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Walkthrough by LatiosXT

Version: 1.2 | Updated: 10/26/2007

Portal Walkthrough (Vers. 1.20)
Written by: LatiosXT

i. Walkthrough Preface
1. Introduction to the game
   1.a Overview of Portal
   1.b System Requirements
   1.c Interface
   1.d How to play 
2. Walkthrough
   2.a Waking Up
   2.b Test Chambers 00-03
   2.c Test Chambers 04-07
   2.d Test Chambers 08-09
   2.e Test Chambers 10-12
   2.f Test Chamber 13
   2.g Test Chamber 14
   2.h Test Chamber 15
   2.i Test Chamber 16
   2.j Test Chamber 17
   2.k Test Chamber 18
   2.l Test Chamber 19
   2.m Beyond the test chambers
3. Bonus Maps
   3.a Advanced Test Chamber 13
   3.b Advanced Test Chamber 14
   3.c Advanced Test Chamber 15
   3.d Advanced Test Chamber 16
   3.e Advanced Test Chamber 17
   3.f Advanced Test Chamber 18
4. Achievements List
5. Legal

   Using this Walkthrough
This walkthrough was designed to conform to Gamefaqs.com format standards. It is
also best viewed with a screen resolution of 800x600 or higher.

To skip to a section quickly, use your internet browser's find option (usually
hotkeyed to F3 or CRTL+F). Type up the section you wish to skip to. You may have
to press "search" twice to find the right section as the searcher may first
refer to the table of contents.

   Version History
1.2 10/26/07
- Found all the cameras! With their locations too.
- For those who emailed me, I handpicked useful tips. Sorry if I didn't use your
  submissions verbatim.
- A few things were revised.

1.11 10/22/07
- Fixed obnoxious spelling and grammar mistakes
- Went through the game again, and found a bunch of missing cameras for the 
  Camera Shy achievement. I'm still missing two. I also figured out these are 
  not the ones in Test Chamber 17 (attached to metal walls)
- Changed a few things in the achievements list
- For those who emailed me, thanks, I'll post your contributions up on the next
  update (hopefully!)

1.1 10/16/07
- Revised the writing in the introduction.
- Added summary solutions for Advanced Test Chamber 16 and 18.
- Added an outsider tip for Advanced Test Chamber 17.

1.0 10/12/07
- Initial release

   1.a Overview of Portal
Portal is a Puzzle First Person Shooter. The objective of the game is to 
traverse through rooms by locating its exit. It sounds easy, but the rooms have 
puzzles in them that require thinking on your part. These puzzles may include 
something simple as putting a box on a switch or activating an elevator. To 
ease solving these puzzles, or to purposely make them harder, the main character
in the game is given a portal gun.

The story of the game revolves around two characters, Chell and GLaDOS. Chell is
a test subject of the Aperture Science Enrichment Center. GLaDOS is an AI helper
that guides Chell throughout the tests. However, things get stranger as the 
tests become more life threatening, and GLaDOS seems to take a liking to Chell,
especially with a constant reminder that cake will be rewarded.

   1.b System Requirements
- Sony PlayStation 3 or Xbox 360
   - The Xbox 360 requires a memory card or hard drive for saves.
- Either console most likely uses less than 1MB for one save file.

If you've purchased the Orange Box overseas, note that IT WILL NOT WORK in the
United States! It will only work in the country in which you bought the game.
Attempting to play a game from another territory will lock the game.

1.7Ghz or equivalent is required. This is probably assuming a Pentium 4 
Northwood core (the first generation Pentium 4's) or an AMD Ahtlon XP 1700+.

512MB is required. Considering the CPU requirements, this probably means a 
minimum RAM speed of DDR266/PC2100, in any configuration (256MBx2, 512MB, etc).
RAM speed doesn't matter as much, but one will experience poorer performance
with lower RAM speed.

Video Card: 
A DirectX 8 capable video card. This means a Radeon 7500 or a GeForce 3 series
video card or better. However, the GeForce 4 MX series is not supported, as they
actually only support DirectX 7. This includes the GeForce 4 Go series.

Windows 2000, XP, or Vista. Preferably XP.

Keyboard, mouse, and an internet connection. The first two is obvious. The
internet connection is to check the files over Valve's Steam distribution 

Hard Drive Space:
About 6GB required. Since the game comes with Half-Life 2: Episode 2 and Team
Fortress 2, this requirement bumps up to 10GB.

Pentium 4 3.0Ghz, better or equivalent. For AMD, an Athlon XP 3000+ or better 
or Athlon 64 3000+ works as well.

1GB, and preferably of the DDR400/PC3200 speed. Dual-channeling is also 
recommended (so 512MBx2 if you need a 1GB configuration).

Video Card: 
A DirectX 9 capable video card. This is either a Radeon 9500 series or higher,
or a GeForce 6 series or higher. While the GeForce FX series technically 
supports DirectX 9, Source defaults all GeForce FX cards to DirectX 8.1 due to
technical restraints. You could force it to do DirectX 9, but performance will
be much poorer.

