We've picked out the ten chambers we found most challenging, memorable and just plain great during our single-player playthrough. And, for those of you yet to beat the game in its entirety or keen to relive the moment from another's perspective, we've also captured the solution to each.In short, these are the puzzles that left us bewildered, frustrated and awe-struck in equal measure - and filled with admiration for Valve's fiendish ingenuity.This, of course, only represents our experience. We'd love to know how it was for you, so please let us know your standout, synapse-busting moments below.
Meanwhile, here, in reverse order of misery/joy is our top ten.And, if you haven't played Portal 2 yet then, y'know, spoilers.4) Chapter 7-2Portal 2 is at its best when it delivers huge tests, set across - at first sight - numerous unconnected sections. The scale of it is overwhelming, leading to the daunting question: 'How exactly do I get over there?' And no sooner have you figured out the necessary Propulsion/Repulsion combo than you're presented with an entirely new perspective on the puzzle - and you realise you've got to be even smarter to make the final long leap to the exit. 2) Chapter 8-11The final test, and by now you have been conditioned to realise that nothing is ever as straightforward as it seems in the world of Portal.
The set-up may appear tantalisingly routine, but you know better than that.Success here is measured by how long it takes to turn your mind inside-out until it stumbles upon a game-changer: reverse the flow of paint! We can confirm that this took us so long to figure out that we literally punched the air with joy when it was finally completed. 1) Chapter 7-5Portal 2's greatest test is also its largest and most dramatic. Dizzying in scale and substance, this chamber (somehow that word doesn't do it justice) tasks the player with scaling a massive structure via great leaps and thrilling free falls.All three gels must be utilised in concert to reach the top, only to then discover that you must climb higher and higher in a shower of Conversion Gel before emerging into a second huge area and finally ascending through a giant hatch in the sky.
This particular easter egg is in the last den, in chapter 3, test chamber 17. Enviroclean manpower services, inc nature of business. Stand close to the wall and start to hear a strange voice supposedly saying'nothing is a a must. I had no choice,help me you don't know what you're doing,every shoot and design (mumbling) like a mutilation,look what you've done now, i'm begging you now, this is on you,this is the end (sniff) look what you've done,Johnson!Johnson! The voice is gone! The movements gone!Where's Johnson,where's Johnson?WHERE'S JOHNSON.!' In another of Rat Man's dens you can bring a radio inside. You'll hear some kind of blaring noise.
One piece game for pc. It's actually an SSTV image signal. Decode it (if you've got the time) and you'll get this.Also if you hunt through the games sound files (or you know,you could just look on youtube or HERE ) you'll a creepy bit of unused dialogue including an increasingly agitated Caroline saying 'I don't want this!' She's protesting her transformation in GLaDOS) In fact J. K Simmon who voices Cave Johnson refused to record his half of the scene because he felt it was to disturbing. The team at Valve agreed and the concept was scrapped.
Level Locations. Test Chamber Level 01. Test Chamber Level 02. Test Chamber Level 03. Test Chamber Level 04. Test Chamber Level 05. Behind Test Chambers.
Test Chamber Level 06. Test Chamber Level 07. Test Chamber Level 08. Test Chamber Level 09. GLaDOS Chamber. Beneath GLaDOS ChamberBoss Encounters.
GLaDOS – Phase 1. Activate the Shift Keystone to start the encounter. The room will be split into 3 section.
If you haven't played Twilight: 2000 or want to try this role-playing (rpg) video game, download it now for free! Published in 1991 by MicroProse Software, Inc.,. Items 1 - 50 of 88 - Korean Peninsula Sourcebook From the mysterious Hermit Kingdom in the north, to the marvelous Land of the Morning Calm in the south, the. Items 1 - 50 of 62 - T2000 v2 Twilight: 2000 2nd Edition Ver. Sourcebook is your guide to an exciting new setting for the Twilight: 2000 role-playing game. Free twilight 2000 rpg downloads. Twilight: 2000 is a role-playing game dealing with survival in a war-ravaged world in the near future. Players take on the parts of soldiers cut off from home.
2 of the 3 sections will fill with gas. First go to the blue section.
Use a character with to display a hook. Pull on the to remove the container in that section of the room. Return to red section. Use a character with to display a push switch. Push the switch around to remove the container in that section of the room.
Finally, go to the final section. Use a character with to display a valve on the side. Use a character with to pull it off and remove the container in that section of the room. GLaDOS – Phase 2. Use the Locate Keystone. The item to locate is in the back right of the room, around the 1:00 position on a clock. Chroma pads will appear.
