Portal/Chamber 16: Difference between revisions

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#In the button room, across from the door.
#In the button room, across from the door.
#After the first fence, on the left wall.}}
#After the first fence, on the left wall.}}
This chamber introduces you to [[Portal/Gameplay#Turret|turrets]], which will open fire on you if you enter their line of sight. You can take some damage from their bullets before you die and this damage will heal in a few seconds once you escape their fire. Getting shot at by multiple turrets at the same time is something to avoid.
This chamber introduces you to [[Portal/Gameplay#Turret|turrets]], which will open fire on you if you enter their line of sight. You can take some damage from their bullets before you die and this damage will heal in a few seconds once you escape their fire. Getting shot at by multiple turrets at the same time is something to avoid.
{{quote|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}}
{{quote|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}}


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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.
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.
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.


[[File:Portal Chamber 16 turret target.png|thumb|left|The X appears conveniently right above the turret.]]
[[File:Portal Chamber 16 turret target.png|thumb|left|The X appears conveniently right above the turret.]]
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.
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.
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.


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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.
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 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.  


{{Achievement|name=[[Portal/Transmission Received|Transmission Received]]|image=Portal achievement Transmission Received.jpg|description=You will find the radio in the side room with multiple storage cubes. Take it to the secret area behind the extended panel, next to all the scribblings. Even though the radio may appear on your first play through, it will not activate the achievement until your second playthrough.|progress=18|total=26}}
{{Achievement|name=[[Portal/Transmission Received|Transmission Received]]|image=Portal achievement Transmission Received.jpg|description=You will find the radio in the side room with multiple storage cubes. Take it to the secret area behind the extended panel, next to all the scribblings. Even though the radio may appear on your first play through, it will not activate the achievement until your second playthrough.|progress=18|total=26}}
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[[File:Portal Chamber 16 portal through fence.png|thumb|left|A portal shot through the first fence, behind the turret.]]
[[File:Portal Chamber 16 portal through fence.png|thumb|left|A portal shot through the first fence, behind the turret.]]
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 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.
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.
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== No Cheating [[Portal/Speedrunning|SpeedRun]] in One Segment for Mere Mortals ==
== No Cheating [[Portal/Speedrunning|SpeedRun]] in One Segment for Mere Mortals ==


To complete this chamber quickly, you need to take some damage from the turrets. Knocking them down just takes too much time and you can't hide from them all. For the time challenge, if you die it's no big deal to try again. But in a single segment speedrun you need to have a way to get through quickly with very little chance of getting killed. As a result, you may need to accept a slightly poorer time for this chamber.
To complete this chamber quickly, you need to take some damage from the turrets. Knocking them down just takes too much time and you can't hide from them all. For the time challenge, if you die it's no big deal to try again. But in a single segment speedrun you need to have a way to get through quickly with very little chance of getting killed. As a result, you may need to accept a slightly poorer time for this chamber.


While you're waiting out GLaDOS's speech, stand near the door and put a portal under your feet. Practice this and adjust your position so that as soon as the door opens you can put the other portal high on the right-hand wall and fall through, getting a boost towards the first turret. As you pass the turret, pass close enough to knock it over and continue. You can pick it up and throw it if you like, but don't lose any time. When you see the second turret, put a portal behind and to the right of it. Move to the left as you continue to advance, place a portal to the left of the doorway and walk through, bypassing the turret. Now turn to the left, place a portal high up and as far right as possible on the wall at the far end of the corridor. Put the other portal under your feet and fall through.
While you're waiting out GLaDOS's speech, stand near the door and put a portal under your feet. Practice this and adjust your position so that as soon as the door opens you can put the other portal high on the right-hand wall and fall through, getting a boost towards the first turret. As you pass the turret, pass close enough to knock it over and continue. You can pick it up and throw it if you like, but don't lose any time. When you see the second turret, put a portal behind and to the right of it. Move to the left as you continue to advance, place a portal to the left of the doorway and walk through, bypassing the turret. Now turn to the left, place a portal high up and as far right as possible on the wall at the far end of the corridor. Put the other portal under your feet and fall through.