   1.c Interface
During the game, other than the 3D environemnt, the only thing you have to worry
about is the crosshair in the center of the screen. This is to help you aim the
portal gun. Surrounding the crosshair are two icons that sort of make an outline
of a portal. It starts out blue, then the right portion will be orange. This is
an indicator to tell you whether or not you can place a portal on a surface. 
When the icon is filled, you can place a portal, when empty, you can't. Also
when a portal is created by the gun, an O appears next to the last color portal
you shot. So if you shot a blue portal, a blue O apears on the left. If you shot
an orange portal, an orange O appears to the right. This is to let you know
which portal you launched last, which is useful for a few manuvers.

Otherwise, there's the main menu to deal with. This applies only to the PC 
version, but the Xbox 360 or PlayStation 3 version may have the same options.

1. New Game - 
Begins a new game. You can start off on a chapter once you've reached it in play
if you don't feel like starting from the beginning.

2. Bonus Maps -
Contains a selection of bonus maps already included (which included the advanced
test chambers and time trial) or downloaded content. In the PC version, select 
"Import Bonus Maps..." to load downloaded maps.

3. Load Game - 
Load from a save point.

4. Developer Commentary -
Start a new game with developer commentary enabled. You cannot start on a map 
you didn't finish in normal game play. Playing the game while in developer 
commentary mode, speech bubbles will appear throughout the game. To play the
commentary, hover the crosshair over the bubble and press the Activate key 
(E by default). To stop the commentary, hover over the bubble and press the 
Activate key again. One of the commentary bubbles will take control over the
game to show you something, press Activate to stop it at anytime. While 
listening to the commentary, you are invincible.

5. Achievements -
Displays a list of achievements you've obtained and those that you can earn.
Refer to the section in this walkthrough on what they are and how to earn them.

6. Options -
Allows you to adjust in-game options. The following descriptions are for the PC 

   - Portals
   Portal Funnel: 
When this option is enabled, whenever you or another object goes into a floor
portal, the game "sucks" the object into the center. This makes dropping down
into the portal easier if you have to do it.

   Portal render depth: 
The best way to describe this option is this - Say you're in a hallway and you 
place both portal openings on opposite walls. When you look into a portal 
opening, you'll see it on the "other side". Basically it's like taking two big
mirros and placing them facing next to each other. You'll keep seeing yourself
over and over. In Portal, each time you see yourself (a recursion as it's called
by the developers), the game will render it in 3D up until a certain point. The
game can render up to nine recursions, but because graphics hardware is still
not up to par in rendering nine instances of the same room, the game is limited
to five. However, to create the illusion of seeing forever, the game renders
anything past what you set as an in-game snapshot, only done per frame rendered.

In order to help illustrate this option further, here's a diagram of what 
happens. A -> represents the direction you're looking at, a | represents the
portal you're looking into, and ... represents when the recursion is replaced
with the snapshot.

    0: ->| (Basically recursions aren't rendered)
    1: ->|->| (Only one recursion is rendered, no illusion effect used)
    2: ->|->|->... (Recommended by the game, and 2D snapshots are used)
    3: ->|->|->|->...
    4: ->|->|->|->|->...
    5: ->|->|->|->|->|->...

- Keyboard
Changes keyboard inputs. A list will be available for you to edit. There are 
also four buttons at the bottom labeled "User Defaults", "Advanced...", "Edit
key", and "Clear key". Use Defaults will revert all controls to the default 
setting. Advanced allows you to enable the console (~) and do fast weapon 
switch, although the latter is inapplicable since there's no weapons. Edit 
key and Clear key allow you to change the key map and delete it respectively.

- Mouse
Changes mouse and game pad behavior. The options there have descriptions. If
you're using a standard mouse, the optimal sensitive usually lies between 3.0
and 5.0.

- Audio
Changes audio settings. Most of it is self-explanatory. Note that closed
captioning will caption every dynamic sound. So if there's an explosion, the
captioning will display [Explosion].

- Video
Changes video settings such as resolution, aspect ratio, and display mode. Make 
sure your monitor supports the options to choose from. Also, if you want to add 
a custom resolution, you must do it through your video card settings in Display 
Properties. There's also a button for advanced detail options.

   Video Advanced Options:
   Model Detail: 
   The lower this setting, the more "blocky" things look. Detail of models is
   more dramatic over curved surfaces, which is where most of the detail lies.
   This option is dependent on your video card's GPU power.

   Texture Detail:
   The lower this setting, the muddier textures look. However since Portal
   contains a lot of flat coloring to it, this option maybe moot, unless you
   want to stare at Chell all day. This option is dependent on your video card's
   memory capacity and speed.

   Shader Detail:
   When this is set to low, special effects look less pleasing and water does
   not refract (distort) the scene below. This is dependent on your video card's
   GPU power and supported features. Since most of DirectX 8 cards support high
   shader detail, this option is also moot. This is dependent on your video 
   card's GPU power.

