Portal/Chamber 15: Difference between revisions

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[[File:Portal Chamber15 room1.jpg|left|thumb|The double fling]]
[[File:Portal Chamber15 room1.jpg|left|thumb|The double fling]]
{{Achievement|name=[[Portal/Transmission_Received|Transmission Received]]|image=Portal achievement Transmission Received.jpg|description=The first radio is on the support for the extended platform in the first room. Place a portal on the wall beside it, reach through, and grab it. Bring it to the entrance.|progress=16|total=26}}
{{Achievement|name=[[Portal/Transmission_Received|Transmission Received]]|image=Portal achievement Transmission Received.jpg|description=The first radio is on the support for the extended platform in the first room. Place a portal on the wall beside it, reach through, and grab it. Bring it to the entrance.|progress=16|total=26}}
The first room introduces you to the [[Portal/Tips and Advanced Techniques#Multi flinging|double fling]].
The first room introduces you to the [[Portal/Tips and advanced techniques#Multi flinging|double fling]].


Place an orange portal on the extended panel above the entrance, and create a blue portal on the floor. When you fall through, notice you tend to land on the checkered part of the floor. This time, create a blue portal on the floor on the checkered part, and when you fall through, aim to fall through the blue portal a second time, which will then give enough momentum to pass through the force field.
Place an orange portal on the extended panel above the entrance, and create a blue portal on the floor. When you fall through, notice you tend to land on the checkered part of the floor. This time, create a blue portal on the floor on the checkered part, and when you fall through, aim to fall through the blue portal a second time, which will then give enough momentum to pass through the force field.
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== Fourth room ==
== Fourth room ==
{{Achievement|name=[[Portal/Transmission_Received|Transmission Received]]|image=Portal achievement Transmission Received.jpg|description=The second radio is in the final room, within the pellet receiver container. Press the two buttons, and then place portals in a way that allows you to [[Portal/Tips and Advanced Techniques#Post-fling maneuvering|jump into the enclosed area]] (two portals on the ground, one being in front of the container). GLaDOS will release you from the area. Bring it with you to the top of the exit platform.|progress=17|total=26}}
{{Achievement|name=[[Portal/Transmission_Received|Transmission Received]]|image=Portal achievement Transmission Received.jpg|description=The second radio is in the final room, within the pellet receiver container. Press the two buttons, and then place portals in a way that allows you to [[Portal/Tips and advanced techniques#Post-fling maneuvering|jump into the enclosed area]] (two portals on the ground, one being in front of the container). GLaDOS will release you from the area. Bring it with you to the top of the exit platform.|progress=17|total=26}}
[[File:Portal Chamber 15 Room 4 Overview.png|left|thumb|A double door blocks the pellet receiver]]
[[File:Portal Chamber 15 Room 4 Overview.png|left|thumb|A double door blocks the pellet receiver]]
A pellet launcher is firing a pellet downward, and the receiver is blocked by a double door.
A pellet launcher is firing a pellet downward, and the receiver is blocked by a double door.
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The doors are opened by the buttons in the side rooms. You need to get a portal in both rooms to press the two buttons fast enough.  Then, shoot the wall opposite of the receiver (the extended panel) followed by the scorch mark on the ground to get the pellet into the receiver. This has to happen very quickly, so it may take a few tries. The lift for the chamberlock will lower, and you can proceed to Chamber 16.
The doors are opened by the buttons in the side rooms. You need to get a portal in both rooms to press the two buttons fast enough.  Then, shoot the wall opposite of the receiver (the extended panel) followed by the scorch mark on the ground to get the pellet into the receiver. This has to happen very quickly, so it may take a few tries. The lift for the chamberlock will lower, and you can proceed to Chamber 16.


Alternatively, you can try a [[Portal/Tips and Advanced Techniques#Post-fling maneuvering|high jump to the exit]].  With your back to the platform that takes you to the exit, place an orange portal at your feet. Go to either of the other two moving 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.
Alternatively, you can try a [[Portal/Tips and advanced techniques#Post-fling maneuvering|high jump to the exit]].  With your back to the platform that takes you to the exit, place an orange portal at your feet. Go to either of the other two moving 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.


