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The doors are opened by the buttons in the side rooms.  To open both at once, you need to get a portal in both rooms to quickly press the two buttons.  Then, shoot the wall opposite of the receiver followed by the scorch mark on the ground to get the pellet into the receiver.  
The doors are opened by the buttons in the side rooms.  To open both at once, you need to get a portal in both rooms to quickly press the two buttons.  Then, shoot the wall opposite of the receiver followed by the scorch mark on the ground to get the pellet into the receiver.  


Alternatively, you can try a high jump to the exit.  With your back to the platform that takes you to the exit, place a yellow portal at your feet. Go to either of the other two platforms in the room. Stand on one until it reaches the top and place a blue portal at it's base while looking down. While jumping through the blue portal hold the forward button to land on the exit platform.  
Alternatively, you can try a high jump to the exit.  With your back to the platform that takes you to the exit, place a yellow portal at your feet. Go to either of the other two platforms in the room. Stand on one until it reaches the top and place a blue portal at its base while looking down. While jumping through the blue portal hold the forward button to land on the exit platform.  


The lift for the chamberlock will lower, and you can proceed to Chamber 16.
The lift for the chamberlock will lower, and you can proceed to Chamber 16.
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*Room 1 requires using terminal velocity to accelerate yourself before flinging.
*Room 1 requires using terminal velocity to accelerate yourself before flinging.
*Room 2 has an additional forcefield, requiring a 6-portal combination.
*Room 2 has an additional forcefield, requiring a 6-portal combination.
*Room 3 requires you to start the fling from the checkerboard, continued from a wall ofthe side room, and finishing by placing the portal on the floor.  You may still miss the jump, however.
*Room 3 requires you to start the fling from the checkerboard, continued from a wall of the side room, and finishing by placing the portal on the floor.  You may still miss the jump, however.
*Room 4 has only the ceiling in the siderooms usable.  Also, you can't try jumping to the exit.
*Room 4 has only the ceiling in the siderooms usable.  Also, you can't try jumping to the exit.


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=== Portals ===
=== Portals ===
A 14 portal solution involves:
A 14 portal solution involves:
* 2 portals in the fling at Room 1.  
* 2 portals in the fling at Room 1.
* 2 portals to detach the camera from the wall in Room 2.  Use the camera to deflect the pellet into the receiver.
* 2 portals to detach the camera from the wall in Room 2.  Use the camera to deflect the pellet into the receiver.
* 3 portals for the double fling in Room 3, part 1.
* 3 portals for the double fling in Room 3, part 1.

Revision as of 10:07, 2 May 2012

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First room

The double fling

The first room introduces you to the double fling.

Place an orange portal on the push board above the entrance, create a blue portal on the wall, and enter. As you fall through, create a blue portal on the floor below on the checkerboard, and the next jump will give enough momentum to pass through the force field.

Second room

A pellet crossing two forcefields
Bringing the pellet into the receiver

The second room has a pellet that needs to cross two forcefields Get a portal on the burn mark, along with a corresponding portal that leads the pellet to the other side of the room. Then, run to the receiver, and shoot a portal in front of both the pellet and the red light above the receiver.

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Make sure you took out all cameras, since you can't return once you go up the lift.

Third room

A double fling and a pellet game

As with the first room, you have to perform a double fling; however, you can't start the fling within the same room because of the flooring. Instead, you need to head to a side room to the left which has a staircase where you can create a portal and jump. When you go through, quickly fire the second portal on the checkerboard and you will be thrown through the force field.

Next, you have to perform a double fling to cross the second forcefield.

You are now in a room where a pellet is bouncing against an angled wall, and scorching the side wall. Shoot a portal at the scorch mark, as well as the wall opposite of the scorch to bring the pellet to the receiver, and double-fling yourself back by one sub-room.

You can also short-circuit the pellet simply by precision placement of portals in the corridor.

You now need to cross a conveyor belt that's moving backwards, and a misstep will drop you into the water. The easiest way is to shoot portals on the wall within the corridor, and go through the portal you placed at or near the entrance when you can advance.

Fourth room

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A double door blocks the pellet receiver

A pellet launcher is firing a pellet downward, and the receiver is blocked by a double door.

The doors are opened by the buttons in the side rooms. To open both at once, you need to get a portal in both rooms to quickly press the two buttons. Then, shoot the wall opposite of the receiver followed by the scorch mark on the ground to get the pellet into the receiver.

Alternatively, you can try a high jump to the exit. With your back to the platform that takes you to the exit, place a yellow portal at your feet. Go to either of the other two platforms in the room. Stand on one until it reaches the top and place a blue portal at its base while looking down. While jumping through the blue portal hold the forward button to land on the exit platform.

The lift for the chamberlock will lower, and you can proceed to Chamber 16.

Advanced

  • Room 1 requires using terminal velocity to accelerate yourself before flinging.
  • Room 2 has an additional forcefield, requiring a 6-portal combination.
  • Room 3 requires you to start the fling from the checkerboard, continued from a wall of the side room, and finishing by placing the portal on the floor. You may still miss the jump, however.
  • Room 4 has only the ceiling in the siderooms usable. Also, you can't try jumping to the exit.

Challenges

Portals

A 14 portal solution involves:

  • 2 portals in the fling at Room 1.
  • 2 portals to detach the camera from the wall in Room 2. Use the camera to deflect the pellet into the receiver.
  • 3 portals for the double fling in Room 3, part 1.
  • 6 portals to traverse the corridor after Room 3, ignoring the pellet and receiver.

The strategy is to shoot a portal high on the wall downrange. The portal you are in will collapse, and as you are falling into the acid, shoot another portal nearby and lower on the wall, through which you can escape to the new higher portal. This tactic requires 4 portals to progress down the corridor so that room 4 is within view. Shoot your 5th portal onto the floor in room 4 near one of the active lifts. Shoot the 6th portal low the corridor wall to escape the acid, just like before.

  • 1 portal in room 4, next to the exit lift. Ignore the pellet and receiver. Use the active lift, and jump down into the previous portal on the floor (the one your shot from the corridor) to propel yourself up onto the exit lift.

Awards at 23, 19 and 14 portals.

Steps

Awards at 75...

Time

Awards at 105 seconds...

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