   Water Reflection Detail:
   Sets the reflection level of the water. In simple, the water reflects a cube
   map. In reflect world, the water reflects whatever space its contained in,
   but no dynamic objects are included. In reflect everything, dynamic objects
   are included. This is dependent on your video card's GPU power.

   Shadow detail:
   Low detail produces blob shadowing (circle shadows) for dynamic objects.
   Medium detail produces soft shadows but only granting one dynamic shadow to
   an object, normally tied to a light source. High detail produces soft shadows
   while all objects can have several dynamic shadows from dynamic light
   sources. Portal doesn't have a lot of shadows to worry about, so another moot
   option. This is dependent on your video card's GPU power.

   Color Correction:
   A special effect used to alter the color of the scene (such as creating
   a sepia tone or a colder tone). Portal doesn't use special color effects.
   Again, dependent on your video card's GPU power.

   Antialiasing is a filter that smoothes out neighboring pixels that have a
   sharp transition, in other words, anything that creates "jaggies". 
   Antialiasing is a high end effect that depends on your video card's general

   Filtering Mode: 
   When you look at textures at an angle, a problem comes around for the video
   card to determine which pixel of that texture gets displayed. Without 
   filtering, the texture would look like garbage. Filtering smoothes the pixels
   together to make this less apparent. Higher settings generally require more
   GPU power and memory capacity.

   Wait for Vertical Sync:
   This option is only applicable to CRT monitors. If this is turned off and the
   video card renders frames faster than the refresh rate, the monitor will 
   render the next frame in the middle of the screen refresh. So say you have
   a 70Hz refresh rate and the game is being rendered at 140FPS. About halfway
   when the monitor is displaying the image, it will begin displaying the next
   frame. This may result in a phenomena known as "tearing". This option sets
   a maximum cap on the frame rate equal to your refresh rate.

   High Dynamic Range:
   This is a lighting effect that makes brighter areas in the scene more
   pronounced. Bloom is a basic effect, while Full HDR is a high end effect.
   This feature is primarily dependent on GPU power and features. DirectX 8
   cards cannot use HDR and early DirectX 9 cards will render it poorly.

   Motion Blur:
   This blurs everything in the direction you're moving towards, but only if
   you're moving fast enough. It adds for a dramatic effect. This option is
   primarily dependent on general video card power.

- Quit
Exit the game.

- Resume and Save Game
These will appear during the game. Resume will exit out of the menu while Save 
Game will allow you to make a save.

   1.d How to play
The default keys in the game are as follows
W: Move forward
A: Sidestep left
S: Move backwards
D: Sidestep right
E: Activate, grab, etc.
Space: Jump
CRTL: Crouch
Left mouse button: Fire blue portal
Right mouse button: Fire orange portal
Mouse movement: Look

Use these keys to navigate about in the world.

The portal gun you'll be given shoots out a blue portal and an orange portal. It
also acts like a basic "gravity gun" that picks up objects and can toss them

To work the Portal gun, understand that the there can only be a portal opening 
of one color at one time. For example, you cannot have two blue portals or two 
orange portals. If you use the same color portal, the previous one will 
disappear. Also there is no distinction between an entrance or exit portal, 
both act the same, they're just a different color to give you distinction. You
also cannot shoot a portal through another.

To understand the nature of portals, know that is a direct link from one point 
in  space to another. What you see in one portal is what you see on the other 
side, and when you step into that portal, you will appear out of the other. 
For example:

    Room 1    Room 2
   ######### ########
   #       # #      #
   #      B# #O    X#
   #       # #      #
   ######### ########

Picture these as two rooms. The B represents a blue portal, while the O 
represents the orange portal. When you look at the B portal, it's like there's 
an open doorway between B and O. So you'll see the X on the other side of the 
room 2. When you walk through B, you'll end up where O is, and if you walk back
into O, you'll end up where B is.

    Room 1    Room 2
   ######### ########
   #       # #      #
   #      B# #Y    O#
   #       # #      #
   ######### ########

Now the O portal is at a different place. When you look at the B portal, you'll 
be seeing the object Y. While this may sound trivial, note now you're looking 
OPPOSITE in relation to where you're really look at. In this example, looking at
B means looking to the RIGHT, but in Room 2 you are actually looking LEFT. 
Walking into B will result you being positioned at O, but instead of looking 
RIGHT, you'll be looking LEFT.

Some other interesting aspects of portals:
1. The most important is that momentum is preserved while traveling between
   portals, no matter the placement. The game sums it up in a short, simple
   description: "speedy thing goes in, speedy thing comes out". Direction is
   not preserved for obvious reasons. So basically, if you have a portal in the
   wall, and another in the floor, if you toss something in the floor portal,
   gravity will work on that object until it passes, at which point the object
   simply shoots out of the other portal.
2. All matter can pass through a portal, regardless of what it is. 
3. Portals can only be created on flat surfaces, that also aren't shiny. In the
   game, you're limited to just concrete. But you'll have an indicator icon
   telling you what you can and can't put a portal on.

