first, get to the end room of test chamber 15 then play through how you would by opening the two doors of the machine then shoot a portal at the ground while you are at the top of the lift and then quickly shoot another at the base of the machine. hop through and maneuver into the machine. if done correctly glados will say,'through no fault of the enrichment center you have managed to get yourself trapped in this room, an escape hatch will open in 3.2.1..'
Xbox 360 | Submitted by Bronson Richard
Level Six
If you want to beat level six in about twenty seconds, do as follows:First build a portal right in front of the platform that leads to the elevator of the next level. Then, go to your left and walk up the generating stairs. Once at the top,look strait down towards were the stairs were and shoot a portal of the opposite color down the drop and jump in it. When you get to the other side of the portal quickly move forward. Simply walk toward the elevator, Presto Level done.
Portal Unlockables
Xbox 360 | Submitted by Silverlit64
Terminal Velocity - Fall 30,000ft. Long Jump - Jump 300ft. Fratricide - Do whatever it takes to survive.(Incinerate Companion Cube) Partygoer - Make the right party submission position decision.(Start The Escape) Heartbreaker - Complete Portal. Cupcake - Complete 2 Portal advanced levels. Fruitcake - Complete 4 Portal advanced levels. Vanilla Crazy Cake - Complete all 6 Portal advanced levels. Frindly Fire - Knock over one turret with another turret. Lab Rat - Get the fully powered Aperture Portalgun Basic Science - Get bronze medals on all of the Portal Challenges. Rocket Science - Get silver medals on all of the Portal Challenges. Aperture Science - Get Gold medals on all of the Portal Challenges. Camera Shy - Detach all 33 security cameras from the walls.(Shoot a portal at them)
Portal Cheats
Xbox 360, PC | Submitted by Aperture Science
1 (18.25 oz) package chocolate cake mix 1 can prepared coconut frosting 3/4 cups vegetable oil 4 large eggs 1 cup semi-sweet chocolate chips 3/4 cup butter or margarine, softened 2/3 cups granulated sugar 3 large eggs 1 teaspoon vanilla extract 2 cups all purpose flour 2/3 cups cocoa 1/4 teaspoon baking soda 1 teaspoon salt 1/4 teaspoon baking powder 1/3 cups water 1 to 2 (6 oz each) vanilla frosting
PS3 | Submitted by Zazamazu
Down, O, X, O, Triangle, Down, O, X, O, Triangle - Create A Cube Left, Left, Left, Left, L1, Right, Right, Right, Right, R1 - Unlock All Levels
Xbox 360 | Submitted by GamesRadar
Down, B, A, B, Y, Down, B, A, B, Y - Create box Up, Y, Y, X, X, A, A, B, B, Up - Fire energy ball Up, Y, Y, B, B, A, A, X, X, Up - Fire rocket projectile Y, A, B, A, B, Y, Y, A, Left, Right - Portal placement anywhere: Up, Left, Down, Right, Up, Left, Down, Right, Y, Y - Portalgun ID 0 Up, Left, Down, Right, Up, Left, Down, Right, X, X - Portalgun ID 1 Up, Left, Down, Right, Up, Left, Down, Right, A, A - Portalgun ID 2 Up, Left, Down, Right, Up, Left, Down, Right, B, B - Portalgun ID 3 X, B, LB, RB, Left, Right, LB, RB, LT, RT - Upgrade Portalgun
PC | Submitted by GamesRadar
Press ~ to open the console. You may have to add '-console' to the end of the path in the game's shortcut. Next, enter sv_cheats 1. change_portalgun_linkage_id # (0, 1, 2, 3) - Changes portal linkage ID. ent_create_portal_weight_box - Create a Weighted Storage Cube fire_rocket_projectile - Fires a rocket. fire_energy_ball - Fires an energy ball. sv_portal_placement_never_fail # (1 or 0) - Shoot portals anywhere. upgrade_portalgun - Gives a portal gun if you have none. If you have basic portal gun, gives full gun.
