Portal Part 2 - ( Chapter 6 to 9 )

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Portal
Game:
Portal (2007)
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(Test Chamber 14) Another challenge. First, the test subject must reach a cube on a high ledge. The cube is placed on a button in the main chamber, which opens a door to another room. Here, there are three platforms in a flooded pit, two of which move in and out of the acid. The subject must get across the pit to reach a High Energy pellet launcher. The pellet is then sent to a pellet catcher near the ledge where the cube was retrieved. The catcher then activates a victory lift to the chamberlock.

(Test Chamber 15) A quick but also very difficult test. It involves the use of flinging, energy Pellets, and emancipation grids that are used outside of just leaving test chambers and being used in tests. Often frustrates players because they are unaware of the grid's ability to close portals. This is the first place where GLaDOS mentions the test subject's reward upon completion of the test: cake.

(Test Chamber 16) This test chamber is the first to introduce Aperture Science Sentry Turrets, said by GLaDOS to be a replacement for a normal Test Chamber. The player finds the first Ratman den, hinting at the reality of the tests, as well as the fact there there are other people still trapped in the building.

(Test Chamber 17) Notable because of the appearance of another character: the companion cube. The subject must use it as a stepstool to climb a steep staircase, and to deflect High Energy Pellets. Throughout the test, GLaDOS makes several statements that the cube is an inanimate, non-sentient object