And before you head off solving puzzles, here are a few things to note while
going on in the Aperture Science Enrichment Center.
1. There are several hazards in the game that will cause death.
   Energy Pellet: An energy pellet is a sphere of glowing energy that bounces
   off surfaces slowly. Touching one of these will result in death. These are
   used to powering certain devices connected to a catcher (dubbed an energy
   catch in this walkthrough).
   Waste Water: Several rooms will have pools of this stuff. Touching it will
   continue to cause harm, and in all cases, you pretty much can't get out. In
   other words, falling into a pool of waste water is game over.
   Turrets: Turrets are little robots that when you walk in their field of view,
   they will activate and begin firing. You can usually tell their presence 
   from a red laser sight they fire off. Also, their field of view is small, 
   roughly 70-90 degrees.
   Crushing: General crushing from either standing underneath scaffoldings 
   coming down or cubes falling at a high speed on you.
2. Other things of interest:
   "1500 Megawatt Heavy Duty Super-Colliding Super Button" - This is a huge red
   button that you press down to activate something. However, all of these 
   buttons release once the weight upon it goes away.
   Weighted Storage Cubes - Used mostly to hold down buttons.
   Material Emancipation Grids - These block portals from being formed on the 
   other side of them, while walking through them will cause any portals you 
   made to disappear. Also any blocks will vaporize if you attempt to take one
   across it. 
   Pedestal buttons - A much smaller version of the super button, these buttons
   are on a pedestal, and unlike their much larger cousin, are activated once
   pressed. Usually these cause a timed event to happen, like opening a door
   for a short period of time.
3. While Chell's health is finite, she constantly recovers it over time. This
   is in your favor around turrets. Basically, Chell can take a barrage of
   bullets, lie back behind cover for a second, and take another barrage with
   no problem. But if Chell were to be under fire for a few seconds, she will 
   be killed. Chell also cannot be harmed in any way by falling down from high
4. Above all, use this walkthrough as a guide to help you when you are stuck,
   not for a cheat sheet. ;)
   2.a Waking up
Once you take control, you may notice a timer to your left. Just sit back and 
wait for this to reach zero. A portal will open up, and simply follow the route 
out. You will walk into Test Chamber 00. 

For a quick laugh, flush the toilet and wait for it to finish.

   2.b Test Chambers 00-03
There's a box sitting around and a button. Just lay the box on the button to 

GLaDOS will tell you your objective. An orange portal will appear in the room 
you drop into and a blue portal will open and close at various sections. A 
closing blue portal will not kill you if you're still inside of it. Wait until 
the blue portal opens the section with the cube, go back, and wait for it to go 
to the section with the button, go back, and then wait for the blue portal to 
lead you to the exit.

If you look out the window, you'll notice a portal gun making blue portals. Once
the door opens, go down the stairs and wait for the gun to open a portal for 
you. On the other side of the portal, drop down and collect the gun. You can 
only make blue portals, but it should be enough. Create a portal, go through it,
and go to your right where the exit has opened up.

There are three (3/33) cameras in this room. To knock a camera off, create a
portal on the camera, and if there isn't another one open, create a portal 
elsewhere. Basically you want the camera to be "floating" in space.

There's one camera in the first room where GLaDOS talks about losing teeth. The
second camera is right above where the portal gun makes a blue portal for you
to get to the orange portal. The last camera is right across the orange portal,
above the window.

When you see the orange portal, create a blue one nearby and walk through it. 
Once on the other side, the exit will be to your right, blocked by another gap. 
Simply create a blue portal on the other side to exit. 

Detach three cameras (6/33) for the Camera Shy achievement. The first is right
in front of you after you walk out of the chamberlock. The second one is next
to the orange portal. The last one is on a corner near the exit.
   2.c Test Chambers 04-08
Walk about through the room until you find a pit with a box in it. Open a portal
on the floor of the pit and drop down. Don't worry, your character won't take 
any damage. Simply place the cube through the portal, drop down through it, and
place the cube on the switch.
Alternatively if the cube dropped enough on the concrete floor instead of the 
grate, you can create a portal so it falls through.

There are two cameras in this chamber (8/33). The first is right in front of you
as you walk out. The second one is near the exit.

A tricky one, you have to set two cubes on the switches. One is in a pit, the 
other is on a platform. An orange portal is on another platform. To get the 
crate from the pit, simply create a blue portal on the floor underneath. After 
it falls through, create another on a wall you can walk into to get the crate 
and place it on a button. Walk through that portal again, shoot another one to 
the other platform, walk back into the orange portal, and you have your other 
box. If you're good, you can drop the box onto the switches.

In the next room, simply create a portal anywhere and go through.

