Portal/Chamber 18: Difference between revisions

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Speedrun of part 2.
(Speedrun of part 3.)
(Speedrun of part 2.)
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'''Part 1 - Drops and Flings''' : (''more here'')
'''Part 1 - Drops and Flings''' : (''more here'')


'''Part 2 - Turrets and Energy Pellets''' : (''more here'')
'''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.
 
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.


'''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.


{{Footer Nav|game=Portal|prevpage=Chamber 17|nextpage=Chamber 19}}
{{Footer Nav|game=Portal|prevpage=Chamber 17|nextpage=Chamber 19}}
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