a back room in a puzzle and the introduction of the companion cube just got me.
I wasnt playing chell, I WAS chell. It was brilliant because it was subtle and unexpected and the loose nature of the story allowed for complete immersion. Theres absolutely no way portal 2 could have hit that mark. The entire time i played portal 2 i was playing a game, portal 1 was an experience. Sure it was simpler and it allowed you to imaging what was really going on behind the scenes, and allowed you to witness some of that secretive backstage drama. But Portal 2?
It took a breakout, turned it into a crash landing, transitioned to old memories, evicted an evil robot, made a terrible mistake, traveled to the past, learned some history, met new characters, met old characters, traveled further in time, put 2 and 2 together, escaped the past, did the right thing, and escaped to the overworld. Sure Portal was great, but Portal 2 really was better, Art and all. Maybe a shot in the dark. But perhaps OP was attempting to communicate that he considers Portal the work of art brought us into the world and lore of Aperture and the scenarios you laid out.
In this way, he may be saying that by credit is due to Portal by being the first. Sprinkle nostalgia of playing the game in that universe for the first time, finding the first easter eggs that would eventually become plot lines or recurring jokes, and creating of relationship with the characters that Portal 2 grew from. Then again, I could be wrong. It just seems the first work of someone that brings the world into an era might be considered 'the' work art that all others can only be compared to. One thing portal had over portal 2 was the environment. Not only did it blend seamlessly with the puzzles, but it gave you subtle hints into what kind of world you are trapped in.
Unlike portal 2, where you knew glados was an ai from the beginning, in portal 1, she was a complete mystery up until the very end. At the beginning of the game you would think she was just a voice recording, of course you are assured of this i mean, 'Shewelcomes you to the computer aided enrichment center', so of course you are not being guided by a person.right? Throughout the test chambersher voice occasionally glitches out, assuring you once again you are alone in this cold, florescent lit world. But weird things begin to happen. Whenyou go to put a portal behind a camera she reacts as if she knew, as if she was 'watching you'.
Of course a machine cannot know what you are doingright? Its probably just a per-recorded message for when a test subject knocks over a camera. I mean what are the odds it happened before? But thenthings get even stranger. The test become more and more dangerous, even coming to the point where they involve military grade turrets.
On top of that she starts to mention the end of your test more and more often, accompanying vague and unsettling lines such as 'you will be missed'. These lines lead to you getting paranoid, and no amount of glitching and 'subject name here's' can make you think differently. By test chamber 15 you startto witness another occurrence. This one by far more creepy then all the previous.
Packed away behind 2 companion cubes and a faulty hydraulic panel you find a small den filled with tons of trash and even more unsettling.writing on the wall that seems to be written, in blood? Though the site seems overall creepy at first glance, you soon read the messages and understand the meaning behind them. Two of the more common ones are 'she is watching you' and 'the cake is a lie'.
These make you question you trust in that voice, because for the first time you have evidence to suggest that the voice over the intercom might not be per-recorded, or even human, but something.else. By test chamber 17 you get your companion cube and start to wonder the significance of it. Its just a cube with a heart on it, right? Then you find another den,this one filled with pictures of the goddamn things. They cover faces of people on photos and calenders with writing on the wall suggesting the person whom did this gone crazy.
This makes you start to question the person whom did it, making you struggle to decide who is right? By the end of the test she instructs you to 'euthanize the cube', which is an odd thing to say considering it does not have feelings, hell it isnt even alive.right? Now you start to wonder if that voice, whom or what ever it is, has gone mad just like the person who wrote all those cryptic messages on the wall. But you soon forget about, and make your way out to test chamber 18. For what it was, test chamber 18 was quite uneventful, especially considering it was the second to the last test chamber. You take some time to do the test, come across another one of those dens, this one containing not much more information on what watches you, and you finally arrive at that iconic elevator again, on which she mentions something off beat about 'a self esteem fund for girls'.
Once the elevator stops, you get off to see the sign 'test chamber 19' illuminate, as usual, and glados reminds you once again this is the last test you will take by mentioning cake. Even though the idea of 'cake' at the end of this all seems off center, even a bit anti-climatic at this point. Curiosity brings you upon that platform. But of course not even cake, which you have been promised, is at the end of the platform as it slowly descends into an inferno.
Realizing that there is away out of this, you place one portal on the maintenance platform in front of you and another on the incinerator's wall and jump tosafety, but not without her reaction. You begin to hear the voice in an entirely different way. Not any more is it just a per-recorded messageguiding test subjects through a maze, but it is a sentient voice, one that you have now frightened. She tries to coax you onto laying down, assuring you in it's calm yet afraid voice that it was all just another part of the test and that cake will be served. You of course do not trust that voice and continue on through the maintenance shaft, thus emerging into a small observation area designed to look at test subjects, but it is completely empty.
There is no sign of people anywhere, which makes you wonder 'what happened here?' As you continue through this seemingly abandoned area its voice becomes more and more agitated until finally you fall into a room with a turret trap. You now are assured she wants to kill you.
Its voice changes tone to a more serious and angry voice telling you that 'good people don't end up here' and such, trying to convince you not to continue further. You come across one key thing on your way to its chamber; a power point discussing aperture's competition with black mesa. To anyone outside of the half life series, it means absolutely nothing but to us, it becomes one of the strong holds of this plot. By the end of the game you find glados, incinerate her cores, the rest is history. But there are certain things which i would like to point out. During the start of the boss fight she states that they put these cores on her because she flooded the facility with neurotoxin. Besides giving you a timestamp onto when this happened (in other words, she didnt kill everyone in the facility at once, considering they put cores on her afterwords), but it confirms your suspicions that she was corrupt.
Another thing i would like to note is her mention of the half life lore. Obviously aperture was in competition with black mesa, which is confirmed by the power point.