Activate the Chroma Keystone. Activation: Left Pad: Orange Center Pad: Yellow Right Pad: Blue. Pieces will drop down from the ceiling. Use those to create a Launch Pad.
Use a vehicle on the pad to launch at GLaDOS. GLaDOS will drop the floor down into the basement. GLaDOS – Phase 3.
The room will have fire panels down the middle of the room. An Elemental Keystone will drop down from above. Activate the Elemental Keystone and place your character on the water section of the pad. Douse the fire from all of the panels. The room with the Cake will be opened.
Go in and claim the cake to defeat the encounter.Completion Abilities. Minikits (10/10):, with Laser,. Citizen in Peril:,Minikit Locations Test Chamber Level 02 – 1 Minikit. Climb the Wall Requires:.
Behind the Yellow pad for the Chroma Keystone is an wall. Climb up it to claim the minikit.Test Chamber Level 03 – 2 Minikits.
Portal Below Requires:. Next to the Keystone that has Locate and Scale, there is a portal wall across the water, behind a fence. Shoot a portal opening at this wall piece. After getting past the sentry turrets, the other portal wall is above that area with the fence. Shoot the other portal opening at this wall and go through to claim the minikit.
The Golden Fan Requires:,. Using a piece with and combination, fly out over the water in front of the large sentry turret.
There is a golden fan. Use the on the fan to reveal the minikit.If you are going for 100% Completion, go to Behind Test Chambers first. After getting the minikit in that area, return to Test Chamber 05 to access the elevator to Test Chamber 06-08. Behind Test Chambers – 1 Minikit. Outside the Chambers Requires:,. After unlocking the step platforms and climbing to the top of them, jump on the platform to lower it down to the water level. Jump to the platform in the water using a character with to reveal a Switch.
Activate the switch to claim the minikit.Test Chamber Level 05 – 1 Minikit. Behind the Lasers Requires:. At the end of the room, where Wheatley appears, there is a portal wall on the left side of the room, and another behind the laser wall.
Use the on both portal walls to get to the minikit.Test Chamber Level 06 – 1 MinikitTo access Test Chamber 06-08, you will need the at the end of Test Chamber 05. Room Access Requires:.
Portal 2 Test Chamber 10th
In the back left corner of the room, on the last platform with the Scale Keystone puzzle, there is a drone access chamber on the left wall. Use a character with to navigate the chamber and gain the minikit.Test Chamber Level 07 – 1 Minikit. Hidden Terminal Requires:.
At the second Keystone in the room, activate the Shift option. Use the red portal to get to the station. After completing the station, the minikit will appear to the left.Test Chamber Level 08 – 1 Minikit. Slide Portal Requires:,. On the far right side of the room, climb up the ladder to the second floor. Use the on both Portal walls.
After both portals have been activated, place the to slide the top portal over to the left side. Jump through the portal to claim the minikit.Test Chamber Level 09 – 1 Minikit. Out with the Trash Requires:. On the left side of the room is a tube next to the fire wall.
After dropping the Yellow Chroma pad from the tube, sentry turret pieces will drop and get stuck in the tube. Use a character with to release those pieces, along with the minikit. Drilling in the Chamber Requires:.
On the right side of the room is a drilling spot. Use a piece with to drop down and claim the minikit.Rescue Character Location: Test Chamber Level 08To access Test Chamber 08, you will need the at the end of Test Chamber 05. Rescue Adventure Core Requires:. Activate the Locate Keystone. The item to locate is near the save location. A giant coin will appear and knock over the sentry turrets below the Keystone location. Go down with a character with.
Punch a hole in the cracked part of the wall to find the Adventure Core.Rule BreakerRule Breaker requires approximately 150,000 studs.Want More Lego Game News?Make sure you follow, like and subscribe across all our social media pages!
Portal 2 Test Chamber 1000
Hello everyone, Benjamin Thomas Blodgett (BenVlodgi) here,You’re probably here to download to the BEE, or to download the resource package required to play chambers created with the BEE. Current Version 1.5 View the update log at the bottom of the pageHere is the automatic installerFor the manual installation, download and extract the Source Code (zip) from github, and merge the enclosed portal 2 directory, with your existing “portal 2″ directory and overwrite all changes. You will find the portal 2 directory here SteamsteamappscommonDon’t forget to add #BEEMOD to your published chamber’s descriptions to help people find cooler chambers like yours! Click to search for those chambers now!If you have questions, post in one of these forums/discussion boards to get help from other users.
Comments are closed.
|
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |