03.09.2019

Portal 2 Chamber 15

Test Chamber 2:Do basically the same thing from Test Chamber 1. Test Chamber 3:The same as Test Chambers 1 and 2, but make sure you are in the first section of the chamber. Test Chamber 4:Pick up the turret behind the button and aim it at Wheatley. It will not shoot until you let go, setting it upright. Portal 2 had Steam trading card support added in the initial test batch of trading cards on May 15, 2013. There are 8 cards in the series, and you'll receive 4 cards at random for purchasing and playing the game.

  1. Portal Wiki Portal 2 Chamber 15
  2. Portal 2 Chamber 15

The decayed Test Chamber 00 in Portal 2.Being the first test chamber of this, Test Chamber 00 contains both the actual test and the. Once the test subject exits the relaxation chamber, they will enter the test room, which contains an and Storage Cube dispenser. This test is meant to teach the test subjects the relationship between Super Buttons and Weighted Storage cubes. It is also the only test chamber to not involve portals.Test Chamber 00 later reappears in Portal 2, still acting as the introductory Test Chamber for the game.

The chamber itself is now heavily damaged and overgrown, and the bed in the relaxation chamber is no longer present. The door to the exit is also malfunctioning, and repeatedly opens and closes itself upon being unlocked. The decayed Test Chamber 01 in Portal 2.The next test chamber is another test meant to teach test subjects how Super Buttons and Storage Cubes work, but this time the test is much more advanced. Instead of the Storage cube and Button being right next to each other like in Test Chamber 00, the two are separated by glass walls.

This time, the test subject has to wait for automated portals to shoot into the 3 walled off areas, eventually getting the Storage Cube onto the button and moving on to the next Test Chamber.When Chell returns to this testing track in a ruined state in Portal 2, there seems to have been some changes made while she was in stasis. Instead of the portals being made automatically, the test subject now decides when and where the portals are created through use of buttons. This was to prevent the sudden slowdown in gameplay while also creating a more instructive environment, avoiding a ' Portal Carousel' effect, as stated by Alex Vlachos. Test Chamber 02.Test Chamber 02 is the first 'real' test, in that it is the first test in this testing track that the test subject solves by using the Aperture Science Handheld Portal Device. However, the ASHPD the test subject receives is incomplete, as it is only able to shoot blue portals. The test involves the test subject first navigating through automated portals to obtain the ASHPD. Once it is obtained, the test subject must use it to get out of the pit that contained it.In Portal 2, Chell encounters Wheatley here.

One of the walls within the chamber has collapsed, allowing her to walk to the pedestal that formerly held the portal device, which Wheatley claimed had fallen off. Upon approaching the pedestal, the floor collapses and drops Chell into a heavily decayed and partially flooded test chamber, where the portal device can be found, surrounded by murals drawn by Doug Rattmann.Gallery. Test Chamber 03.This Test Chamber involves the creating portals to get across two large gaps.

This was meant to assure the player does not become adverted to using either color portal freely simply due to an early preference. It is also meant to introduce test subjects to the concept of hopping through portals, and how they connect.In Portal 2, this chamber is accessed from an observation room near the entrance instead of the elevator. The room itself has also been redesigned somewhat, being smaller and more linear.

Portal

The puzzle itself remains unchanged, however.Gallery. Test Chamber 04.Test Chamber 04 is another Cube and Button test.

Curiously, this test chamber is almost exactly the same as Test Chamber 00, the only difference between the two being the fact that this test chamber involves the use of portals to get the Weighted Storage Cube onto the button. There is also a pane of glass in front of the button, preventing players from standing on it and placing a portal through the exit door.In Portal 2 this test chamber was merged with Test Chamber 05, with the exit of one directly connecting to the entrance of the other.

