![]() Place the orange portal on the black pock mark the pellet leaves on the wall to transport the pellet to the other room. There should still be one bouncing energy pellet in one of the halls. Warp your way to the upper level of the room and backtrack to the long halls at the beginning of the testchamber. ![]() Look for a small wall panel near the ground that's jutting out and place a blue portal in the center of the panel. Place the companion cube on this elevated floor switch to depress it and open one of the two doors that lead to the third energy pellet receptor.īefore worrying about the second red floor switch, exit to the hall to return to the room with the risen platforms. Further into the hall is a second red floor switch that's on a platform that's barely too high to jump on. That takes care of the second receptor.Ĭarry the companion cube out of the hall and turn left down the larger hall with a red floor switch in the center. To get the pellet into the receptor, hold the companion cube in the pellet's line of fire to deflect it into the receptor. There's a very small room at the end of the hall with a energy pellet dispenser and receptor. Drop down to ground level with the weighted companion cube in hand and go into the narrow hall to the left. There are two more energy pellet receptors in the area, and each of them raises one of three platforms you need to escape the room. Place a blue portal on the center tile of the slanted wall and, eventually, a high energy pellet should travel from the previous hall, through the blue portal, and into the pellet receptor on the slanted wall across from your blue portal. In the next room, look for a slanted wall across the room and to the left. The other side of the portal won't be open yet, but you'll be ready to catch one of the created high energy pellets. When you reach the end of the second hall, place an orange portal on the wall where the black park mark is. You can either wait for the pellet to get ahead of you before running down the hall, or move down the hall backwards to deflect the pellet as it comes out of the dispenser. The hall bends right and runs the opposite direction with a second energy pellet dispenser firing high energy pellets behind you. Thankfully, the companion cube will deflect the energy pellet away from you, letting you progress through the hall unharmed. You should be in the exit chamberlock within thirty six seconds from when the entry chamberlock door opens less if you can execute the cube throw.There's a high energy pellet dispenser at the end of the hall and it's firing pellets right at you. Therefore, you should only try this if you're fairly sure of success. But if the cube falls further down, you will lose much more time retrieving it. If you miss, but the cube lands on the third level, you can leap after it and lose maybe a second. This is a difficult throw much more so that the gentle toss suggested in Chamber 05. As an alternative, you could try throwing the cube onto the button from where you stand and just walking out. When you have the cube in hand, the walkthrough has you ". Also, make sure to look at what will become the angled panel and the cube dispenser as soon as you can so as to trigger them to do their jobs. For example, at the very beginning, place the blue portal on the high extended panel first and then hurl yourself into the pit, placing the orange portal beneath you as you fall. Don't stick with the order of portal placement described in the walkthrough, however. There is one chance at a finesse - the cube throw described below. GLaDOS No Cheating SpeedRun in One Segment for Mere Mortals Īfter several chambers in which most players have a chance to shave time from their speedrun with reasonably easy tricks, we're back now to more-or-less following the normal walkthrough, above, just executing promptly and perfectly. The cube needs to be placed onto the button, and then you need to repeat the journey through the portal to get back onto the fourth level and enter the chamberlock. If you miss this jump, simply go all the way to the bottom of the chamber and walk into the orange portal, as the lack of momentum will put you on the third level. Now, pick up a cube and jump back onto the third level. It is ok to fall onto the second level before jumping in the orange portal, as this still gives you enough momentum. Place a blue portal on this angled platform and once again fall into the orange portal to get onto the fourth level. When you look at the cube dispenser, it will drop a cube, and when you look at the panel just above the button, it will angle upwards.
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