There are three cameras in this chamber (11/33). The first is above the doorway
after you exit the chamberlock. Once you go through that doorway, the second one
is to your left. The last one is on the wall across from the exit. You may have
to look behind to see it.

Whatever you do, do not touch the energy pellet. It's a hazard that can kill.
For this, an orange portal is already on the floor where the energy pellet 
bounces off. Open a blue one above the pellet catcher. You can use the red glow
directly above it as a guide to where to aim. The energy pellet may explode, 
but another will be created. You also can't make portals on the metallic walls.

There are no cameras in this chamber (11/33).

Although knowing the nature of humans, you probably walked into that energy
pellet after I told you not to didn't you?

Create a portal where you see a black mark from the energy pellet, it'll 
automatically go to the pellet catch. Now the trippy part. The scaffolding will 
automatically go back and forth and you need to get on it. It's obviously too 
high, but if you create a portal on the section of the ceiling where there's 
concrete, you can drop down from the orange portal. Time the drop right so you 
can ride to the exit.

There are no cameras in this chamber (11/33). Still.
   2.d Test Chambers 08-09
You have a new death hazard, you cannot touch the floor. To start off, create a 
portal through a wall and walk across it, minding the energy pellet (you can 
duck underneath it). Now create a portal where the energy pellet bounces off 
(keep crouching!) and then when it goes through, create a portal on the red 
mark, opposite to where you see the energy pellet catch. Once the pellet gets 
caught, quickly make a portal near the scaffolding and hop on.

Instead of risking life and limb by getting in the pellet's path, simply create
a portal where it initially bounces off, then another across the catcher once
the pellet crosses the portal.

Still no cameras (11/33).

Don't listen to GLaDOS. Create a portal and take the cube with you through it. 
You can see an opening on the wall where you see the Emancipation Field. Create 
another portal through it and pass the cube into it, placing it on the button.

The cameras are becoming shy of you apparently (11/33).

   2.e Test Chambers 10-12
This a fun chamber. Simply create a portal underneath you once you're in the 
room, and you'll fly out on top of the gap. In the next room, you'll find a pit.
Create a portal on its floor and drop to it. Again, don't worry if you miss the 
drop, you can't lose by falling. In the third room, create a portal on the panel
above, and drop down into a pit where an orange portal is. Do this again and 
you're home free.

There is one camera in this chamber (12/33). It's in the first room on the left
wall. Make sure you get it, because once you pass the room, you can't go back.

In this room, you'll see an orange portal gun making orange portals. Create a 
blue one and wait until you can cross onto a platform (there's only one choice 
for this). Press the red button and shoot a portal when the door across from you
opens. Now wait for the orange portal gun to make a portal where you are, and 
cross the portal. If you look out the window of that room, you'll see an energy 
pellet catch across a wall. The portal gun will shoot at that, so wait for a 
portal that portal to open before sending the energy pellet along its merry way.
This will cause a platform to move, which you can get on to obtain the orange 
portal gun. You now have control over both portals. To get to the exit, press 
the button on the platform to open up the door across from you, then shoot a 
portal (color doesn't matter). Then create another opening and go through it.

There is one camera here (13/33). You also get the Lab Rat achievement. The
camera is in the first room. Again, miss it, and lose it.

Since you have both portals available, you can try the Terminal Velocity 
achievement or the Long Jump achievement.

This is like chamber 10, only there's more to it. First create a portal on the 
panel above, then another on the pit below. Fall through and turn around. Create
another portal (not the same color as the one in the pit!) on the higher panel 
above, and fall through the pit portal again. When you come out, another panel 
will incline up. Once more, drop down to the pit (you don't need to make it from
the top), and you'll sky rocket to the next platform. A cube will drop down. 
Throw it down to the platform with the button, and fling yourself back to the 
floor again where the exit awaits.

No cameras in this chamber (13/33).
   2.f Test Chamber 13
In this chamber, there is a button, and a box on a platform. Drop the box onto 
the button and enter the room. Once inside, create a portal above the energy 
pellet catch, then where the pellet will rebound to actiave a scafold. Notice 
there's a portalable surface above the path of the scafold. Create portals so 
you can drop down and grab the box from it. Put that box on one of the buttons 
by creating a portal above it, and a floor portal, dropping the box in. Since 
there's two buttons and you can't go back to the first room, drop down on the 
second button, this will open the exit. Fire a portal to the door, use that to 
get across the door.
There are three cameras in this chamber (16/33). There is one in first room, one
in the main room, and one just before the exit.
   2.g Test Chamber 14
In this, to the left a set of stairs will come up. Go up, and to the left you'll
see a box. To get to it, create a portal so that it's about parallel to the 
box's height. Go back to the stairs... which are gone! It's just a pit. Use this
to your advantage by dropping down and shooting out so you can get the box. The 
stairs will be back when you go back to them. Take the box to the switch. Go 
through the open door and you'll come to a pit of waste water and an energy 
pellet on the other side bouncing. You can either portal yourself over, or use 
the platforms... but the portal idea isn't good as you'll see why. 

