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    Главная » Статьи » Half-Life 2 » Portal

    Test Chambers 16 Through 18

    Portal Walkthrough

    Test Chambers 16 Through 18

    Test Chamber 16 – Due to maintenance issues, GLaDOS informs you, Test Chamber 16 has been replaced with a live fire course meant for androids. The chamber is littered with automated turrets which murmur cute little phrases like, "I don’t hate you,” or, "Why?” when you take them out, which is actually very easy to do. The first is set looking away from you, and without wasting a portal you can simply pick it up and throw it over. The next overlooks a hall, so shoot a portal to the side or behind it and then one next to you so you can go through and do the same. Past the hall you’ll find a couple of weighted cubes and… something else, but that’s not important right now! Grab a cube and crouch with it, maneuvering in front of the turret behind the glass (but not in the line of fire of the other down the hall) until you have a clear shot at the ceiling above it. Create a portal there and back away to safety, then shoot an alternate portal under one of the cubes, which will fall through and knock over the gun. Repeat the process for the other turret down the hall. Peek around the door to the brighter room with the two turrets and shoot a portal on the wall behind them to sneak up on them. There is a room full of cubes off to the side, and a room going toward the exit with three more turrets. Using the cubes and portals there are a variety of ways to take these guns out, but be careful when you activate the floor button, as another turret is set on the other side of the door. Quickly get a portal open to the side or behind it (you can shoot portals through grating) to take it out, and do the same for the turret on the other side of yet another grate before you can finally reach the exit.

    Strategy Tip: Turrets have more bark than bite. They can only pivot about 45 degrees to the left or right of their default position, and a red laser gives away their sight line from anywhere. Also, only sustaining prolonged damage from their volleys can kill you, so don’t worry if you get nicked here and there.

    Test Chamber 17 – Is a sick, twisted, heart wrenching nightmare! Here you’re introduced to the Companion Cube, your first and only ally in the whole game. You’ll be taking the Companion Cube with you throughout this chamber. First use it to scale the metallic wall. To keep it with you, you just have to turn around and pick it up (notice your reach goes a little farther than you would expect). Use it as a shield to keep from getting vaporized by an energy cube and then do the same in reverse on the other side to get into the main chamber. Shoot a portal on the angled slab opposite the energy socket on the far side of the room and then go back to the second hall you came down and shoot an alternate on the scorch mark. The energy ball will bounce off the ceiling and hit the socket. Pick up the Companion Cube and bring it down into the main chamber, between the slabs and through the little door. Place the Companion Cube on the raised floor button at the far end of this room, then go back and shoot a portal directly opposite the door in the main chamber and… what’s that behind there? Er, nevermind. Place an alternate portal on the second level and walk through, then go back to the second energy ball and place a portal so that it flies through and goes toward the room you left the Companion Cube in. Head back there and get on the floor button in the center, crouching and off to the side. The energy ball will sail over your head and connect with the socket at the back of the room. Collect the Companion Cube and go back to the main chamber, this time going into the other little room to your right. It’s all metal, so you need to grab the Companion Cube at an angle and use it to bounce the energy ball into the socket, which is more luck than anything else. Replace the alternate portal on the second level and bring the Companion Cube with you, and keep it as you jump across the three raised lifts. There will be a little hall to your right at the third lift. There you have to do something unspeakable. If you can manage to bring yourself to do it (you monster!) you can leave.

    Test Chamber 18 – Here we have probably the most difficult test of the game, bringing together everything you’ve learned thus far in the penultimate gauntlet of your quest for cake.

      Room 1: Get across the first moat by shooting a portal on the far ceiling on the other side and an alternate next to you. Again you’ll find a "broken” area exposing something insidious, and again it has no effect on the test. Create a new portal more or less centered on the ceiling to your right and an alternate on the wall across the smaller moat below. Jump through (it’s best to have the alternate below you so you’re pushing against the wall before you go through). Shoot a new portal on the ceiling way down the other end and then an alternate beneath you to get over there. Shoot a portal on the angled slab to your right, but don’t attempt to leap through it, just make an alternate to land on the platform below it, and from there make a momentum leap using the platform further down. Press the button to open…
      Room 2: Make for the left of the door and easily make use of the laser sights and scorch marks to knock out the turrets with energy balls. Once they’re out of the way, set up a portal on the far side of the room facing the box where the energy socket is and an alternate on a scorch mark. At the moment an energy ball comes through the portals, make a new portal on the slab overlooking the button on the pedestal and an alternate on the wall, jump through and hit the button before you fall. If you timed it right the ball will land in the socket before the door closes. Ride the platform across and jump to the lower chamber, hit the button and shoot a portal on the newly angled slab, then quickly shoot an alternate on the wall to your left, go through and run to the right of the platform. There’s a floor down in the bottom, jump down and re-shoot the alternate to momentum leap across the chamber before the angled door closes. Pick up the cube and take it across the platform and leave it by the door, then go back across to activate the door again and portal through. Bring the cube with you and leave it on the button to open the door to…
      Room 3: Shoot a blue portal on the platform over the acid in front of you, then turn around and leap down the pit to your right, shooting an orange portal where you’ll land. When you come out you’ll go shooting up out of the platform. In midair, shoot an orange portal on the second platform and then repeat this maneuver with a blue on the third and then an orange on the angled slab to go over toward the exit.

    You ready for your cake? Here it comes!


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    Категория: Portal | Добавил: demon304dima (28.09.2011)
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