This brings you to the first of the two turrets facing each other along a long corridor. Turn to the left and advance just until you can put a portal over the "X" mark on the ceiling above the turret behind the glass partition. Pull back immediately; this is the first place where you can get yourself killed. The portal needs to be fairly accurately placed, but don't stand there getting shot at. Try to get this right on the first attempt, but if you have to move the portal, well, that's better than being dead. Put the other portal carefully under the bottom of the two cubes. Again, accurate placement is important, otherwise the cube will not fall straight and may miss the turret. If it does miss, you can try again with the other cube. Ideally, you want to be confident enough that while the cube is falling you are already advancing again into the corridor to put a portal over the turret at the other end. This time, put the portal close to the far wall and towards the left because you're going through it yourself and you want to land out of sight of the turrets in the first large room. If you're brave, after placing that portal, immediately place the other under your feet and fall through, escaping the turret's bullets. If this doesn't reliably work for you, it's best to pull back out of the turret's sight before you place your own portal. Either way, land behind the turret and out of sight of the large room.
This brings you to the first of the two turrets facing each other along a long corridor. Turn to the left and advance just until you can put a portal over the "X" mark on the ceiling above the turret behind the glass partition. Pull back immediately; this is the first place where you can get yourself killed. The portal needs to be fairly accurately placed, but don't stand there getting shot at. Try to get this right on the first attempt, but if you have to move the portal, well, that's better than being dead. Put the other portal carefully under the bottom of the two cubes. Again, accurate placement is important, otherwise the cube will not fall straight and may miss the turret. If it does miss, you can try again with the other cube. Ideally, you want to be confident enough that while the cube is falling you are already advancing again into the corridor to put a portal over the turret at the other end. This time, put the portal close to the far wall and towards the left because you're going through it yourself and you want to land out of sight of the turrets in the first large room. If you're brave, after placing that portal, immediately place the other under your feet and fall through, escaping the turret's bullets. If this doesn't reliably work for you, it's best to pull back out of the turret's sight before you place your own portal. Either way, land behind the turret and out of sight of the large room.


[[file:Portal Chamber 16 First Big Room.png|thumb|Position of the portal in the first large room.]] Now for the third brush with death. Advance from your hiding place, across the danger zone where you will get shot at by one of the turrets in the large room, and reach safety behind the glass panel. This sounds easy enough, but there are two things that you need to accomplish on the way. First, knock down the turret near which you landed. Passing close enough to tip it over is fastest, or pick it up and throw it if you prefer. Note that you can get unlucky and have a thrown turret land on its feet again and start shooting you. If this happens, you will be dead. Second, as you pass the opening to the large room, you need to get a portal onto the wall of that room, right in the opposite corner. On the long wall on the left side is best, under and to the right of the observation room, but if it lands on the furthest wall, just work with it. What you ''don't'' want so much is to have the portal on the long wall but not right in the corner. Once you're safely behind the glass panel, put the other portal in the wall nearby and walk through. You are now in the first large room, looking through the doorway into the second large room with three turrets and a button (if your portal was on the furthest wall, you will need to turn to the left). You can see one of the turrets. Put a portal underneath it. Ideally, you want to use the color of the portal close by so that the turret will fall out of the portal you left on the other side of the glass panel. If you use the wrong color, the turret may fall into you, but this will probably be manageable.
[[file:Portal Chamber 16 First Big Room.png|thumb|Position of the portal in the first large room.]] Now for the third brush with death. Advance from your hiding place, across the danger zone where you will get shot at by one of the turrets in the large room, and reach safety behind the glass panel. This sounds easy enough, but there are two things that you need to accomplish on the way. First, knock down the turret near which you landed. Passing close enough to tip it over is fastest, or pick it up and throw it if you prefer. Note that you can get unlucky and have a thrown turret land on its feet again and start shooting you. If this happens, you will be dead. Second, as you pass the opening to the large room, you need to get a portal onto the wall of that room, right in the opposite corner. On the long wall on the left side is best, under and to the right of the observation room, but if it lands on the furthest wall, just work with it. What you ''don't'' want so much is to have the portal on the long wall but not right in the corner. Once you're safely behind the glass panel, put the other portal in the wall nearby and walk through. You are now in the first large room, looking through the doorway into the second large room with three turrets and a button (if your portal was on the furthest wall, you will need to turn to the left). You can see one of the turrets. Put a portal underneath it. Ideally, you want to use the color of the portal close by so that the turret will fall out of the portal you left on the other side of the glass panel. If you use the wrong color, the turret may fall into you, but this will probably be manageable.