In the previous room where you saw the energy catch, create a portal above it. 
Going back to the waste water room, hop along the platforms until you reach the 
room with the energy pellet. Simply create a portal (not of the same color!) and
it'll drop right in. Go through the portal and hop on the lift.

There are no cameras in this chamber (16/33).

Alternatively, you can create a portal beneath the lift, climb up the stairs, 
fall through the pit while making a portal, and jump up onto the lift.

   2.h Test Chamber 15
This is where you'll do what is called a double fling. Basically you'll put a 
portal on the panel above you, then create another to drop down (but not too 
far from the panel!). Drop into the floor portal again to gain enough momentum 
to clear the obstacle.

The next puzzle requires guiding an energy pellet into a catch. The problem is, 
is that there's emancipation fields which, when gone through, erase any portals 
you made. To solve it first you need to create a portal that faces into the 
energy pellet catch room, then create another in front of the pellet's path. 
Once the pellet goes through, go into the catch room and create a portal above 
the catch, and another it the pellet's path. So in other words it goes like 

   #          |      #
   #1<-       |    <-#   <- : Path of energy pellet
   #          |      #   1: First set of portals (get it approximately to that
   #          ########   2: Second set of portals. The 2 in the middle should be
   #          ########      above the catch
   #1->       |   ->2#
   #          |   2  #  
   #          |      #

Now for a double fling with some action on your part. To the left is an alcove, 
but above you is a panel. Create a portal on the panel, and go into the alcove. 
In the alcove is a small pit. Create a portal, and fling yourself across the 
room. However, before you hit the ground you need to create another portal (not 
the same color as the panel's portal!) in order to effectively fling yourself 
across. This make take a few attempts to get right.

The next room requires you to double fling across. Once on the other side of the
glass, create a portal directly across where the energy pellet will bounce, then
another portal where the energy pellet does bounce. This will activate the 
catch. Double fling yourself across back.

If you've noticed the moving platforms, this is your next obstacle. They move 
opposite to where you want to go. The solution? Use portals! The platforms move 
slowly, so you can time it right how you want to advance.

Now for another tricky room. There are two rooms on either side, each with a 
switch. Create a portal going into one, then create another portal to the other
room. You'll need this shortcut. Press a button inside one room, then the other 
button. Quickly make a path for the energy pellet to go into the catch. And 
there, you're done!

There are five cameras in this chamber (21/33). The first is around the corner
after the chamberlock. The second is after you make your first double fling.
The third is in the energy pellet room. The fourth is in the alcove in the 
second double fling room. The last camera is in the last room.

   2.i Test Chamber 16
There will be turrets, lots of turrets! To destroy one, simply knock it off 
however should you choose to do so. This makes this chamber rather 
straightforward for the most part. But mind the visible laser sight, so you 
know not to step into a turret's field of view.

When you get to a fence like gate, you can shoot a portal through it.

There are five cameras in this chamber (26/33). The first camera is in the first
room. The second camera is just before the hallway where a turret ambushes you.
The third is in an alcove in that long hallway. The fourth is across the huge
button. The last one is on the left wall once you're past the door.

   2.j Test Chamber 17
You will get a companion cube for this puzzle. Remember, take it with you no 
matter where you go! For the first step, you need to use it to climb the ledges.
The next hallway will have a wandering energy pellet. Use the box as a shield 
while you move through the hall. Now move BACKWARDS with the box in front 
through the next hall (making sure that the energy pellet is not behind you!)

Now for some fun parts. For the first step, you'll notice an energy pellet 
catcher on an incline in the room. Create a portal on the other incline. Use one
of the energy pellets in the hall to activate it (it doesn't matter which one). 

Next comes the trickiest part of this chamber. Create a portal at the panel 
sticking out. Across from that panel is a room where another pellet catch is, 
but there's two doors blocking it. Leave the companion cube on the switch that 
activates the farthest door. Create a portal to go back up into the hallways. 
Use that same color portal to transfer the last energy pellet out and into the 
room. Don't worry about the timing, as long as you have that portal up, you have
plenty of chances. Now step on the second button, but off to the side so the 
energy pellet doesn't hit you. Or you could step on it the moment the pellet 
passes. Either way works.

The last bit you need to do involves some geometry. There's a third room with an
energy pellet bouncing around and a nearby catch. the problem is, the room is 
portal-proof. To get the pellet in the catch, take the companion cube and walk 
into the pellet's path at a 45 degree angle. This should bouce it into the 

Take the companion cube and go up to the platforms that were raised. Jump across
them and continue on into the next room. Set the cube on the button, go through 
the door it opened, press the switch, and drop the cube into the furnace that 
opens. You MUST do this.

