Portal/Chamber 16

"Due to mandatory scheduled maintenance, the appropriate chamber for this testing sequence is currently unavailable. It has been replaced with a live-fire course designed for military androids."

- GLaDOS

Turret introduction


This chamber introduces you to turrets, which will open fire if you enter their line of sight. Three turrets may try to shoot you through the glass as you enter, but luckily the glass appears to be bullet-proof. The first turret is facing away from you, and as such it can be disarmed easily. You can pick it up and toss it onto the ground, or place a portal under it and let it fall through to wherever you place the other portal. As long as it is no longer on its feet, it will shut down.

The next turret will be noticeable with a red laser beam pointing against the wall. Quickly fire a portal behind it, and pass through a new portal of your own. You could also disarm it by shooting a portal underneath it.

You may notice at some point that you have less time from when a turret sees you to when it shoots you if the turret just recently saw you as well. If you wait for the turret’s laser to stop moving around, you will have more time in its line of vision to act before it starts shooting.

An alcove containing a turret is next. Since you can't shoot a portal under it, you can instead create one on the red X painted above, and drop another turret or camera on top. Alternately, place a portal behind the turret, as with the last one, and knock it over yourself.

You may wonder at this point why there was such an obvious X hastily painted just in the right location. As you walk to the next area, you will notice two cubes behind a panel, and the word “help” drawn on the floor. Removing the cubes, notice that there is actually an additional area that you can crouch and crawl into. This is by no means a required area, but the scribblings add some important questions to the storyline. It also gives indications that all of this testing may not be as innocent as it initially seemed to be.

Two turrets are now covering the corridor. To get rid of them, you need to open a portal on the red X above each turret, and drop a weighted storage cube (or other object) onto the turrets.

Two turrets cover the next room, but you can sneak a portal behind them without too much difficulty. Then enter the side room, where you will find a malfunctioning cube dispenser, which gives you a lot of objects to toss at your next set of obstacles.

The button room contains three turrets, with a red X marked over each one. You can disarm one of them with your portals, and use the set of storage cubes to drop them on the turrets. Place a cube on the red button to open the door.

The exit is blocked by some fencing and a couple turrets, however you can still shoot portals through the fences (being sure to avoid turret fire), shut down the turrets, and proceed to the chamberlock.

Advanced
All turrets are enclosed in metal cages from which they can shoot outwards while remaining untouchable. The level may be completed through careful portal placement or by stacking cube barricades.

Portals
2 portal solution:
 * At the start of the map, use a turret as a shield.
 * After the first three turrets, use companion cubes as shields.
 * Build a fence with the cubes in the button room to disable the turrets.
 * 1) Gold in button room.
 * 2) Blue in the exit area, at an angle that bypasses the intermediate fenced area.

Awards at 9, 4, and 2

Steps
Awards at 70, 55 and 40.

Time
Times include the 20-second "cutscene" at the beginning of the map.

Awards at 1:10, 1:00 and 0:52.