However, it is never stated when the game is occurring. When she mentions what is happening outside, and 'the only thing keeping them from here is me', we can infer that she is alluding to the combine, the prominent antagonist from half lifeThen the story becomes clear; during the portal storms following the black mesa incident, the scientist of aperture sought refuge in the interiors of aperture. But when the 7 hour war started they were trapped in, and forced for comply with a corrupted ai's sick commands.
But the most powerfulelement for me was one line from the credit song 'still alive'. 'when a look out there it makes me glad im not you' Is powerful because it ask you at the very last moment major questions. Is she still alive? What is out there? Is what ever's out there worse then whats in here? If so Was it all worth it?
Was there really a cake? Was I the reason she turned on me? The whole song in general was a great wrap up to the game, because it did just the opposite. It brought up many questions that asked you to evaluate what you just did, leaving all the answers up to you. This Kubrick style is reminiscent of films such as 2001 a space odyssey which gave you a very uncomfortable cold setting and asked you to make sense of it all. In theend, portal is art because it was open to interpretation, and as much fun and over all humor portal 2 laid out on the table, it cannot compare to the dark tone the original hadedit: formatting.
Portal 2's humor does not compare to the original Portal's humor. Portal's humor is dark and clever, and Portal 2's is more slapstick, so it's a matter of preference, but I definitely prefer Portal's humor.Portal also is so tightly designed that every section in it matters and you learn something every level, until it culminates into the final 'battle.'
The game is a pure puzzle solving game, with some really nice worldbuilding, while Portal 2 is definitely a game that focuses on the story so much, that the puzzles are way to simplistic and often boringly easy. Portal 2 also has those inane sections where you're just walking around trying to find a portal-able surface for which to put your portal on so you can carry on to the next section.I don't care that it's longer.
I really don't care about the length of a game, if a game is quality and it's a length that matches that quality, I'll love it. Both games are good, but I think the original is better.
Hello, and again, welcome to the Aperture Science computer-aided enrichment center. We hope your brief detention in the relaxation vault has been a pleasant one.The Enrichment Center is pleased to present the November 2018 Test Chamber Showcase.Here, you may post links to up to three chambers, or one collection. You may post your own chamber or someone else's chamber, but if it was made by someone else, please be advised that Aperture Science regulations require you to credit the author.
If you fail to do so, you must disregard any undeserved praise.Feedback and discussion about chambers you have tested in this thread is highly encouraged, as it helps creators to improve their work.Thank you, and have fun.- GLaDOS.
.Sluice AreaAfter a longer fall (maybe this is where the chapter got its name from.) together with GLaDOS on the potato battery you finally reach the ground anda raven catches GLaDOS. So follow the only way possible, once you can't go on normally there is always a wall that can be used to place a portal near.Sometimes a bit higher up. Isn't this Portal 2 walkthrough helpful in guiding you along here? Well, if you can't find the way though here on yourown you are playing the wrong game. And you already came so far. At the end you are standing in front of one of these huge pillars with the scaffolding around them and a wall with 'Condemned TestingArea' written on it.
Just opposite this wall is the concrete wall for the portal and left above this yellow painted wall on the pillar is the otherconcrete wall for portal number 2. Walk along the walkway and portal down and then follow the 'Do not Enter' signs. Makes perfect sense.
Follow thepipe here to reach the huge sluice door. Use the switch to get even closer.And suddenly this walkthrough for Portal 2 is becoming really helpful again.to open the sluice door you have to push a switch in both of these small houses to the right and to the left of the sluice door in a short timeframe.Sounds impossible but now we have to start thinking with portals. Shoot the orange portal to the wall right in front of you so that you can reach it and then shoot theblue portal a bit above the stairs to the house on the left. Go through the portal and enter the house.
Shoot the blue portal to the back wall in here,then walk out and shoot the orange portal above the stairs to the house on the right side, well, on the opposing wall. Go through the portal and thenenter the house on the right. Place the orange portal on the backwall here too and then press the button, walk through the portal and press the otherbutton and voila, the sluice door opens. The door it reveals also justifies the enormous size of the sluice door.Tower Area / Pump Station AlphaAnd now we are on the other side of the sluice and here is water. So we can't go any deeper.
But who knows what the game has planned for us. So followthe walkway along the waterline towards the tower (that we will climb up later on) and up the stairs. Do you see the broken door where you can havea look inside?
Shoot a portal inside and one on the wall out here and we are in. Pull the lever in the hallway and you are in a new room with newriddles.Once you enter you see the elevated room to the right where Enter is written above the door. This is where you have to go. But getting there is notthat easy.
But I will explain it to you anyways. Shoot a portal somewhere on the ground on one of the concrete plates here, and the second portal goesway up there to the small quadratic concrete wall left above the tunnel opening. Jump into the portal on the ground and you are up there already.From up there you shoot a portal to the only small slope directly under the quadratic concrete wall up here. Then find the concrete plates on the groundunder the walkway.
Jump down onto them and while you are falling down shoot the portal under your feet so that you land in the portal. You are thrownthrough the old aperture science sign directly to the door you want to reach.Here you can read about Cave Johnson in the old newspaper article from 1947 or something (everything looks very old down here) and find out, that youare probably in an old salt mine in Michigan and that Cave Johnson is the founder of Aperture Science and always and forever did weird experiments to and onpeople. But enough of the history, on with the Portal 2 walkthrough. Walk through the door and jump over to the tower.Press the button and up we go. Take a look around. Uphere is an entrance to the Pump Station Alpha and right across the area are some doors.There is a concrete slope above the left door, so shoota portal on this slope and then you walk down on level on the tower. Here you can look down the elevator shaft, jump down and shoot a portal to theground, right under your feet.
This will throw you to the door to the pump station alpha.If you portal over to the balcony with the 3 doors you will notice they have the word VITRIFIED written on them If you try to openthem you can hear another message from Cave Johnson. And 3 more activated door with the word VITRIFIED on themgive you a trophy, but these doors can be found at the end of the chapter.In here you push the switch to activate the gel and then you portal up to the exit. But hey, the walkway is broken, but don't worry, you can just walkover the pipes full of gel to the exit. Strange that everything here still works, but on we go, right into the first test sphere.Test Sphere 01In the first test chamber, that is called 1953 01 you get to know the blue Repulsion Gel. This helps you with jumping real high.
Get used to the blue Repulsion Gel, from now onyou will find it quite often in this Portal 2 guide and in the game itself.So drop down on it and jump to the other side. From hereyou can see a wall above your head where you can portal to. So portal up there to the switch on the ground. Use the blue ex-pudding-gel to jump overto the push button on the other side. Push the button and you will get an oldschool companion cube. Get this cube and place it on the red switch onthe ground and leave through the now open door.We are now between two test chambers. But the way to the next chamber is broken, so shoot a portal above the sign telling you to go to the right andanother portal to the pillar here around the corner.
From up there go to the right and you can enter the second test chamber in sphere numero uno.Place a portal above the moving wagon to your right and then use the blue repulsion gel to jump on the ledge behind the gel. Now place a portal on thewall here and look inside until you see the wagon move under it. Then you jump on the wagon of course and grab the vintage cube. With the cube in yourhands you get to the ledge again and now you shoot a portal to the opposing wall and get there to the red switch on the ground where you can put thevintage companion cube. This opens another concrete wall which you can use to jump to the second part of this chamber via the blue gel.Here you just have to jump against the blue gel on the wall and you will bounce from wall to wall to the other end of the room. Watch out, don't fallinto the hole. Get the cube from here and bounce all the way back.
And now be careful not to walk through the blue energy field with the vintage cubein your hands or it will crumble to dust. So put the cube on the red switch on the ground and the next concrete wall opens up. And from up there you canjump through to the exit.Test Sphere 02Welcome to test sphere 1957. Well, at the ende there is 1957 02 written on it, and because everything in here is broken already the 1957 01 is sunk tounknown grounds already. But this doesn't matter, we have to go through there. Jump down and find a way across the water via the broken things inthe water. Once you are standing on the platform shoot a portal high up one of these pillars, there is only one part where it is possible, and use oneof the walls down here to get up there.
Up on the pillar you can see into the next test chamber, shoot a portal on the ground in there and one to thewall next to you and enter the test chamber.Now we have to think outside the box a bit. Place a blue portal under the Repulsion Gel dispenser and press the button in front of it. The gel starts to flow.Now place orange portals on various places on the walls so that the blue gel is everywhere in the room.
After this use the gel to jump up thesestair like platforms two times.Up here you can see that the passage to the exit was destroyed. So turn around and notice the blue energy field.
Putan orange portal on the step in front of it. Once the gel bubble is through the portal place it somewhere else so that the gel hits the step when coming back. Now youcan jump to the step covered in blue gel from up here and again jump up one more step and through the force field.
Your old portals are gone, but nevermind.Lay an orange portal on the slope behind the energy field and put the blue portal under the gel dispenser again. The gel will produce a nice gel staintowards the exit.
Jump down from here and place a blue portal where you will land and you will be thrown through the air right to the blue gel stainand onwards towards the exit. Voila.Test Sphere 03This test chamber has the number 1958 27. The 27 is written really big.The big trick about this chamber is finding the button. The button is opposit the blue energy field you just entered through. High on the wall. So putthe blue portal to the ground in front of the button and the orange portal there where the blue gel runs down.
Once the blob of blue gel is through theportals put the blue portal to the wall opposite the water dripping down. The wall that is a bit off, small and fenced off. Now use the stain the blue gelmade in front of the button to jump up to the button and of course press the button. The water flow will stop and the blue gel coming from the fencedoff wall will make a blue gel stain right where the water would flow.
So be quick and jump up the huge step before the water flow returns and washesaway the rain, uhm, blue gel. Now enter the next test chamber in this sphere through the blue force field.Here you put a portal to the slope and of course another portal under the slowly dripping blue gel flow. Now it takes some time until the wall up thereis really dirty with the blue gel, but then we can go on. Use the portals to get up as high as you can in this room, there are even crates to step onup there. Once you are high up there put one portal on the slanted wall and the other portal on the ground, right where you are jumping now.
Your momentumwill catapult you out of the slope wall portal and onto the blue gel on the wall and this bounces you back and you are through a blue energy fieldand in the next chamber already.Just after you leave the blue energy field shoot the orange portal to the place where the blue gel hits the ground in the chamber you were in justa minute ago (or longer.). You can make good use of that now. Place the blue portal high on the wall just like shown in the picture here and itwill spill the blue gel on the slope on the other pillar.
Now you just have to place the orange portal on the ground deep down right in front of youand jump through it. You are catapulted to the blue gel and bounced back and onto a railway high up.
Here you use the portals to get up to an even higherrailway and from there you enter another new chamber.So we are now in chamber 1958 28. Here you see a locked away Vintage Companion Cube.
But even old cubes want to be free. So help this cube.
Put a blue portal under the blue gel flow andthe orange portal right above the vintage cube. Now the Vintage Companion Cube starts bouncing around because the blue gel is smeared on it. After sometime the glass cage breaks and now you have to catch the vintage cube. After you got it carry it to the water and wash it, otherwise you wouldn't beable to put it down somewhere without the cube jumping away again. So put the clean vintage cube on the red switch on the ground.
The elevator to the exit come downto you but you can't reach it yet. So place the orange portal on the ground in front of the elevator and as soon as enough of the blue gel has passedthrough the portal put the orange portal somewhere else.
Now you can jump up to the elevator, but it won't move yet. Just shoot the orange portal abovethe red switch and as soon as the gel hits the cube again the cube starts jumping around again and the elevator moves up and you can leave this sphere.Pump Station BetaEven though you can read the nice word Exit right in front of you it is way too early to get excited for an exit. You better turn to the left and look at the pumpstation beta. 1971 is also written on it in huge letters.Here you shoot a portal a bit above the metal walkway going around the pump station beta building. Now enter the cave where the exit should be, if youwant take a look around, but the portal to the pump station has to be placed near the entrance to the cave, there is no other wall that can hold a portalnear.Walk along the metal walkway until you enter the pump station beta. Here you use portals again to get to the walkway high up on the wall.
Now look downfrom here and you will see two areas on the ground that can hold a portal. Shoot a portal on each of them and jump into the one near to the walkway. Nowthe portals are throwing you out, taking turns. When you jump out of the portal farther away from the metal walkway you just jumped from you will see a concretewall that can hold a portal right above the pump for the blue gel. Shoot the portal needed to this piece on the wall and get thrown to the walkway atthe bureau and control rooms.
Here you turn on the blue gel for the next area and you turn on the orange gel too. After doing that the door to the nextarea opens up. You enter a wide area through this door.Control RoomSadly the ground floor of the control room has nothing of interest inside, so you need to get higher(and set the night on fire).
Use portals to reach themetal walkway on the opposing side of the huge abyss. Up here there is also nothing of interest, so put a portal on the ground right in front of the metalwalkway and the other portal on the slope to the right (seen from up on the metal walkway). The portal on the slope has to be on the right sideof the pipe and on the highest possible position. Now jump into the portal on the ground and with the momentum from the jump you can reach the roof ofthe control room building without a problem. And here a door is already open for you.Oh, what is this? The bird, that stole GLaDOS at the beginning of this chapter has its nest here and GLaDOS is in this nest, still attached to the potato.GLaDOS is still talking rubbish, but we pick her up anyways. She tells us, that Wheatley will destroy the whole Aperture Science lab complex within anhour if noone stops him, so we should plug GLaDOS back into the aperture main computer and she will let us go.
Well, do we have a choice.?Luckily GLaDOS is placed on the button controlling the elevator and as soon as you pick her up the elevator moves up. Now we have to get back onto themetal walkway again and place a portal high up on the wall directly opposit of the elevator. If you now jump into the portal on the ground the momentumwill throw you onto the walkway leading to the elevator to another test sphere. And the next test sphere is already in the next chapter of Portal 2and you can read all about the next chapter on the next page.But let me tell you a secret before that (that also earns you 2 trophys).
If you enter the room at the end of the metalwalkway there is a door hidden behind a cupboard in the rear left edge. If you jump on the trash in front of it, the door opensup for you. Just follow the images you see when you click on the image to the left of this text here.
ContentIn this hallway behind the dooryou can find the last 3 doors with the word VITRIFIED written on them. Try to open them and you will hear 3 more messagesfrom Cave Johnson and you also earn the trophy door price. The other 3 doors you need are found at the beginning ofthis chapter around the tower.And when leaving the hallway you enter a long wide open room, an empty hall with a live safer on the ground with the word BOREALIS writtenon it that nets you the Ship Overboard trophy. And now get into the next chapter!
. A walkthrough of the game's story.
Strategies for completing co-op. Boost your Gamerscore with a huge list of Achievements. Gain new Trophies for your collectionWhat's New:. April 25, 2011: Version 1.4 includes the fourth part of multiplayer co-op. April 22, 2011: Version 1.3 has the third section of multiplayer. April 21, 2011: Version 1.2 adds in the first two sections of the multiplayer story.
April 20, 2011: Version 1.1 now contains the final three chapters of the single player story. April 19, 2011: Version 1.0 of the Portal 2 Game Guide completed. It currently features a walkthrough for the first six chapters along with Achievements and Trophies.The Courtesy CallThis first chapter will introduce you to the basic controls of the game and return you to the beginning areas of the original Portal.
Listen to the Announcer and Wheatley's instructions to get through the first movement tutorial. Once gaining full control, you will still be missing a portal gun; however the system will automatically form portals for you. Move through the orange portal on your left and then right through the door to the next passage. Here, grab the cub that drops and place it on the red pad, which will open the door to the next area. Take the elevator down to the first level of testing. Floor 1Because you still lack a portal gun, you will need to hit switches to turn on blue portals. There will also be an orange portal placed behind you.
First hit the switch on the right and enter the portal to grab the cube. Return to the center and hit the left button, allowing access to the red pad. Enter the orange portal and leave the cube on the pad to unlock the door. Return back into the center and press the middle button to place the last blue portal. Take the orange portal again to reach the exit.
Floor 2Start by moving forward to the portal gun stand. The ground will break below you, causing you to fall into the waters below. Move forward up the short stair case to gain the blue portal gun.
Fire a blur portal and exit through the generated orange portal. Move right and head down the corridors until located the next automated orange portal. Fire a blue portal and exit through the orange one. Turn to the left and fire another blue portal near the exit.
Backtrack through the orange portal and arrive at the exit. Floor 3Head down into the pit and fire a blue portal. Grab the cube that falls below and carry it through the portal. Drop off the cube on the red pad to unlock the door to the next area. In this room, fire a portal down the pit to the right. Grab the cube from there and enter the portal. Drop the cube down to the main area and fire a new portal to the second cube on the opposite platform.
Head backwards and pick up the second cube through the portals and drop down. Place both cubes down to unlock the door ahead. In this next room place another blue portal to move through the orange portal on the roof. Move ahead and reach the elevator to the next floor. Floor 4Place a blue portal on the floor and exit from the already placed orange portal.
Press the switch on the right and form a portal below the cube that drops. Take the cube and place it on the red pad to the right. This will construct a set of stairs on the left. Climb up these steps and shoot a portal on the diagonal platform. Hit the switch on the left to release the cube and the switch on the right to prevent it from entering the water. Grab this second cube and place it on the red platform at the top of the stairs.
Enter the now unlocked door to reach the next floor. Floor 5On this floor fire a blue portal to exit out the orange portal above. Look down the long pit and fire another blue portal. Drop down and use the speed of the fall to propel you to the other side. Look down the hole to the left to locate a cube. Fire a portal here to release the cube back to the pit area. Hop back down and replace the blue portal at the bottom of the pit.
