Portal/Escape 02: Difference between revisions

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Of all the behind-the-scenes parts of the game, this one offers by far the best opportunity to be clever and cut a big chunk off your speedrun time.  You will, of course, not take the time to dispose of the turrets.  But you will also not use the rocket turret to damage GLaDOS and make her release the cores, one by one.  Instead, you will use a normal turret.  It turns out that the damage from a single bullet is enough to make GLaDOS release a core.  Also, she does not wait for a core to be incinerated before she can be induced to release the next one by another bullet.  So, a short spray of bullets is all it takes to get all of the cores.  Whether using a turret in this way qualifies as "No Cheating" is certainly open for debate.  However, it is very effective, enjoyable to execute and really does improve your time.  You must be the final judge.
Of all the behind-the-scenes parts of the game, this one offers by far the best opportunity to be clever and cut a big chunk off your speedrun time.  You will, of course, not take the time to dispose of the turrets.  But you will also not use the rocket turret to damage GLaDOS and make her release the cores, one by one.  Instead, you will use a normal turret.  It turns out that the damage from a single bullet is enough to make GLaDOS release a core.  Also, she does not wait for a core to be incinerated before she can be induced to release the next one by another bullet.  So, a short spray of bullets is all it takes to get all of the cores.  Whether using a turret in this way qualifies as "No Cheating" is certainly open for debate.  However, it is very effective, enjoyable to execute and really does improve your time.  You must be the final judge.


'''Getting to the top''' : From your starting position under the floor of the huge room, find the grill in the ceiling against the end wall and stand to the left of it and a little back from the wall.  Sight up through it and adjust your position until you can get a portal high on the wall of the room, bypassing the ring of gutters entirely.  When you place the other portal close by and look through, you will be looking across the room from a high position towards one of the turret-alcove doors that open at an angle to form the launching places for your fling.  Go through, drop to the ground and move left and slightly forward to find a safe position against the left wall near a pillar.  This is necessary to start the opening of the doors (and the intense music).  Move the lower portal to the wall near you and again look through and across the room.  Line up your portal gun on the door of the alcove opposite, which is now at an angle.  If it is still moving, wait until it stops.  Now, move through the portals and as soon as you are on the other side place a portal on the angled door.  ''Immediately'' look down and place the other portal on the floor underneath you.  Fall through and fling out of the angled door and across the room.  Your objective is the broad and wide platform towards which you are flying.  However, you will probably not quite make it.  So, place a portal on the floor of that platform and wait until you crash land.  Quickly, so as not to take too much damage from the turrets, place the other portal close by and go through, emerging on the platform.  There are variations to this move, so find the one that works best for you and practice it.
'''Getting to the top''' : From under the floor of the huge room, find the grill in the ceiling against the end wall with the arrow pointing up.  Stand to the left of it and away from the wall.  Sight up through it and adjust your position until you can get a portal high on the wall of the room, bypassing the ring of gutters entirely.  When you place the other portal close by and look through, you should be looking across the room from a high position towards one of the turret-alcove doors that opens at an angle to form a launching place for a fling.  Go through, drop to the ground and move all the way to the left wall and slightly forward to find a safe position near a pillar.  This is drop necessary to start the opening of the doors (and the intense music).  Move the lower portal to the wall near you and again look through and across the room.  Line up your portal gun on the door of the alcove opposite, which is now at an angle.  If it is still moving, wait until it stops.  Now, move through the portals and as soon as you are on the other side place a portal on the angled door.  ''Immediately'' look down and place the other portal on the floor underneath you.  Fall through and fling out of the angled door and across the room.  Your objective is the broad and deep platform towards which you are flying.  However, you will probably not quite make it.  So, in mid-air, place a portal on the floor of that platform and wait until you crash land.  Quickly, so as not to take too much damage from the turrets, place the other portal close by and go through, emerging on the platform.  There are variations to this move, so find the one that works best for you and practice it.


'''To the boss''' : Don't go towards the back of this high platform.  You're not going to follow the Walkthrough and there's no need to trigger the two turrets there.  The suspended walkway that leads to GLaDOS crosses the huge room above you and you're going to fling directly up onto it.  When you're practicing, face into the large room and look straight up to see it, but, of course, don't waste time doing this in the speedrun; you should ''remember'' exactly where it is.  Place the orange portal on the floor of the platform to one side of the center.  Make sure that when you come flying up out of this portal you will pass close to the walkway, but not hit it or any other obstruction.  Practice so that you know where to put this portal.  Go to the edge of the platform exactly in the middle.  The position of the blue portal on the floor way down below is going to be very important; not for the fling but later on.  Center it exactly on the little bridge that crosses the gutter and make sure it is lined up along the length of the room.  ''Do not move this portal until you are in the same room as GLaDOS.''  Now, hop off the edge and plunge down.  When you fly up out of the orange portal, you should know, by rehearsing and getting the portal in the right orientation, which way to turn and strafe, and when, so that you land on the walkway.
'''To the boss''' : Don't go towards the back of this high platform.  You're not going to follow the Walkthrough and there's no need to trigger the two turrets there.  The suspended walkway that leads to GLaDOS crosses the huge room above you and you're going to fling directly up onto it.  When you're practicing, face into the large room and look straight up to see it, but, of course, don't waste time doing this in the speedrun; you should ''remember'' exactly where it is.  Place the orange portal on the floor of the platform to one side of the center.  Make sure that when you come flying up out of this portal you will pass close to the walkway, but not hit it or any other obstruction.  Practice so that you know where to put this portal.  Go to the edge of the platform exactly in the middle.  The position of the blue portal on the floor way down below is going to be very important; not for the fling but later on.  Center it exactly on the little bridge that crosses the gutter and make sure it is lined up along the length of the room.  ''Do not move this portal until you are in the same room as GLaDOS.''  Now, hop off the edge and plunge down.  When you fly up out of the orange portal, you should know, by rehearsing and getting the portal in the right orientation, which way to turn and strafe, and when, so that you land on the walkway.
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