Portal/Chamber 18: Difference between revisions

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Speedrun for Part 1.
(Speedrun of part 2.)
(Speedrun for Part 1.)
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This is probably the most exasperating chamber for speedrunners.  A tricky, but learnable, finesse will get you through Part 1 feeling good about yourself.  Part 3 just has to be executed perfectly according to the normal walkthrough, but is also rewarding to the player.  But in between ... there's Part 2.  Following the normal walkthrough is easy, but tedious and time consuming.  The clock is ticking but you're standing there, waiting for the pellet or the moving platform, and all your skill and effort in the previous chambers is wasting away.  The only way to get a better time is to follow the method used for a gold medal time challenge.  However, there are several points here where you stare death in the face.  If you are shot to death or fall into the toxic goo, that's going to be about twenty minutes of effort down the drain.  You can quicksave and load and try again if you die, but this erodes the advantage of the fast method.
This is probably the most exasperating chamber for speedrunners.  A tricky, but learnable, finesse will get you through Part 1 feeling good about yourself.  Part 3 just has to be executed perfectly according to the normal walkthrough, but is also rewarding to the player.  But in between ... there's Part 2.  Following the normal walkthrough is easy, but tedious and time consuming.  The clock is ticking but you're standing there, waiting for the pellet or the moving platform, and all your skill and effort in the previous chambers is wasting away.  The only way to get a better time is to follow the method used for a gold medal time challenge.  However, there are several points here where you stare death in the face.  If you are shot to death or fall into the toxic goo, that's going to be about twenty minutes of effort down the drain.  You can quicksave and load and try again if you die, but this erodes the advantage of the fast method.


'''Part 1 - Drops and Flings''' : (''more here'')
'''Part 1 - Drops and Flings''' : If the normal walkthrough is executed promptly and perfectly, you will take about thirty seconds to get from the entry chamberlock to the button outside the turret room.  A second or so can be shaved off by portaling along the hallway instead of walking.  Using the method described here, you can cut that time down to twenty seconds or even less and impress your noob friends with your ninja skills.


'''Part 2 - Turrets and Energy Pellets''' : As in the normal walkthrough, press the pedestal button and crouch under the piston that operates the door to the turret room so that you can enter without being immediately shot at.  At this point, there are two ways to get over to the other side of the room where the cube is.  You can either start the moving platform and ride that or you can fling over immediately, using the angled door panel, before it starts to close.  To ride the moving platform, you first have to eliminate all the turrets or you will be shot to death.  Obviously, for a good speedrun time, you'll need to fling.  So, as soon as you get out from under the piston, walk around the door as it tilts up and head for the right-hand edge of the entry shelf, where there is a flat area down below from which you can start the fling.  As you go, turn to the right (so you'll have to be walking to your left) and watch the door panel.  As soon as it stops tilting, place a portal on it.  At about this time, you will begin to take damage from turret fire.  Grit your teeth, turn back towards the cliff edge and press on.  You need to get over that edge before you die.  This may take practice.  Place the other portal as you fall and you'll fling safely across the room to the alcove where the cube it.
Step out of the chamberlock and immediately shoot the orange portal at the most distant section of portalable wall that you can see, which will be on the left side of the room and ''below'' the level at which you are standing.  Turn to the wall and place the blue portal there.  Now, use [[Portal/Tips and advanced techniques#Peek-a-portal|peek-a-portal]] to move the orange portal to the ceiling over the ''second'' platform (that is hidden around the right hand corner).  The exact placement is important and you will have to practice it until the next move works out properly.  The portal has to travel a long way, so you will have plenty of time to pull back.  Don't go through.  Instead, move the blue portal to the floor.  Then walk around the blue portal until by looking through it you can see the platform with the three-dot symbol on it.  Crouch, aim the portal gun slightly high to hit the platform well to the left of the symbol and drop through the blue portal.  As soon as you're through, fire the orange portal, then immediately look down and place the blue portal underneath you (on the platform with the two-dot symbol).  When you come up, turn slighly to the right and you will see the door to Part 3.  In mid-air, move the orange portal to the middle of the protruding section of wall above the door and look down to place the blue portal underneath you.  This fling will take you right over the button and into the tiny room beyond to start Part 2.
 
'''Part 2 - Turrets and Energy Pellets''' : As in the normal walkthrough, press the pedestal button and crouch under the piston that operates the door to the turret room so that you can enter without being immediately shot at.  At this point, there are two ways to get over to the other side of the room where the cube is.  You can either start the moving platform and ride that or you can fling over immediately, using the angled door panel, before it starts to close.  To ride the moving platform, you first have to eliminate all the turrets or you will be shot to death.  That can all take three minutes.  Obviously, for a good speedrun time, you'll need to fling.  So, as soon as you get out from under the piston, walk around the door as it tilts up and head for the right-hand edge of the entry shelf, where there is a flat area down below from which you can start the fling.  As you go, turn to the right (so you'll have to be walking to your left) and watch the door panel.  As soon as it stops tilting, place a portal on it.  At about this time, you will begin to take damage from turret fire.  Grit your teeth, turn back towards the cliff edge and press on.  You need to get over that edge before you die.  This may take practice.  Place the other portal as you fall and you'll fling safely across the room to the alcove where the cube it.