Grab the cube and once again leap down below. Place the cube on the red pad on the right and enter the next room.
By clicking 'enter', you agree to GameSpot'sandenterFor this room place a blue portal on the tilted platform on the left. Jump down the pit below to enter the orange portal and be thrown to the cube above. From where you land, place a blue portal on the left side of the wall in front of you. Grab the box and drop down the orange portal.
Place the cube on the red button to raise a platform leading to the exit. Drop back down the orange portal again to reach the elevator to the next floor. Floor 6Move forward and place a portal behind Wheatley. Enter the orange portal to get to the other side. Wait for Wheatley to blab and drop down to your level.
Pick up the personality sphere and insert him into the node on the wall. Look away to give him some privacy, and return when he says he's ready. Pick Wheatley up and head down the new passage. Floor 7Head forward to the other end of the room and drop down the broken stairs. Head down the underground pad and place Wheatley in the main breaker room.
After a short scene you'll find yourself in the incinerator room. Move forward and grab the dual blue-orange portal gun. Place an orange portal above and a blue one to the left to move beyond the barrier ahead. Set down another set of portals to get through the next barrier. In this next hallway place one portal on the tilted wall and the second in front of you. Enter through the portals and move to the right. Shoot another blue portal above and another orange on the left wall to reach the floor above.
Fire another orange portal into the next room. Move down the path on the left to reach the floor's elevator, ending the chapter.The Cold Boot Floor 1Move across the room and stand on the lift. Fire a portal below the laser and second portal above the laser sensor. The lift will raise and take you to the elevator. Floor 2Jump over the laser and place a portal on the ground. Place the other portal below the laser reflection cube behind the barrier to grab this object. Place the box in front of the laser to change its direction and point it at the laser node.
Climb up the steps that form and place a portal on the ground of this level. Place a second portal below the cube to bring it up to your level.
Place the cube on the red button to open the door to the elevator. By clicking 'enter', you agree to GameSpot'sandenterPlace a portal next to you and another portal on the above level to reach the top.
Now place one portal directly below the laser sensor node and the other one the right wall to catch the laser from the left wall. Grab the cube on this level and leap across the platform. Point the cube near the second node to redirect the laser. This will open the door to the elevator. Floor 4Place an orange portal on wall to the left and a blue one across the way in the nook on the left. Enter the portal and press the button here to gain a cube.
Fire a blue portal across wall ahead to catch the laser. As long as you used the blue portal, the laser will reach through to the laser node. Grab the cube and ride the platform to the other end. Grab jump over the laser with the cube in your hands to avoid interrupting your ride. Place the cube on the button and enter the elevator to the next floor. Floor 5Step on the jump platform to wind up on the other end of the pit.
Press the button here and it will release a cube in the center of the room. Use the jump platforms again to grab the cube in midair. Land back down at the switch platform and place the cube on the large red button, revealing the elevator. Floor 6Move straight down to the other end of the hall. Turn around and place portals on both of the tilted platforms.
Take the jump platforms through the portals and arrive at the other side of the room. Press the button to release some junk and a cube that arrive at your location. Grab the sub before it falls (Or follow it below if you miss). Place a portal to the right wall and one above the switch pad. Drop the cube through the portal to open the door to the elevator. Floor 7Grab the cube ahead and place it to obstruct the laser.
This will lower the lift to the next area. Place a portal below the cube and another one on the wall to free up the laser and restart the lift. Once reaching the top place an orange portal on the further tilted platform and a blue portal below the cube to bring it to your current level.
Grab the cube and jump through the blue portal below. The momentum will be enough to bring you to the opposite ledge with a button pad. Leave the cube here and shoot another orange portal on the other tilted platform. Drop down through the blue portal and allow the speed to take you to the exit elevator. Floor 8Move right, through the grill. These barriers will destroy objects and disable any formed portals, so you'll need to work around these.
Press the button on the left to release a reflection cube. Fire a blue portal through the small round opening and a blue portal behind you. Enter the portal and pick up the cube. Return to the other side with the reflector in hand and align it so that the laser hits the sensor. Head back through the grill and right again to reach the elevator to end the chapter.The Return Floor 1Place a blue portal directly above the jump pad and your orange portal on the long panel in front of you (it is slightly hidden by the broken black walls).
Use the jump pad four times (the first three will be for plot development) to exit out your orange portal. On the above level place an orange portal on the tilted platform on the right side of the laser. Take the jump pad again and you'll arrive at a switch. Press this to release a reflection cube on the other side. From here place your orange portal on the other tilted platform and jump down to the jump pad, springing you up to the cube.
Take the cube and align it with the short wall on the left. Now face the wall, but fire your orange portal at the third tilted platform on the left. Jump down back to the jump pad and you'll be taken to the top floor. From here place both your portals on either end of the small wall to let the laser pass through, unlocking the door to the elevator. Floor 2After entering the room, turn around and place a blue portal far above the entrance door. Next move over to the pit ahead and fire your orange portal below.
Drop down through the orange portal and you'll land on the ledge with the cube. With the cube in hand, return to the main level and use the jump pad to reach the second floor. Place the cube into the laser's path to block the node, lowering the glass wall.
Head back down to the main floor and use the jump pad to reach the third floor.Press the button the right to release a reflection cube. Fire a blue portal onto the wall to the left so that aligns with the laser sensor node. Afterwards, head back down to the second level. Replace the normal cube with the reflective one and place your orange portal on the far wall ahead. Grab the normal weighted cube and use the jump pad yet again. Upon landing, place the weighted cube on the button to open the elevator entrance. Floor 3Shoot a blue portal against the end of the light bridge to gain it into your possession.
Place an orange portal on the other side of the room and move through your light bridge to reach the button. Hit the switch and weighted cubes will continually fall on the left side.