A word is due at this point about the two turrets in the first large room. As long as you don't move away from the long wall you'll be out of their sight and they won't bother you. You can't drop them through portals because they are standing on a non-portalable area of the floor. If they make you nervous, you can try dropping the first turret from the next room on the head of the closest one (the furthest one is less likely to see you), but it's best to remember to stay far back and just ignore them. Anything else will just take up more time. Now for the turret that's against the far wall of the second large room with the button. The reason we came into this room right in the corner is so that we would be hidden from it by the edge of the doorway. Now we need to move to the right (but staying back) until we can put a portal in the wall behind it. Put the other portal in the wall to your left and walk through. Now you're in the room with the button, uncomfortably close to, but behind, a turret. This is not where the danger is coming from. Turn to your left where you will see the third turret in this room taking aim or perhaps already shooting at you. Put either portal on the wall above it under the camera. The camera will fall on the turret and knock it over, but ''don't wait for this to happen; keep going''. Either pick up and toss away the turret right by you or, as before, save time by brushing past it and knocking it over.
A word is due at this point about the two turrets in the first large room. As long as you don't move away from the long wall you'll be out of their sight and they won't bother you. You can't drop them through portals because they are standing on a non-portalable area of the floor. If they make you nervous, you can try dropping the first turret from the next room on the head of the closest one (the furthest one is less likely to see you), but it's best to remember to stay far back and just ignore them. Anything else will just take up more time. Now for the turret that's against the far wall of the second large room with the button. The reason we came into this room right in the corner is so that we would be hidden from it by the edge of the doorway. Now we need to move to the right (but staying back) until we can put a portal in the wall behind it. Put the other portal in the wall to your left and walk through. Now you're in the room with the button, uncomfortably close to, but behind, a turret. This is not where the danger is coming from. Turn to your left where you will see the third turret in this room taking aim or perhaps already shooting at you. Put either portal on the wall above it under the camera. The camera will fall on the turret and knock it over, but ''don't wait for this to happen; keep going''. Either pick up and toss away the turret right by you or, as before, save time by brushing past it and knocking it over.


[[File:Portal Chamber 16 To Exit Room.png|thumb|Place a portal directly in the exit room.]]
[[File:Portal Chamber 16 To Exit Room.png|thumb|Place a portal directly in the exit room.]]
You don't have a cube to put on the button, but that's OK because you're going to stand on it. The door to the next room will open. Move to the right edge of the button, as you face the next room, so that you can see along the right-hand wall. You want a portal not in the next room, not even behind the grating where the turret is, you want the portal in the room beyond and to the right of that, i.e. the room with the exit chamberlock. It's hard to describe exactly where this is, so play the chamber, save the game at this point and look for and remember the right spot. When you have that portal in place, put the other portal close by (perhaps in the floor) and go through. Disregard the last turret. Move and turn left until you can see down the short corridor to the chamberlock. Place a portal on the wall just outside of it, place the other on the wall where you stand, walk through, turn right and go into the chamberlock.
You don't have a cube to put on the button, but that's OK because you're going to stand on it. The door to the next room will open. Move to the right edge of the button, as you face the next room, so that you can see along the right-hand wall. You want a portal not in the next room, not even behind the grating where the turret is, you want the portal in the room beyond and to the right of that, i.e. the room with the exit chamberlock. It's hard to describe exactly where this is, so play the chamber, save the game at this point and look for and remember the right spot. When you have that portal in place, put the other portal close by (perhaps in the floor) and go through. Disregard the last turret. Move and turn left until you can see down the short corridor to the chamberlock. Place a portal on the wall just outside of it, place the other on the wall where you stand, walk through, turn right and go into the chamberlock.


Expect your time from the opening of the entry chamber lock to arriving in the exit chamber lock to be about sixty seconds (the silver time challenge; you can reach 52 seconds for gold, but it's very hard to do reliably). The first twenty two seconds were wasted listening to GLaDOS.
Expect your time from the opening of the entry chamber lock to arriving in the exit chamber lock to be about sixty seconds (the silver time challenge; you can reach 52 seconds for gold, but it's very hard to do reliably). The first twenty two seconds were wasted listening to GLaDOS.


{{Footer Nav|game=Portal|prevpage=Chamber 15|nextpage=Chamber 17}}
{{Footer Nav|game=Portal|prevpage=Chamber 15|nextpage=Chamber 17}}

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