Portal Easter Eggs
Xbox 360, PC | Submitted by GamesRadar
In the level in which you have to use the 'companion block' (with the hearts on it), one of the walls is sticking out, and behind it is a secret area with writing and posters on the walls. Beneath the photos of people with the block's picture pasted on their heads there is a username and password scribbled on the wall. It reads: User: cjohnson Pass: tier3 Go to http://www.aperturelabratories.com/ and type 'Login.' Then enter the username and password. Once you've done that, you can enter the following commands: THECAKEISALIE DIR/CATALOG/DIRECTORY/LIST/LS/CAT IP HELP/LIB LOGOUT/BYE/LOGOFF/VALVE APPEND/ATTRIB/COPY/FORMAT/ERASE/RENAME INTERROGATE TAPEDISK APPLY/APPLY.EXE
Achievement Cupcake.png'>
“I can't get over how small you are!” This article is a stub. As such, it is not complete. You can help Portal wiki by expanding it.
testchmb_a_10.bsp
This Test Chamber is the sixteenth level of the game, and introduces the player to more advanced Flinging techniques. The Chamber also requires the player to utilise High Energy Pellets and work with timed Switches.
2Walkthrough
Hazards
Walkthrough
Go stand in front of the glass and turn around. Look up and fire a portal on the extended wallpanels.
Then look down right in front of you. You should see floortiles with a different color. Shoot a portal on the tiles.
Go through the portal. You should then automatically fall through it for the second time. If you succeeded, you'll reach the other side of the chamber.
Go to the second part of the chamber. Put a portal on the panels over the lift on the left.
When the High Energy Pellet disappears, shoot the other portal on the wall from where the Pellet used to bounce off.
Wait for the Pellet to enter the portal and then go through the Emancipation Grill to the Receptacle.
Place a portal on the wall where the pellet is bouncing off (the wall in front of you) and the other one on the ceiling over the Receptacle.
Wait for the pellet to hit the Receptacle and then go stand on the lift.
Go at the end of the hallway and enter the third part of the chamber.
Look for the extended panels above the hallway and shoot a portal on them.
Go in the small room on the side of the chamber and up the small stairs.
Shoot a portal on the floor below and jump through the portal.
As soon as you have gone through, look for the place where you are about to land and quickly fire the same portal on the floor.
You should then go through the portal and then get to the other side of the chamber.
Shoot a portal on the extended wallpanels above the receptacle and the other one on the floor with different color of tiles and go through the portal.
You should automatically fall through for a second time and then land on the other side of the glass.
Put the two portals on the walls next to the angled wallpanels and wait for the Pellet to go through. The Pellet should then go in the receptacle.
Fire a portal on the wall behind the angled wallpanels and the other one on the floor in front of the other portal.
Go drop through the portal and shoot the same portal where you just landed.
You should then get back to the other side of the glass.
Go stand in front of the 'door' on the right and shoot a portal at the end of the hallway.
Put the other portal on the wall near you. Wait for the Unstationary Scaffolding to get in front of the portal.
Go through the portal and look at the wall on the left. Fire the portal at the end of the hallway.
Wait for the platform to get to the start of the hallway and go stand in front of the portal.
Wait for another platform to get in front of the portal and then go through it. Look to the right and shoot a portal over to the part of the chamber.
Wait for the platform to get to the start of the hallway and go through the portal.
Go stand on one of the lifts and wait for the lift to reach the top.
Place a portal on the wall of the room and turn around. Fire the second portal in a similiar room on the other side.
Push the Switch and run through the portal to push the other switch. Then shoot portals on the extended wall facing the receptacle and the other portal on the floor below the Pellet emitter.
Now the Victory Lift has been lowered. Go stand on it and enter the Chamberlock.
Alternative Solutions
In the very last room, players are able to fling themselves onto the victory lift using the altitude from either of the two lifts.