There are two cameras you can knock off in this chamber (28/33). You also get 
the Fratricide achievement. The first one is after the second long hallway where
the energy pellets bounce back and forth. The second one is in the large room
after that.
   2.k Test Chamber 18
This one might be tricky to start off at first. If you notice, you have a pit of
waste water. The only way to cross this is a double fling. The good thing is, 
the height is not really that important to consider.

For the next part, you'll need to shoot a portal across the pit onto the ceiling
as far up and to the left as possible. Now create a portal on the wall where 
the pit with waste water is (not the previous pit!), something you can jump 
into, and then, jump across! Next find the ceiling for the next higher platform 
and jump down that. Look upwards, and you'll see a panel sticking out. Create a 
portal there, and then another below you (don't worry about flinging). You
should simply fall down onto a platform. Across, you'll where you need to go, so
you can either fling yourself across (there's a platform below) or you can 
create a portal to get across.

You'll find a room with a switch that extends a panel, which leads to a large 
room, littered with turrets on platforms. The best way to take care of them is 
to use the energy pellets. You can tell where to shoot portals by the laser 
sight and the charred rebound marks. Now for the hard part of this chamber. 
There's a button on a pedestal you can press that's high up. If you press it, a 
door nearby opens up, but closes quickly. This also contains the room to the 
energy pellet catch you need. The best way to get there is to open a portal at 
to the right and a little behind of where the button is (assuming you're facing 
the door). Then put another portal close by, and jump onto the little pillar the
button is on. Press the button and drop into the room. Don't worry about getting
stuck, GLaDOS will open the door and keep it open while you're inside. Use this
to your advantage to get an energy pellet inside.

Another tricky part. Ride the scaffold until it close to the bottom alcove. Jump
down, but before you press the switch, find a wall where you create a portal. 
Press the switch and watch a panel come out and incline upwards. Create a portal
on that, and go through the other one you made. To the right of the panel (when 
you get out), there's a platform down below. Use it to fling yourself across the
room to the upper alcove. Remember, you're timed, so you might want to get a 
feel for it before you execute this plan.

Grab the cube, ride the platform, and drop it off on the other side. You'll need
to open the panel again. Take the cube with you as you go through the panel, 
dropping it on the button. Find a way across using portals.

This next test is a series of jumps. Not just any jumps though. What you have to
do is create a portal on the first platform, use the pit off to the side, and 
use that to gain momentum. Then using the portal color you used for the pit, 
create a portal on the next platform. Then use the first platform's portal to 
create a portal on the next, and alternate until you get across. But for the 
last one, it's an inclined fling, which might be tricky to do.

Two knockable camera exists (30/33). The first is the in the large main room.
The second is in the last room where you have to fling yourself a lot.

User ergzay from Gmail submitted a tip to make things easier (or harder?). When 
you enter the turret room, you can by pass all the shenanigans by creating a 
portal on the incline, then high-tailing it to the platform to your right. If
you timed it right and weren't shot down, you can fling yourself across to the
box. Grab the box, and go over the edge while holding back. Create a portal on
the otherside, then one in the back. Press the button and take the box with you
as you go through the portal.

   2.l Test Chamber 19
The first part involves getting an energy pellet to a catch. It's bouncing 
around in an L shape. First create a portal on the incline that the pellet is 
not bouncing on, then when the pellet is moving horizontally, create a portal 
on the other incline. Quickly create a portal for the incline under the catch 
once the pellet has gone through. With any luck, the pellet should bounce up 
and into it. This will activate the scaffold.

Now you'll be through a barrage of portal based tests.
- Crouch under the beam
- Jump on the platform, then jump back on the scaffold.
- Jump into the alcove, hit the button, create a portal past the door, and 
  create another one to get back on the scaffold
- Create a portal link so the energy pellet doesn't bounce where you are.
- Create a portal through the narrow gap, and on the wall blocking the path. 
  Time your jump.
- Create a portal on a wall past the furnace, and another to escape.

Well then, that was a twist.

There are three cameras in here (33/33). The first is in the first room. The 
second is in the with the pedistal button. The third you'll see on the way.
   2.m Beyond the test chambers
To escape, look above where you entered the furnace. You'll see another room. 
You'll have to double fling yourself across to get to it, although this may take
some practice. The best place to put the portal is at the top most in the 
middle, and another in the center of the floor. Drop down, and you should double
fling without trouble.

Now it's just following the path. I'll leave the easy bits out, I'm pretty sure 
at this point you're smart enough to use the portal gun for clever tactics.

In any case, you'll come across a large air duct. You can't cross the fans, so 
you'll have to keep shooting portals until you get one across. You'll want to 
make your way across the waste water pit. Once across, look behind you and 
create a portal on the opposite side wall above the catwalk. Now drop down and 
to your right, there will be an office for exploring. To your left is the exit. 
When you go towards the exit, you'll find a broken stair well or something of 
sorts. You'll also see red graffiti pointing up. Looking up, create a portal 
on the wall and do a double fling from there to get onto a higher platform.