Easter

The chamber itself is virtually unchanged, except for the pane of glass blocking the button having been shattered.Gallery. Test Chamber 05.Yet another Cube and Button test, this time the test subject must retrieve two Weighted Storage Cubes, one on a high platform and one in a pit, and put them on two separate buttons.In Portal 2, the original Test Chamber 05 has been merged with Test Chamber 04. The chamber itself is mostly unchanged, however the glass panel Chell lands before exiting the elevator collapses under her weight, and the ceiling of the hall to the elevator has collapsed, forcing Chell to pass through a maintenance area, where a new Ratman den can be accessed.As the original chamber was merged with chamber 04, a new test chamber has taken it's place in Portal 2. This chamber is also a Cube and Button test, and also introduces the player to hazardous goo. The player must first use a portal to get a Cube, which is put on a button to create stairs to an elevated platform. From here, the player must use a switch to get another cube, while also using a separate switch to deploy a panel, which prevents to second cube from being flung into the goo. This cube must then be put on a second button to open the door to the exit.Gallery.

Test Chamber 06.This test is the first in this Testing Track to involve. The test subject must get the High Energy Pellet into a receptacle in order to solve this test.

When Chell re-visits this testing track in Portal 2, the Aperture Science High Energy Pellet has been replaced by a more efficient Thermal Discouragement Beam.In Portal 2, the original Test Chamber 06 is now found later in the game, acting as Test Chamber 01 of the, with a completely new Test Chamber taking its place. The new Test Chamber is comparable to Portal's Test Chamber 10, consisting of two seperate rooms, both requiring cubes and flinging to complete.Gallery. Test Chamber 07.Like Test Chamber 06, this test chamber also involves the Aperture Science High Energy Pellet.

It is solved exactly like the previous test, but this time the test subject has to find a way to get onto a lift which will take them to the chamberlock.In Portal 2, Chell is again reunited with Wheatley here. All the testing elements in the chamber itself are damaged and a wall has collapsed, creating an opening into another room. Wheatley instructs Chell to place a portal in the room behind him so that there is room for her to catch him when he disengages from his management rail.Gallery. Test Chamber 08.Test Chamber 08 is another High Energy Pellet test. This test is solved the same as the previous two, with an added twist of bouncing the High Energy Pellet off of the wall.

This test chamber is the first to have the consequence of death upon failure, as the floor is filled with acid. However, it is later stated by GlaDOS that 'any appearance of danger is merely a device to enhance your experience.' In Portal 2, a new chamber labeled as Test Chamber 08 is briefly visited by Chell, after Wheatley instructs her to portal into the room from Chamber 07. It is from this chamber that Wheatley opens a 'secret panel' into the maintenance areas, which eventually leads to GLaDOS' ruined chamber.Gallery. Test Chamber 09.Test Chamber 09 is a Cube and Button test, but is also used to observe a test subject's performance in an environment of 'extreme pessimism.' Upon entering the chamber, the test subject will be falsely informed that the test is impossible.

Other pessimistic comments are also given to the test subject throughout the test. To solve it, the subject must first get the Storage Cube onto the high platform, pass through the, and fire a portal on the wall to get the cube from the other side onto the button.This Test Chamber is revisited in Portal during The Escape, however It lacks the Cube, but due to the player now having the Dual Portal device, it is easily solved. Test Chamber 10.This test is meant to introduce the test subject the the concept of using portals to manipulate forward momentum. This test is separated into multiple sections. The first section is a small room in which the test subject must use momentum to get onto the staircase. The second part is solved the exact same way. The third, and final, section has the subject creating portals on a high surface and jumping into a pit with another portal to get onto a platform.

This is done multiple times, with the wall getting closer each time, allowing the test subject to fly father.Gallery. Test Chamber 19.This is the final test in the testing track. The test is made of an Aperture Science High Energy Pellet puzzle, and then an Unstationary Scaffold ride over a large pit of goo. This ride is full of fast paced puzzles such as button pressing, energy pellet dodging, and portals to bypass walls. The end is then met with the Incinerator Room which was meant to be where they were supposed to receive their promised cake.In Portal 2, Chell revisits this chamber after GLaDOS drops her into the incinerator room.