Retrieved from 'https://theportalwiki.com/w/index.php?title=Portal_Test_Chamber_15&oldid=37026'
Valve have a great, mischievous sense of humour. Their games are often full of little secrets, surprises and other easter eggs for players to find. Of course, they're not always in the most obvious of places. Enter: The PC Gamer Portal 2 Secrets Guide. We've scoured Aperture Laboratories in search of all the cool little extras Valve have hidden away, and put them in this handy little guide to help you discover them for yourselves. Look, there are even fancy videos to show you how to get to the trickier ones! Some of these secrets are quite far into the game, and in order to show you where they are, we have had to include a few minor spoilers, so be warned!
The Final Transmission
Known as 'Rat Holes' in the community, these are little areas behind the bright white walls of the test chambers. You'll easily recall the ones from Portal, which were full of wall scribblings declaring that 'The Cake is a Lie', but there's plenty more drawings to find in Portal 2. The first rat hole can be found during Chapter 2 in the Advanced Aerial Faith Plate chamber. It's located up in the corner by the tilted wall panels, and by placing a portal in the right hand panel and a second in the wall to the left, you can be flung through into the secret room. You can also grab an achievement here - Final Transmission - by taking a radio into the rat hole with you. Follow the video to see how!
Portal Advanced Chamber 18 Last Section Tips
Singing Turrets
Turrets are odd things. They're remarkably cute for a little android, but they are also full to the brim of big, nasty bullets. More often than not, those bullets have got the name 'Chell' stamped all over them. However, there are a few turrets that aren't out to reduce you to a holey mess. To find these tuneful chaps, you'll need to drop down into a secret area below Test Chamber 16, which you'll find during Chapter 3. Follow the video, find the 'bots, and have yourself a little dance. There's also a bit of art in there too, depicting something less uplifting..
Rat Hole
Another rat hole can be found in Chapter 3 in Test Chamber 17. It's located up near the top of the room in a ventilation shaft, so you'll have to make use of the light bridge in the room to get there. Watch the video, then take a trip there yourself.
No Hard Feelings
To get the No Hard Feelings achievement, you're going to have to save a special turret from destruction. You'll find him on the disposal line in the factory during your time there in Chapter 5, not that long after you've escaped from GLaDOS. On the second conveyor belt, look out for the laser sight and a turret shouting 'Help! I'm different!' Pick it up to gain the achievement.
Potato Powered Flux Capacitor
Who'd have thought that a mere spud could generate 1.21 gigawatts of power? The daughter of an Aperture employee, apparently. Whilst Wheatley is helping you through the dark areas of Chapter 5, you'll come across the Bring Your Daughter to Work exhibition, where you'll find this little Back to the Future reference.
Chell's potato
Also found at the Bring Your Daughter to Work exhibition is this horrific monster of a potato, which appears to be growing into the ceiling. Strange as the potato may be, even stranger is the person responsible for this monstrosity. The project is signed by 'Chell'. Does this mean Portal 2's protagonist is the daughter of an Aperture employee? Could she even be the child of Cave Johnson himself? Get your conspiracy on!
Vitrified Doors
To gain the Door Prize achievement, you're going to have to use the intercoms on the five Vitrified doors located around the original Aperture Science labs. They are pretty obvious when found, but they are hidden in some less-than-obvious places. The first two can be found fairly easily, right after you finish the long elevator ride after the first set of Repulsion Gel test chambers. The final three are in the Control Room, which can't be missed. Follow the video to find the hidden door for the corridor containing the final three doors. Remember to hit the intercom on all five doors; otherwise you will not get the achievement.
Ship Overboard
The Ship Overboard achievement is a great little nod to Valve other masterpiece; Half-Life 2. Players of Half-Life 2 may recall Dr. Kleiner talking about the Borealis near the end of Episode 2. That ship was an experiment of Aperture Science, and here you can see the dock from which that very ship launched. You'll find the dock behind the door in the control room (see the Door Prize video for how to find the control room). Follow the corridor to the end and you'll find the dock, complete with Borealis life preservers. Look directly at the life preserver to gain the achievement.
Portrait of a Lady
During Chapter 7 you'll do plenty of experimenting with Propulsion Gel. After the test chamber with the ramp puzzle, there is an opportunity to access a secret room to see a portrait of Aperture CEO Cave Johnson with a mysterious woman, who GLaDOS finds 'familiar'. Viewing the portrait also bags you the Portrait of a Lady achievement.
The picture has more to reveal than just an achievement though. The edge of the painting is very dark, but by the power of modern science (or just Photoshop) you can see than when the image is brightened, to the left of Cave is a young girl standing by the book shelf. Who is this girl? And how is she related to Cave and the mystery woman? The plot thickens!
P-Body Sighting
After Wheatley's gone a little.. mad, he'll start setting up new test chambers for you to conquer. During Chapter 8, when you first enter Chamber 15, Wheatley will break a few walls bringing the 'exit' part of a test chamber in to your area. As the walls crash down, you'll be able to catch a glimpse of P-Body – one of the robots from the co-op campaign – making a hasty getaway.
So that's the collection of secrets and easter eggs we've found so far. But, knowing Valve, these finds are probably just the first of many. Have you found any other secrets? Let us know your discoveries in the comments!
Shoot a portal on the ceiling over the floor across the pit, then use a wall portal to drop over to that side. Once you land,there is a tall white wall that you can see. Look at the ceiling above it, and shoot a portal at the farthest part of the ceiling.Then make a portal of the other color on the face of the tall white wall, below the level that you're standing on, so you can fall through it.You should land on a piece of floor with a two-dot tile on it.
Next, shoot a portal onto the ceiling above the ledge with the three-dot tile on it. Finally, when you can see the four-dot tile,make a portal on the piece of wall that sticks out, then make a portal below your feet to fall onto that higher ledge with the fourdots.
Now make a portal on the lower piece of floor that you can see from thefour-dot ledge that you're standing on. Fall into that portal and you should have enough momentum to make it to the ledge with thered button.
Don't bother with the red button just yet. Instead, go through the door and into the room with the small red button. Pressing that button will make the wall panel push out, giving access to the big room. Be careful, though, because there are turrets here, and at least one of them can see you if you emerge from the right. While the panel is pushed out, make a pellet shooter shoot a pellet at the various turrets until they are all disabled (thereare four). If you want, you can exit from the left of the panel. If you position yourself correctly, none of the turrets will be able to see you if you standto the left of the pushed-out wall.
Now that the turrets are gone, you have to put a portal on the piece of wall that sticks outat the far side of the room that faces the small room and small red button to the left of theledge you're standing on. Make a pellet come out of that portal, then quickly put a portal on the piece of wall sticking out that is closeto the small red button, and put a portal on a wall close to you. You need to press that small red button as soon as possible.You can probably reach the red button through the portal, without having to jump through. But if you want to try that, practice first to make sure.It's not that hard to just jump through and press it while you fall, though.
Once the containment thing has the pellet in it, a platform from your ledge to the other end of the room will be activated.Ride the platform to the far end, and fall onto the lower ledge. Pressing the red button here will temporarily open the wall panel that you entered thisroom through, so before pressing it, make sure that there's a portal over there, as well as a portal on a section of wall in this area. Then press the button and hop up through the portal. Go through the wall panel (crouching if necesssary), then look down from the ledge where the big red buttonis and make a portal on the far ledge down below.
Now go back to the small red button, press it, make a portal of the other color on the piece of wall that just opened (it's angled up), and quickly go back through the wall panelto the big red button. Drop down through the floor portal before the wall panel closesand you should have enough momentum to fly over the pit into the upper ledge in the room that had the fourturrets.
There is a cube here. Take it and jump onto the moving platform when it gets close to the ledge. Drop it off on the ledge with the glass wall, and make a portal next to the wallpanel that opens up. Ride the platform back across and drop down to the lower ledge. Make a portal of the other color on one of the walls here, then press the small red button and hop throughthe portal. Pick up the cube and take it with you through the wall panel. Put it on the red button and make a portal on the other side of the room where the chamber lock opened. Make a portalof the other color on the four-dot ledge to the left, then drop onto the four-dot ledge, and fall through the portal to reach chamber lock.
