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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