Return back to the other end and place an orange portal on the center wall. Go through your blue portal and onto the center bridge.When you reach a dead end, place an orange portal on the wall on the left, walk down, and place one more orange portal on the floor on the right below.This will form a light bridge that will catch the falling cube.Grab the weighted cube and move through the portal behind you, back to the start. From the beginning area, place your orange portal on the right hand wall to bring the light bridge to the cube button. Enter the blue portal and walk across the bridge. Drop off the weighted cube on the button and place an orange portal below to return to the start.
Place an orange portal yet again near the door and switch to reach the elevator. Floor 4Put an orange portal above the light bridge and your blue portal on the wall ahead of the entrance. Go through the blue portal and place a second orange portal at the true end of the light bridge. Enter the orange portal to return to the main area. Shoot your blue portal at the lone tilted wall on the left and hit the switch.
This will drop a cube that will land safely on the light bridge. Grab the cube and move through the blue portal. Once through the orange portal, turn around and fire another blue portal on the left wall. The light bridge will now be pointing towards the exit door. Take the weighted cube through the portal and place it on the weight button, unlocking the door to the elevator.
Floor 5Right in front of you will be a turret facing away. Grab it or bump it to shut it down.
Fire your blue portal at the wall ahead and quickly turn the corner. Avoid the next turret's laser sights and place an orange portal behind it. Walk through your blue portal to take down the turret.
Around the next corner, place your orange portal below the turret to take down the next enemy. Move on and you'll come to a room with two turrets and three cubes. Place a portal above the turret and one below a cube to squash the enemies under your box. Do the same with the other turret. In the next area place a portal below the turret closest to the door. Next, place your orange portal on the left wall and a portal above the turret facing away from you. Drop a cube through your orange portal to take out this enemy.
Place another blue portal above the last turret. With all the enemies defeated, take a cube and place it on the button to open the exit. Floor 6Move forward and take the lift to the main level.
Take the reflection cube and place it in front of the center and right nodes. Place a blue portal behind the right node and your orange one behind the left.
With the lasers in place the door will unlock, leading to the elevator. Floor 7Place your blue portal at the end of the light bridge and your orange portal in front of the lone turret to block its laser sights.
Enter the orange portal and knock over the four turrets ahead. Place down a new blue portal and move through to take down the original lone turret.
Restore the blue portal to obtain the light bridge and move into the next large room.In here, place an orange portal on the pillar to the right to block the cluster of turrets. Move towards the jump pad but don't get on yet. Instead, fire your orange portal above to form a wall with the light bridge.
Use the pad and reach the top floor drop down the hole ahead and take out the four turrets. Now pick up the weighted cube and move to the main floor. Place your orange portal on the pillars ahead to form a wall of protection and drop the cube on the button. Move out of the sights of the next pair of turrets and place your orange portal above them. Quickly move back into cover and place your blue portal to take out the enemies and reach the elevator.
Floor 8Place your orange portal below the laser and your blue portal in front of the enemy turrets. Stand on the switch and let the laser destroy the first three turrets. Take the normal weighted cube and place it on the button. Grab the reflection cube and use it to kill off the next three turrets.
Afterwards use the same cube to align the laser with the sensor node. This will unlock the doors leading to the elevator.
Floor 9Place your blue portal at the end of the light bridge and your orange portal on the wall to the right. Enter the orange portal until you are near the laser. Turn around and fire your orange onto the wall on the right. Pick up the cube and enter the blue portal. Drop the cube in front of the laser so that it blocks the node, lowering the lift.
Stand on the lift and turn back around; place any other portal to disrupt the light bridge and lower the cube onto the button. If everything was placed correctly the lift will bring you to the open elevator door.The Surprise Floor 1Get into cover behind the light bridge and fire your orange portal at the white wall on the other end of the room. Quickly move into the alcove on the left and fire your blue portal here. Next fire your blue portal at the end of the light bridge and your orange portal in front of the reflection cube dispensers. Press the switch to your right and if the bridge is placed correctly it will bring both cubes down to the main area. Fire another orange portal behind yourself and return to the main area.
Grab the two cubes, using your orange portal and light bridge to provide cover from the current. Place one cube under the laser so that it hits the first two nodes.
With the second cube align it near the turret so that it explodes. When it is save move the cube to the far right edge and align it with all three of the laser nodes.
Fire an orange portal on the left wall to bring the bridge near the door, leading to the elevator. Floor 2Drop down to the main floor and place your blue portal on the ceiling above the first reflection cue. Put your orange portal on the ground drop through to grab the first cube. Drop back down and place your blue portal in the small alcove where the laser is shooting from.
Place one of the cubes here and reflect the laser into the first node. Return to the bottom and place a blue portal above the jump pad.
Drop the next cube into the orange portal so that it bounces against the jump pad. When the cube is far enough above the orange portal, place your blue portal on the wall above wall to the right. This will launch the cube next to the second node.
Now repeat the same process but instead of sending a cube down, enter the orange portal yourself and slam against the jump platform. When you're far enough above the orange portal place the blue portal on the same wall to reach the node and cube. Place the cube so that it hits the third node and return to the main floor.Enter the orange portal drop-blue portal jump pad again for a second time, but this time fire the blue portal onto the wall on the right side of the main entrance.
This will knock the third reflection cube, placing it near the entrance. Put your blue portal back at the entrance and drop down the orange portal. From here use the cube to destroy the enemy turrets on the other end before pointing the laser's flow to the final node. Return down to the bottom and place your blue portal back above the jump pad. Once again take the jump pad ride one more time, this time firing the blue portal at the far corner just right of the main door. If placed correctly you'll land right near the main door way.
Floor 3Place your blue portal on the pillar to the right so that it faces all three of the nodes. Call of duty black ops 2 mods. Return to the main room and place your orange portal on the wall where the laser touches. Arrange the next two reflection cubes so that the lasers enter the orange portal, hitting the nodes on the right and center. With all three nodes in operation, the elevator entrance will open. Floor 4Shoot your blue portal on the wall on the right and your orange portal on the panel above.