The dual Portal Device is found in what was formerly the chamber's fire pit, which connects directly to the incinerator room. Chell uses the Portal Device to get out of the pit and into the, now empty, river of goo. She eventaully makes it back to the chamber's entrance and takes the elevator to Test Chamber 01 of GLaDOS' new testing track.Gallery. Preceded byjourney (2)Succeeded by: /: GLaDOS' testing track ( Portal) / / / ( / / / / / / ) ( ) ( ) Other Black Mesa (cut) Combine (cut) Resistance (cut) Other (cut): / / /: /: GLaDOS' testing track ( Portal) / / / Other Personnel (cut)Weapons (cut)Technology (cut).

Level 15 in “Portal” focuses on the preservation of momentum between portals to make long jumps. In a nutshell, you must fall a long distance from one portal placed high up directly into another portal placed on the ground below it.

This will preserve the momentum built up from the fall and fling you out over long distances. You will need to use this trick many times in the level. You will also need to redirect energy pellets with portals to activate moving platforms.Fire a blue portal onto the panel that protrudes from the wall overhead.

Place an orange portal on the floor below it.Jump through the orange portal, and as you fall from the blue portal aim so that you will fall through the orange portal again.Walk to the next room and shoot an orange portal at the scorch mark left by the energy pellet. Place a blue portal roughly five tiles to the left so that when the energy pellet travels out of it, the pellet will go into the chamber that houses the pellet receptor that is sealed off by the incandescent particle field.Wait for the energy pellet to leave the blue portal, and then step through the incandescent particle field yourself.

Place a blue portal on the scorch mark left by the pellet on this side of the particle field, and an orange portal above the pellet receptor.Wait for the pellet to travel through the portals and land in the receptor. Jump on the lift that lowers, and ride it up.Walk into the next part of the chamber and look above the door you entered. Shoot a blue portal onto the panel that protrudes from the wall.Walk up the stairs on the left wall and place an orange portal in the shallow pit.Jump through the orange portal. As you fly out of the blue portal, shoot another orange portal at the point on the floor where it appears that you will land, and aim to fall through it.Look up for the panel that protrudes from the wall in the next area.

Now by default when you run a PowerShell script from File Explorer (i.e. Windows Explorer), the console window will stay open even after the script is finished executing. From there you can just type exit and hit enter to close the window, or use the mouse to click the window’s X in the top right corner. Close powershell window after script runs.

Place a blue portal on this and then shoot an orange portal onto the ground underneath it. Go through the orange portal and aim to fall through it again after you exit the blue portal.Shoot a blue portal onto the left side wall with the energy pellet scorch mark on it. Place an orange portal on the right side wall directly opposite the blue portal.

Wait for the energy pellet to go through both portals and then land in the energy pellet receptor.Place a blue portal on the highest point of the wall that faces the incandescent particle field and then shoot an orange portal onto the floor beneath it. Go through the orange portal and then fall through it again as you have done before.Stand on the edge of the corridor with the mobile platforms. Shoot a blue portal onto the far wall, opposite from where you stand, and then place an orange portal on the wall next to you.Walk through the orange portal when you see a platform appear just outside of it. Turn left and shoot another blue portal to the end of the corridor. Ride back to the orange portal.Go through the orange portal again when another platform appears outside of it. Turn right and shoot a blue portal onto the floor of the room you can see.

Portal Wiki Portal 2 Chamber 15

Chamber

Portal 2 Chamber 15

Ride back to the orange portal — or create a new one in the wall in front of you — and go through it.Ride a lift up to one of the side rooms. Place a blue portal in the side room you are in and shoot an orange portal over to the side room on the opposite side of the chamber.Wait for the energy dispenser to create a fresh energy pellet, and then press the switch in the room you are in. Travel through the blue portal and press the switch in the opposite room.Shoot a blue portal onto the panel that juts out in the main chamber, opposite the two doors you just opened with the switches. Shoot an orange portal onto the scorch mark where the energy pellet has impacted.Get on the lift that lowers after the energy pellet has hit the energy pellet receptor, and then walk through the exit to complete the level.