There is another area beyond. Drop down from the ledge and make a portal on the piece of floor in the pit in front of you. Then look down into the deep pit to your left and make a portal of theother color there. Drop through and you will be launched up from the small piece of floor in the pit.
As you fly up, shoot a portal of the other color on the ledge that you can see over as you reach the top of your jump, such that the portal that you just came through will still be there for you to fall through.Then, alternating the color, do the same for the higher ledges that you can see. Be careful not to touch the directional keys at all, to ensure that you continue falling through the portals below you.Eventually, instead of a flat ledge, you'll see an angled wall piece. Shoot a portal onto that to be dumped into the hallway where you can reach the elevator to the next text chamber.
From StrategyWiki, the video game walkthrough and strategy guide wiki
Jump to: navigation, search
This article needs images! If you have any images of the things detailed in this page(Room 2), please add them to this page.
If you need help with wiki markup, see the wiki markup page. If you want to try out wiki markup without damaging a page, why not use the sandbox?
This page needs some images!
This article needs images! If you have any images of the things detailed in this page(Room 2), please add them to this page.
If you need help with wiki markup, see the wiki markup page. If you want to try out wiki markup without damaging a page, why not use the sandbox?
Portal | Table of Contents | Walkthrough
Table of Contents
Achievements
There are 5 cameras:
Portal Advanced Test Chamber 15
On the right wall as you’re about to enter the first room.
Above and to the right of the exit of the first room.
Above and to the right of the exit lift of the second room.
In the side room where you fall to start the fling for the third room.
Above the entrance in the final room.
1Walkthrough
3Challenges
Walkthrough[edit]
First room[edit]
The double fling
The first radio is on the support for the extended platform in the first room. Place a portal on the wall beside it, reach through, and grab it. Bring it to the entrance.
The first room introduces you to the double fling.
Place an orange portal on the extended panel above the entrance, and create a blue portal on the floor. When you fall through, notice you tend to land on the checkered part of the floor. This time, create a blue portal on the floor on the checkered part, and when you fall through, aim to fall through the blue portal a second time, which will then give enough momentum to pass through the force field.
Second room[edit]
A pellet crossing two forcefields
Bringing the pellet into the receiver
The second room has a pellet that needs to cross two forcefields. You can place a portal on the burn mark, however you cannot place a portal above the receiver without the one on the burn mark disappearing. Since to place the portal above the receiver, the other portal would have to be in that small area, you must get the pellet into that area first. Thus, place portals on the burn mark and another part of the wall, as shown in the picture, so that it flies into the other side of the room. Then, run to the receiver, and shoot a portal in front of both the pellet and the red light above the receiver. You must be sure to do this before the pellet disappears, or else you will have to start the process over.
Third room[edit]
A double fling and a pellet game
As with the first room, you have to perform a double fling; however, you can't start the fling within the same room because of the flooring (technically you can (see ways to reduce portals below 14), but it's extremely difficult). Instead, after placing one portal on the high extended platform, you need to head to a side room to the left which has a staircase where you can create a portal and jump. When you go through, quickly fire the second portal (same color as the one on the other floor) on the checkerboard and you will be thrown through the force field.
Next, you have to perform a double fling to cross the second force field. Perform similarly to the first room.
Portal placement to redirect the pellet correctly.
You are now in a room where a pellet is bouncing against an angled wall, and scorching the side wall. If you try to place portals on the angled platforms, you will realize that not only is momentum conserved, but the angle of entry as well. Instead, shoot a portal at the scorch mark on the flat wall, as well as the same location on the opposite wall so that the pellet hits the other angled platform and continues to the receiver. Then double-fling yourself back to the other side.
Go through the portal now, turn and shoot another, and repeat!
You now need to cross a conveyor belt that's moving backwards, and a misstep will drop you into the water. The easiest way is to put one portal that you will constantly use just outside this corridor, and shoot the other color against the walls. When you can advance onto the platform, do so, and shoot another portal further down the hall. When the platform brings you all the way back, simply go through the portal again and advance a little further each time until you can get all the way into the final room.