This will drop a box onto the light bridge. However, the power will shut off and the test will end. Follow Wheatley through the new door, but be quick as poison gas will start to flood the area. Head down the catwalk and across the light bridge to the right.
Floor 5Keep following Wheatley and take cover to avoid the enemies. Sneak behind the three turrets and take them down to clear the area.
Place your orange portal against the wall on the right, then turn to the left and fire your blue portal at the pillar through the small hole. Enter through the portal and follow Wheatley along the linier catwalk.
You'll eventually come to a lift leading to the next chapter.The Escape Floor 1The door ahead will not open fully. You'll need to fire your blue portal through the door and your orange portal to the left.
Enter the portal and run along the catwalk. You'll come to an inactive conveyor belt.
Run along this machinery and leap to the left across more catwalks. Leap down to the ride the assembly lines and run quickly to avoid being crushed or burned. Turn to the left and run down more catwalks, making sure to jump over the broken floors. Fire the blue portal at the wall at the end, look above to the small room and fire your orange portal. Move through the portals and drop to the next area.
Shoot your orange portal across the chasm and your blue portal at any nearby wall. Enter the portals and fire a blue portal at the next wall ahead. Re-enter the orange portal to arrive at the next catwalk. Keep moving forward and you'll arrive at a room with a large spiral tube. Ride this tube down to the door below, leading to the next area. Floor 2In the next room place your blue portal on the wall over looking the conveyor belt.
Make your orange portal on the wall behind you and enter it to land on the belt. Ride the belt to the other side and run over the ducts to reach the second belt. Ride this one to the next catwalk and follow the path passed the grill. Place your orange portal on the above wall beyond the glass window. Next place your blue portal anywhere nearby and travel to the small room. Place your next orange portal across the hall over the banister.
Wait for a defective turret to come to the test area and shoot a blue portal behind its intended target. The defective turrets won't fire, allowing you to slip by unharmed. Enter the next room and meet with Wheatley again. Let him 'hack' the door to gain access to the turret control room. Place down your portals to enter the small turret control room and remove the test turret.
Return to the catwalk and grab a defective turret as it's flying towards the garbage. Place the defective turret in the control scanner and move to the next area. Floor 3Take the lift ahead to reach the top catwalk. Press the button on the right and it will open the door on the left. Before moving on shoot your blue portal at the wall that is being hit with the laser beam.
Move through the door and use your orange portal to summon the laser against the moving walls. This laser will be enough to destroy all eight tubes connecting to the toxin. Return to Wheatley to enter the next area. Floor 4Place your blue portal on the flashing ceiling off in the distance, while your orange portal may be anywhere nearby.
Move into the portals and land in a chasm. Attempt to open the door ahead and the room will reform, dropping you below. After a scene grab Wheatley and place him on the node. Move up the steps and place your blue portal on the white floor. Put your orange portal on either wall of the now open room.
Enter the portals and place your blue portal on the opposite wall. Return through the portal to get by the defenses and reach the switch. Press this last button to end the chapter.The Fall Floor 1Move through the tubes on the left and you'll come to a wall separated by a fence. Fire your orange portal on the wall in front of you and the blue portal through the fence, hitting the wall on the other side. After moving through the blue portal, look to the above left and place your orange portal. Move back through the portals to wind up on the other end.
Head to the left and down the hill to reach another fence. Fire your orange portal ahead and your blue portal above the catwalk in the distance. Enter the portals and drop down to the lower floor. Head left up the next ramp, and to the right wall.
Place your orange portal here and look above to the catwalk high overhead. Put your blue portal up there and head across the walk way. At the end of the path set your orange portal at the bottom and head back down to the ground floor.Continue to the restricted area and flip the switch to unlock the gate ahead. Place your orange portal on the left wall above the catwalk.
Next put a blue portal on any where on the white wall in front of you. Enter the portals to arrive at the catwalk on the left side of the room. Shoot your blue portal across the room near the second catwalk. Hit the button nearby, head through the portals and hit the second button before time runs out. This will open the vault door, leading to the next zone. Floor 2Move to the top of the catwalk and place an orange portal through the broken door. Put your blue portal nearby and head through it.
On this end hit the switch to reach Aperture Science Innovators. Place one portal on the wall high above near the rafters. Your second portal should be placed anywhere in order to reach the top. Once on top of the structure, fire two portals below: one on the diagonal pillar, and the other straight down on the floor. Leap down through the portal on the ground and you'll be launched through the Aperture logo. Move through the lobby and out the next door ahead to reach the spiraling tower.
Ride the lift ahead to the top. From here fire a blue portal at the diagonal roof far off to the left.
Move a few levels down the tower and peer down the elevator shaft. Fire an orange portal down the bottom and leap down. The momentum will be enough to toss you safely to the next catwalk. Head through the next door and you'll arrive at a number of catwalks. Fire one portal to the wall on the right and the second above, over the top catwalk. Head through the portals and down across the pipes to reach the elevator. Floor 3First, bounce over the blue gel to the other side of the room.
Place your blue portal in front and turn to the upper ledge on the left. Fire your orange portal here up and head through your blue portal. Bounce across the blue gel again and hit the switch on the other side to release a weighted cube. Drop back down to the main are and grab the cube, return through your portals, and place your cube on the weighted switch. Bounce forward again to exit the room through a grill.
Climb up the next flight of stairs and place an orange portal over the catwalk above. Turn the corner and place your blue portal on the left wall to reach the upper catwalk. From here head left off the catwalk and left again up the stairs to reach another puzzle.When you enter the room, turn right and place your blue portal on the ceiling above the moving platform. Next, turn left again and shoot your orange portal on the wall right above the blue gel.
Bounce on the gel and enter your orange portal just as the moving platform is under your blue portal. Ride this platform and grab the weighted cube on the right.