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In the advanced chamber, most of the puzzles have been made more challenging, requiring alternate methods to solve them
In the advanced chamber, most of the puzzles have been made more challenging, requiring alternate methods to solve them


Room 1 has a lot fewer portalable surfaces. Place a portal on the ceiling and the floor. You need to shoot a portal (the same color as your ceiling portal) as you fall so that you can fling over to the other side. You can do this on the first try, but if you miss, you can continue to [[Portal/Tips and Advanced Techniques#Infinite fall flinging|fall through infinitely]] until you do manage to place a portal correctly.
Room 1 has a lot fewer portalable surfaces. Place a portal on the ceiling and the floor. You need to shoot a portal (the same color as your ceiling portal) as you fall so that you can fling over to the other side. You can do this on the first try, but if you miss, you can continue to [[Portal/Tips and advanced techniques#Infinite fall flinging|fall through infinitely]] until you do manage to place a portal correctly.


Room 2 has an additional forcefield, requiring a 6-portal combination. The pellet moves a little slower, which requires you to place the next portals by the time the pellet hits the wall the first time, or else it will disappear and you will have to start this room again.
Room 2 has an additional forcefield, requiring a 6-portal combination. The pellet moves a little slower, which requires you to place the next portals by the time the pellet hits the wall the first time, or else it will disappear and you will have to start this room again.


Room 3 has no portalable walls in the main room, and no staircase in the side room. Place an orange portal sideways as close to the emancipation field as possible. Place a blue portal on or below the camera, and come through to land on the side room’s ledge. Now place a blue portal on the floor below you. Take note of which direction the field is. If you jump off the ledge and into the portal, pressing the necessary direction, you can manage to come up with just enough momentum to walk through the field into the next section. Another method which is more guaranteed is to, after placing the orange portal similarly, place a blue portal on the ceiling of the side room above the low floor. As you fall through, put another blue portal under you to fly back through to the main room and [[Portal/Tips and Advanced Techniques#Post-fling maneuvering|maneuver]] over to the next section.
Room 3 has no portalable walls in the main room, and no staircase in the side room. Place an orange portal sideways as close to the emancipation field as possible. Place a blue portal on or below the camera, and come through to land on the side room’s ledge. Now place a blue portal on the floor below you. Take note of which direction the field is. If you jump off the ledge and into the portal, pressing the necessary direction, you can manage to come up with just enough momentum to walk through the field into the next section. Another method which is more guaranteed is to, after placing the orange portal similarly, place a blue portal on the ceiling of the side room above the low floor. As you fall through, put another blue portal under you to fly back through to the main room and [[Portal/Tips and advanced techniques#Post-fling maneuvering|maneuver]] over to the next section.


Now that you are with the pellet launcher and receiver, fling yourself over to the other side as normal. Notice the additional angled platforms, preventing the normal method. Trace a path backwards from the receiver, bouncing off the platforms as a pellet would, and you will discover that the pellet needs to be coming straight out of the wall next to the three angled platforms (on that same wall). So place a portal there, and another where the pellet hits the adjacent wall (not the angled platform), and watch it bounce its way to the receiver. Portal back over as normal.
Now that you are with the pellet launcher and receiver, fling yourself over to the other side as normal. Notice the additional angled platforms, preventing the normal method. Trace a path backwards from the receiver, bouncing off the platforms as a pellet would, and you will discover that the pellet needs to be coming straight out of the wall next to the three angled platforms (on that same wall). So place a portal there, and another where the pellet hits the adjacent wall (not the angled platform), and watch it bounce its way to the receiver. Portal back over as normal.
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<ol start="20">
<ol start="20">
<li>Blue portal in front of exit lift, as close as possible. Ride either side room lift to top.
<li>Blue portal in front of exit lift, as close as possible. Ride either side room lift to top.
<li>Orange portal on the ground. [[Portal/Tips and Advanced Techniques#Post-fling maneuvering|Jump through and maneuver]] onto exit platform.
<li>Orange portal on the ground. [[Portal/Tips and advanced techniques#Post-fling maneuvering|Jump through and maneuver]] onto exit platform.
</ol>
</ol>


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<li>Blue portal on wall next to hallway entrance.
<li>Blue portal on wall next to hallway entrance.
<li>Orange portal at end of first hall section. Now, you can partially enter the portal without falling. When you are halfway through, you will be able to shoot a portal somewhere on the other side. Look left so that it will be farther through the hallway (or forward if portal 11 was on the left wall). Inch up to the boundary between the two sides of the portal.
<li>Orange portal at end of first hall section. Now, you can partially enter the portal without falling. When you are halfway through, you will be able to shoot a portal somewhere on the other side. Look left so that it will be farther through the hallway (or forward if portal 11 was on the left wall). Inch up to the boundary between the two sides of the portal.
<li>Orange portal at end of second hall section. As you shoot this portal, press left (or back) so that you come back into the main section. If you do so correctly, you will be on solid ground with the portal placed farther down the hallway. This is called [[Portal/Tips and Advanced Techniques#Peek-a-portal|peek-a-portal]].
<li>Orange portal at end of second hall section. As you shoot this portal, press left (or back) so that you come back into the main section. If you do so correctly, you will be on solid ground with the portal placed farther down the hallway. This is called [[Portal/Tips and advanced techniques#Peek-a-portal|peek-a-portal]].
<li>Orange portal on the floor of the final room, towards the close end of the left side or the far end of the right side. Place this portal in the same manner as 12, by peeking through, shooting, and coming back to safety before it lands. Then just go through.
<li>Orange portal on the floor of the final room, towards the close end of the left side or the far end of the right side. Place this portal in the same manner as 12, by peeking through, shooting, and coming back to safety before it lands. Then just go through.
<li>Blue portal in front of the exit lift, as close as possible. Ride the appropriate side room lift to the top, and jump through your existing orange portal, maneuvering to the exit platform.
<li>Blue portal in front of the exit lift, as close as possible. Ride the appropriate side room lift to the top, and jump through your existing orange portal, maneuvering to the exit platform.
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Additional reductions can also be made to this room to achieve sub-14 counts.
Additional reductions can also be made to this room to achieve sub-14 counts.
* In the first pellet room, if you place a portal on the scorch mark and another one just left of the camera, but close enough that the camera still falls, when the pellet flies through, it may start to bounce in odd directions, including slightly downwards. If it does, you can pick up the camera and help redirect the pellet into the receiver, which can reduce the portal count by two.
* In the first pellet room, if you place a portal on the scorch mark and another one just left of the camera, but close enough that the camera still falls, when the pellet flies through, it may start to bounce in odd directions, including slightly downwards. If it does, you can pick up the camera and help redirect the pellet into the receiver, which can reduce the portal count by two.
* In the second fling room, you can place a portal as close to the field as possible, and another on the floor of the side room. If you jump, it is possible to [[Portal/Tips and Advanced Techniques#Post-fling maneuvering|maneuver yourself]] through the field. This reduces the count by one.
* In the second fling room, you can place a portal as close to the field as possible, and another on the floor of the side room. If you jump, it is possible to [[Portal/Tips and advanced techniques#Post-fling maneuvering|maneuver yourself]] through the field. This reduces the count by one.
* It is also possible, in that same room, to fling yourself over the field without using the side room. Place a portal on the high panel, and another on the floor as close as possible. If you run and jump through this [[Portal/Tips and Advanced Techniques#Angle flinging|at the right location and angle]], you can just reach it on the first fling to create the second fling.
* It is also possible, in that same room, to fling yourself over the field without using the side room. Place a portal on the high panel, and another on the floor as close as possible. If you run and jump through this [[Portal/Tips and advanced techniques#Angle flinging|at the right location and angle]], you can just reach it on the first fling to create the second fling.
* Some ridiculously difficult jumping can get you from one raised platform in the final room, to the front of the pellet receiver box, to the side of it, to the exit platform. This can reduce the best count by two.
* Some ridiculously difficult jumping can get you from one raised platform in the final room, to the front of the pellet receiver box, to the side of it, to the exit platform. This can reduce the best count by two.


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;Silver at 1 minute, 25 seconds (85 seconds)
;Silver at 1 minute, 25 seconds (85 seconds)
;Gold at 54 seconds
;Gold at 54 seconds
For these awards, you must use a number of shortcuts. Use [[Portal/Tips and Advanced Techniques#Peek-a-portal|peek-a-portal]], as described in the gold least portals method, to travel through the narrow hallway without activating the moving platform. Once in the final room, portal yourself into one of the upper side rooms, and then use your portals to [[Portal/Tips and Advanced Techniques#Post-fling maneuvering|maneuver yourself]] onto the exit lift without activating it.
For these awards, you must use a number of shortcuts. Use [[Portal/Tips and advanced techniques#Peek-a-portal|peek-a-portal]], as described in the gold least portals method, to travel through the narrow hallway without activating the moving platform. Once in the final room, portal yourself into one of the upper side rooms, and then use your portals to [[Portal/Tips and advanced techniques#Post-fling maneuvering|maneuver yourself]] onto the exit lift without activating it.


{{Footer Nav|game=Portal|prevpage=Chamber 14|nextpage=Chamber 16}}
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