Fourth room[edit]
The second radio is in the final room, within the pellet receiver container. Press the two buttons, and then place portals in a way that allows you to jump into the enclosed area (two portals on the ground, one being in front of the container). GLaDOS will release you from the area. Bring it with you to the top of the exit platform.
A double door blocks the pellet receiver
A pellet launcher is firing a pellet downward, and the receiver is blocked by a double door.
The doors are opened by the buttons in the side rooms. You need to get a portal in both rooms to press the two buttons fast enough. Then, shoot the wall opposite of the receiver (the extended panel) followed by the scorch mark on the ground to get the pellet into the receiver. This has to happen very quickly, so it may take a few tries. The lift for the chamberlock will lower, and you can proceed to Chamber 16.
Alternatively, you can try a high jump to the exit. With your back to the platform that takes you to the exit, place an orange portal at your feet. Go to either of the other two moving platforms in the room. Stand on one until it reaches the top and place a blue portal at its base while looking down. While jumping through the blue portal hold the forward button to land on the exit platform.
Advanced[edit]
In the advanced chamber, most of the puzzles have been made more challenging, requiring alternate methods to solve them
Room 1 has a lot fewer portalable surfaces. Place a portal on the ceiling and the floor. You need to shoot a portal (the same color as your ceiling portal) as you fall so that you can fling over to the other side. You can do this on the first try, but if you miss, you can continue to fall through infinitely until you do manage to place a portal correctly.
Room 2 has an additional forcefield, requiring a 6-portal combination. The pellet moves a little slower, which requires you to place the next portals by the time the pellet hits the wall the first time, or else it will disappear and you will have to start this room again.
Room 3 has no portalable walls in the main room, and no staircase in the side room. Place an orange portal sideways as close to the emancipation field as possible. Place a blue portal on or below the camera, and come through to land on the side room’s ledge. Now place a blue portal on the floor below you. Take note of which direction the field is. If you jump off the ledge and into the portal, pressing the necessary direction, you can manage to come up with just enough momentum to walk through the field into the next section. Another method which is more guaranteed is to, after placing the orange portal similarly, place a blue portal on the ceiling of the side room above the low floor. As you fall through, put another blue portal under you to fly back through to the main room and maneuver over to the next section.
Now that you are with the pellet launcher and receiver, fling yourself over to the other side as normal. Notice the additional angled platforms, preventing the normal method. Trace a path backwards from the receiver, bouncing off the platforms as a pellet would, and you will discover that the pellet needs to be coming straight out of the wall next to the three angled platforms (on that same wall). So place a portal there, and another where the pellet hits the adjacent wall (not the angled platform), and watch it bounce its way to the receiver. Portal back over as normal.
The transition hallway’s platforms move significantly faster, but the same method can be used, just with more accurate timing.
The final room has only the ceilings in the side rooms usable. Also, the potential shortcut of flinging to the exit (see portals challenge, silver method), as in chamber 14, is prevented. The plan in this case will be to press a button, quickly jump out of the side room and into a floor portal, bringing yourself through a ceiling portal in the other side room, and then proceed as normal. Set up the ceiling and floor portals, and then let the platform raise you up into the appropriate side room (the one without a ceiling portal). Press the buttons, redirect the pellet, and exit.
Challenges[edit]
Portals[edit]
Bronze at 23 portals
Blue portal on the extended panel.
Orange portal in the middle of the checkered floor. Fling over.
Blue portal on scorch mark.
Orange portal on wall above lift. Pass through field after pellet passes through portal.
Blue portal where pellet will now hit the wall.
Orange portal above receiver. Continue into next area’s side room.
Orange portal on extended panel.
Blue portal on floor of side room. Jump through.
Blue portal where you would land to create double fling. You should now be in the section with the pellet launcher and receiver.
Blue portal on the extended panel.
Orange portal in the middle of the checkered floor. Fling over.
Blue portal on left wall on scorch mark.
Orange portal on right wall in corresponding spot.
Blue portal high on back wall.
Orange portal somewhere on the ground to fling back over.
Blue portal on wall next to hallway entrance.
Orange portal at end of first hall section. Come through when a platform is under it.
Orange portal at end of second hall section. Ride back and come through when a platform is under it again.
Orange portal anywhere in the final room. Ride back and go through.
Blue portal in one upper side room.
Orange portal in other upper side room. Press both buttons and create the final two quickly.
Blue portal on extended panel.
Orange portal on scorch mark.
Portal Advanced Chamber 15 Walkthrough
Silver at 21 portals
Portals 1-19 are the same as for bronze.
Blue portal in front of exit lift, as close as possible. Ride either side room lift to top.
Orange portal on the ground. Jump through and maneuver onto exit platform.
Gold at 14 portals
Portals 1-9 are the same as for bronze. You can skip the next pellet entirely with some clever use of portal movement.
Blue portal on wall next to hallway entrance.
Orange portal at end of first hall section. Now, you can partially enter the portal without falling. When you are halfway through, you will be able to shoot a portal somewhere on the other side. Look left so that it will be farther through the hallway (or forward if portal 11 was on the left wall). Inch up to the boundary between the two sides of the portal.
Orange portal at end of second hall section. As you shoot this portal, press left (or back) so that you come back into the main section. If you do so correctly, you will be on solid ground with the portal placed farther down the hallway. This is called peek-a-portal.
Orange portal on the floor of the final room, towards the close end of the left side or the far end of the right side. Place this portal in the same manner as 12, by peeking through, shooting, and coming back to safety before it lands. Then just go through.
Blue portal in front of the exit lift, as close as possible. Ride the appropriate side room lift to the top, and jump through your existing orange portal, maneuvering to the exit platform.
Additional reductions can also be made to this room to achieve sub-14 counts.
In the first pellet room, if you place a portal on the scorch mark and another one just left of the camera, but close enough that the camera still falls, when the pellet flies through, it may start to bounce in odd directions, including slightly downwards. If it does, you can pick up the camera and help redirect the pellet into the receiver, which can reduce the portal count by two.
In the second fling room, you can place a portal as close to the field as possible, and another on the floor of the side room. If you jump, it is possible to maneuver yourself through the field. This reduces the count by one.
It is also possible, in that same room, to fling yourself over the field without using the side room. Place a portal on the high panel, and another on the floor as close as possible. If you run and jump through this at the right location and angle, you can just reach it on the first fling to create the second fling.
Some ridiculously difficult jumping can get you from one raised platform in the final room, to the front of the pellet receiver box, to the side of it, to the exit platform. This can reduce the best count by two.
Steps[edit]
When going for gold, be sure to skip the second pellet as described in the least portals method, and also use the ending shortcut as in chamber 14.
Bronze at 75 steps
Silver at 65 steps
Gold at 55 steps
Time[edit]
Bronze at 1 minute, 45 seconds (105 seconds)
This award can be achieved by doing every step in the basic method as quickly as possible.
Silver at 1 minute, 25 seconds (85 seconds)
Gold at 54 seconds
For these awards, you must use a number of shortcuts. Use peek-a-portal, as described in the gold least portals method, to travel through the narrow hallway without activating the moving platform. Once in the final room, portal yourself into one of the upper side rooms, and then use your portals to maneuver yourself onto the exit lift without activating it.
No Cheating SpeedRun in One Segment for Mere Mortals[edit]
Here's another chamber in which preparing for a speedrun is very similar to perfecting the time challenge. Remember that if you mess up in the middle of a single segment speedrun the implications are much more serious than messing up the challenge, so develop a path through the chamber that pretty-much always works for you. For example, if, when you try to peek-a-portal through the hallways, you have a habit of falling out of the portal and into the toxic goo, you need to either practice until this doesn't happen or use the regular, slow path (which will really mess up your time). Review all the hints and tips for the time challenge. In particular, don't walk through the chamber when you can portal yourself ahead.