What you have to do now is bring the cube to the front edge of the alcove, carefully drop off and move backwards in mid-air so that you don't fall into the toxic goo but instead land in the pedestal button alcove below.  Oh, and you'll be under turret fire again.  Once again, practice is key.  Figure out which turrets are shooting at you and hold the cube up for protection.  Unfortunately, this makes it harder to see where the edge of the alcove floor is.  If you just go off the edge at a full walking pace, you're likely to end up in the goo.  The turret fire may, if you're lucky, push you back and help you land in the alcove below.  If this isn't working for you, no matter how hard you try, it may be possible to selectively take out the dangerous turrets with the energy pellet from where you now stand.  Then you can concentrate on gently dropping off the edge and getting into the pedestal button alcove.  Don't forget the cube.
What you have to do now is bring the cube to the front edge of the alcove, carefully drop off and move backwards in mid-air so that you don't fall into the toxic goo but instead land in the pedestal button alcove below.  Oh, and you'll be under turret fire again.  Once again, practice is key.  Figure out which turrets are shooting at you and hold the cube up for protection.  Unfortunately, this makes it harder to see where the edge of the alcove floor is.  If you just go off the edge at a full walking pace, you're likely to end up in the goo.  The turret fire may, if you're lucky, push you back and help you land in the alcove below.  If this isn't working for you, no matter how hard you try, it may be possible to selectively take out the dangerous turrets with the energy pellet from where you now stand.  Then you can concentrate on gently dropping off the edge and getting into the pedestal button alcove.  Don't forget the cube.


The danger is now over, so just move quickly through the remaining steps to get out of the room with the cube.  Put the cube down near the middle of the alcove.  Go to the alcove opening and press the pedestal button.  The door will begin to open.  Put a portal on the wall above and slightly to the left of the panel's center.  When you drop out of that portal, you want to be hidden from the turrets by the door panel and have a clear path to walk out of the room.  Turn, and put the other portal in one of the alcove walls, either to the right or to the left, above the step.  Pick up the cube and go through the portals.  Leave the room and put the cube on the button to open the door to Part 3.  Portal yourself over to the door, dropping to the platform below to find a portalable surface, and go through.
The danger is now over, so just move quickly through the remaining steps to get out of the room with the cube.  Put the cube down near the middle of the alcove.  Go to the alcove opening and press the pedestal button.  The door will begin to open.  Put a portal on the wall above and slightly to the left of the panel's center.  When you drop out of that portal, you want to be hidden from the turrets by the door panel and have a clear path to walk out of the room.  Turn, and put the other portal in one of the alcove walls, either to the right or to the left, above the step.  Pick up the cube and go through the portals.  Leave the room and put the cube on the button to open the door to Part 3.  Portal yourself over to the door, dropping to the platform below to find a portalable surface, and go through.  From passing over the button at the end of Part 1 to getting through the door to Part 3 should take about 41 seconds; a big improvement on three minutes.


'''Part 3 - Linked Flings''' : Once you are through the button-controlled door, follow the normal walkthrough, above, but practice and use a better sequence of portal placement.  As soon as you can, put a portal on the first platform over the toxic goo.  ''Then'', hurl yourself into the pit and place the other portal at the bottom so that you go through it.  Putting the portal in the pit first, looking up to put the other one on the platform and then dropping into the pit will just waste time.  As you fly up from each platform in turn, you need to know which way to look to place a portal on the next higher platform.  Practice, and always do exactly the same thing so that you always get the portal placed on the first try.  Instead of alternating portal colors, which can go wrong if you are distracted, consider always putting one color ahead on the next platform and the other color on the platform you flung up from and are now plummeting back towards.  There is plenty of time to do this.  Every time you fly up, turn to locate the next platform, shoot blue onto it (for example), then look straight down and shoot orange.  This may let you concentrate better on the turn you will need to locate the next platform.
'''Part 3 - Linked Flings''' : Once you are through the button-controlled door, follow the normal walkthrough, above, but practice and use a better sequence of portal placement.  As soon as you can, put a portal on the first platform over the toxic goo.  ''Then'', hurl yourself into the pit and place the other portal at the bottom so that you go through it.  Putting the portal in the pit first, looking up to put the other one on the platform and then dropping into the pit will just waste time.  As you fly up from each platform in turn, you need to know which way to look to place a portal on the next higher platform.  Practice, and always do exactly the same thing so that you always get the portal placed on the first try.  Instead of alternating portal colors, which can go wrong if you are distracted, consider always putting one color ahead on the next platform and the other color on the platform you flung up from and are now plummeting back towards.  There is plenty of time to do this.  Every time you fly up, turn to locate the next platform, shoot blue onto it (for example), then look straight down and shoot orange.  This may let you concentrate better on the turn you will need to locate the next platform.  A respectable time from getting through the button-controlled door to reaching the exit chamberlock is twenty five seconds.  The whole chamber should take about one minute and twenty five seconds.


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