Move off the platform and put your blue portal on the left, right next to the weighted red switch. Pick up the cube again and bounce across the blue gel, back into your portals, and drop the cube off on the switch. This button will cause a panel on the far upper-right to flip around, revealing a white surface.
Place your orange portal on this new panel, re-enter your blue portal and bounce towards another grill. In this room bounce across the blue gel on either wall to obtain the cube on the other side.
Bring the cube back to the start of the room and leave it on the weighted button to reveal another new white panel. Head back through the grill and place your blue portal on this wall. Head back down to the bottom and place your orange portal above the gel again.
Travel through your portals to reach the elevator to the next floor. Floor 4Drop down and move across the broken supports to reach the island on the right. Once here, look at the very top of the far right pillar emerging from the water and place your blue portal at the top. Move to any of the other pillars and shoot your orange portal to reach the top. From here, face the left and place your orange portal to gain access to the next room. The switch right in front of you will dispense blue gel that will stick to the walls and floor.
Start by placing your blue portal in the far left corner near the upper level. Next, shoot your blue portal on the small white wall on the upper level.Once reaching the third level, turn back around and place your blue portal on the wall directly below you so that the ground also becomes covered in gel. Finally, place your portal on the ground just under the grill ahead. Wait for the blue gel to fly up above your portal and then quickly remove your portal so that the goo can splat down on the ground. With both floors covered with gel, bounce forward and leap through the grill.
Because the emancipation grill will have nuked your old portals, weave around to the left and replace your lost orange portal below the gel dispenser. Put your blue portal on the tilted platform on the left to send more goo flying onto the third level. Finally place your orange portal down below and leap into it. As long as the blue gel is in the right spot, the momentum of the fall will bring you to the elevator. Floor 5This floor contains both falling blue gel, as well as a steady stream of water that will wash away any gel it contacts. Place your orange portal below the gel and your blue portal on the ceiling over the switch above you.
Portal 2 Chapter 8 Test Chamber 15
Once the gel slams down on the ground below the switch, jump on it and activate the button. This will disable the water, but only for a short time. During this moment, replace your blue portal onto the wall on the left. Once the gel lands, leap on it quickly to reach a grill to the next section.First place your orange portal below the dripping blue gel and your blue portal on the tilted wall. After the right hand wall is gooed up, place your blue portal on the very top of the back wall, above the support beams. Once up here fire your blue portal back at its first spot (The tilted wall) and your orange portal on the floor far below you. Leap into your orange portal to bounce across the wall and emerge through a second grill.You'll have an overhead few of the first room, allowing you a chance to place your orange portal below the gel dispenser.
Once this is complete, move up the stairs and set your blue portal on the upper white section of the second pillar. Once the ledge is covered in blue gel, look over the edge of the broken lift and drop your orange portal on the floor below. Leap into your new placed portal to be bounced around to the lower catwalk. Face the pillar's right side and place two new portals on the lower and upper catwalk to ascend to the upper floor.
Page Tools.Testchamber 17In this testchamber, you'll need to carry the weighted storage (companion) cube with you from beginning to end. The first challenge drives home the point, forcing you to place the companion cube on the ground, use it as a step to the next level, and then pick up the companion cube to use it to reach the next level. Once you reach the top, grab the companion cube and take to the next hall.There's a high energy pellet dispenser at the end of the hall and it's firing pellets right at you. Thankfully, the companion cube will deflect the energy pellet away from you, letting you progress through the hall unharmed.
The hall bends right and runs the opposite direction with a second energy pellet dispenser firing high energy pellets behind you. You can either wait for the pellet to get ahead of you before running down the hall, or move down the hall backwards to deflect the pellet as it comes out of the dispenser.When you reach the end of the second hall, place an orange portal on the wall where the black park mark is. The other side of the portal won't be open yet, but you'll be ready to catch one of the created high energy pellets. In the next room, look for a slanted wall across the room and to the left. Place a blue portal on the center tile of the slanted wall and, eventually, a high energy pellet should travel from the previous hall, through the blue portal, and into the pellet receptor on the slanted wall across from your blue portal.There are two more energy pellet receptors in the area, and each of them raises one of three platforms you need to escape the room. Drop down to ground level with the weighted companion cube in hand and go into the narrow hall to the left. There's a very small room at the end of the hall with a energy pellet dispenser and receptor.
Portal 2 Test Chamber 15 Chapter 8
To get the pellet into the receptor, hold the companion cube in the pellet's line of fire to deflect it into the receptor. That takes care of the second receptor.Carry the companion cube out of the hall and turn left down the larger hall with a red floor switch in the center.
Further into the hall is a second red floor switch that's on a platform that's barely too high to jump on. Place the companion cube on this elevated floor switch to depress it and open one of the two doors that lead to the third energy pellet receptor.Before worrying about the second red floor switch, exit to the hall to return to the room with the risen platforms. Look for a small wall panel near the ground that's jutting out and place a blue portal in the center of the panel. Warp your way to the upper level of the room and backtrack to the long halls at the beginning of the testchamber. There should still be one bouncing energy pellet in one of the halls. Place the orange portal on the black pock mark the pellet leaves on the wall to transport the pellet to the other room.Run back to the hall with the red floor switches and stand on the floor switch that's not being held down by your companion cube—and make sure you crouch!
The high energy pellet will eventually travel through the portals and should continue through the hall, past the two opened doors and into the receptor at the end of the hall. This raises the third and final platform in the previous chamber room.
Portal 2 Test Chamber 15
Grab your companion cube, warp to the upper level of the room with the platforms, and hop across the three platforms to reach the next portion of the testchamber.Once in the next room, place the companion cube on the nearby red floor switch to open a door just ahead. Inside the door is a small switch you can press that temporarily opens an incinerator just outside the glass. Open the incinerator, then quickly go back to grab the companion cube and drop it into the open hole. With the companion cube euthanized, the testchamber's exit opens.
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