In the first room, there isn't much you can do except to portal yourself forward (instead of walking) and executing promptly and perfectly. Get the orange portal on the high extended panel as soon as possible. Don't worry about exactly where you're standing, put the blue portal under your feet immediately. As soon as you pop out of the orange portal, move the blue portal to where you're going to land. Don't try to get the blue portal in the right place so that you can pass through it twice without moving it; most people will find it easier and quicker to move the portal in mid-fling. Your feet should touch the ground right at the hallway to the second room seven or eight seconds after the entry chamberlock door opens.
The second room can be frustrating. Use a portal on the wall and one under your feet (in the first room) to get as far into the room as possible with the minimum of walking. Immediately place the portals to send the pellet into the room with the receiver. Stand close to the emancipation grid, but be careful not to touch it. Watch the pellet go into the first portal and as soon as it does move through the grid. Place the portals first over the red glow and then on the back wall. There are two ways to make sure that the pellet hits the receiver. Either make sure that the portal from which the pellet emerges is exactly over the middle of the opening to the next room (or at some other well-known position) and get the portal on the back wall to match this position. Or, look up so that you can see the pellet passing over your head, judge where on the back wall it will hit and place the portal there. This is all a lot to do in the short time it takes the first pellet to complete its journey. If you miss, you have to wait for the first pellet to dissipate and the second to be launched. Argh! When the pellet reaches the receiver and the platform begins to lower you should already be back out in the main room and clear of the emancipation grid. As soon as you can shoot a portal through the gap above the moving platform, do so. Put the other portal in the wall nearby and go through without waiting to ride the platform. You should be in the area above the platform by the twenty second mark.
Again, portal yourself forward into the third room instead of walking. Portal yourself up into the side room, near the opening. Keep track of your orientation as you do this because you need to quickly turn and shoot a portal through the opening back into the main room to land on the high extended panel. Now you have to walk to the small pit, place the other portal at the bottom, fall in, move the portal as you fall and double-fling over the barrier. Practice until you can get this right just about every time. You should be on the ground on the other side of the barrier by the thirty four second mark. Having got there, do not play the pellet game; this and riding the moving platforms takes too long. Instead, use peek-a-portal to get through the corridor without starting the platform. Put the blue portal to the left of the opening to the corridor and the first orange portal on the wall at the end of the first section of the corridor as far to the left and as high as possible. Putting it to the left gives you the maximum distance to the next position of the portal which gives you more time to pull back after shooting. Turn to the left and move sideways into the blue portal just until you see the glow of the edge change from blue to orange. This means that you are standing in the orange portal and looking down the second section of the corridor. Shoot the second orange portal at the wall at the far end (towards the right is better for the reason just explained) and immediately strafe left, through the existing orange portal before it closes, so that you are back in the third room. This all needs to be repeated to pass through the third section of the corridor. This time, turn to your right and slide left-ward through the blue portal until the glow changes to orange. Fire your third orange portal at the floor of the fourth room and, again, immediately strafe, this time to the right, to return to the third room before the orange portal lands and closes the one you were standing in. Now simply go completely through the blue portal and pop out of the orange one in the fourth room. Where you put the portal in the fourth room turns out to be important. If you get it in the wrong place, you pop out in the path of the energy pellet. You also need to reorient yourself quickly to execute the final fling to the exit promptly (see below). Where to put ac unit in room. So, experiment a bit and find out what works best for you. You should be through to the fourth room by the forty seven second mark.
In the fourth room, none of the equipment is necessary; you can just fling up onto the exit platform. Place the blue portal anywhere on the ceiling in a clear area (clear of the pellet and any obstruction underneath it on the floor). Place the orange portal sideways right next to the grating under the platform by the exit area and fall through, looking straight down. As you fall, move the blue portal to the floor. As you fly up again through the orange portal, strafe and turn to land on the platform and walk out. You should reach the exit chamberlock within fifty four seconds (the gold speed challenge time) from when the entry chamberlock door opened.
YouTube video Qb4rqGlNXps shows these techniques being used in the third and fourth rooms.