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."



This chamber introduces you to turrets, which will open fire if you enter their line of sight. The first turret is facing away from you, and as such it can be disarmed easily.

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, or move it to a position where it can get knocked down when fired upon.

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 on top.

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 onto the turrets.

Two turrets cover the next room, but you can sneak behind them without too much difficulty.

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

The exit is blocked by some fencing, however. You can still shoot portals through the fence (being sure to avoid turret fire) and proceed to the chamberlock.

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...

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

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