Go up the stairs and follow the path until you see a broken wind tunnel. Go 
inside and ride it all the way to the end. You'll find the end place familiar. 
You'll need to solve the puzzle again, but this time, use the portal gun while 
stepping on the button to get a portal on the other side of the door. Drop down 
into the elevator shaft. You'll see a chain linked fence separating you from 
the next room. For this, create a portal on the underside of the  low platform 
across the fence, then another one in the shaft. You'll drop down, but you need 
to crouch to pass. On the other side, find two rising pistons and jump on the 
tallest one.  Then, create a portal on top of the platform and step on top of 
that one (it's best to do it while there's portal under the platform, so you can
just "jump" up). Next ride the piston going into a wall, hopping off on the 
other side. Another grate separates you from the next area. Shoot a portal 
through it, and go back to another portalable area to get across.

Make your way up into the next area and follow the hallway. You'll see some 
pistons rising and falling. Ignore any other paths, since they're all dead ends.
Find a way up to the middle piston and at the peak, you'll be level with the 
exit. Shoot a portal across, and find your way to the exit. For the next part, 
you'll see two pistons to the right mashing the ceiling. Put a portal under one 
of them, then look up. You'll see another portalable platform that faces down. 
Place a portal there. Now go to the portal under the piston, and watch as you 
take a trip downwards. You should land on another piston, which a platform 
across from it is. Jump on the platform and look up, you should see another 
portalable surface. Place a portal in the middle towards the right, and double 
fling, you'll land on a catwalk that'll take you further in. There will be some 
pistons that you can't cross, simply just make portals across them.

The next room is a room full of wacky pistons going everywhere. But the goal is 
to get to the top. Once you're there, you'll find a caged off exit. Create a 
portal on the floor there, and you have your way out. Follow the tube down 
below, and keep going until you find another piston (what's with these anyway?).
Place a portal above the piston and go back a bit. Shoot another portal on a 
wall that you can jump into when the piston is near the first portal. Time your
jump correctly so you fall on it and make it to the next place. In the next area
you'll be ambushed by turrets, but you'll get a warning. The exit to this area 
is in the room where the last turret appeared. A small nook allows you to see 
your next destination, but only a small portalable area is visible.

Next you'll want to make your way on top of the tube you see across a caged off 
room. Then off that tube to a catwalk to another nook. A turret will be there, 
but you can ambush it. The next room will require a tricky double fling. Using 
the door that opened up as a launch point, create a portal and go through it. 
You'll be launched out, a low ways, so hurry to create a portal on the floor to 
give you the momentum needed to fling out.

Follow the hallway down until you get to a room with a button. Pressing it 
activates the rocket sentry. Let it lock on to you so you can have it break the 
glass. Do it for the other side (you'll have some time to get out of the way). 
Leave a portal facing the rocket sentry before you proceed on, you'll run into 
another glass window. Make another portal and have the rocket sentry lock on 
from that side, so you can break the glass. In the next room, you'll see a glass
tube. Create a portal (the one you used to break the last glass) so that it's 
level with the glass tube. Go back out, get the rocket sentry's attention, and 
have it break the tube. It'll cause a cube to come out so you can enter a vent 
with it. A fan will block your way, just create a portal to get across, and 
continue on.

When you find yourself at the end of a tunnel with a small grate, put a portal 
on the wall and go through it (somehow, you can figure it out!). You'll be in a 
trench, you'll need to get out of it. But once you do, you'll be ambushed by 
turrets. Use portals to your advantage to either get behind them or knock them 
off. Once all of them are done, you'll have to use a very large flinging 
technique to get out.

You'll notice two inclined panels. Go to the room with the highest incline. Put 
a portal on the opposite side incline, and a portal down below. Drop down into 
that one, and as you're flinging out, use the portal that you did for the other 
incline, so that when you go back into the ground portal, you'll fling right out
and on another level of the area. You'll be ambushed by two more turrets as you 
go further. Dispatch them, and leave a portal in the middle were the two turrets
were. Go back, leave a portal on the hole down below and drop. Don't worry about
messing up, just don't replace the portal you left behind! With any luck, you'll
fling upwards. Keep going up (it's pretty straight forward from here) and 
across. Keep going, and you'll eventually come to the end... well sort of.

There's really nothing to worry about in this "fight". Let GLaDOS speak until a 
sphere pops off from her. Walk up to a control room where a button is. This'll 
open up a furnace (you may want to drop a portal link before you attempt this). 
Drop the sphere in, and GLaDOS will go nuts. Now you have five minutes to defeat
her. A rocket sentry will pop out and attempt to give you an alternate death... 
or you can use it on GLaDOS. Create a portal link so that the rocket will fire 
towards you, but go past you into a portal that'll hit GLaDOS. GLaDOS will drop 
another sphere, and the rocket sentry will be temporarily disabled. Drop that 
into the furnace, rinse, lather repeat.

   3.a Advanced Test Chamber 13
What's different: You don't get the weighted cube in the beginning, and the 
                  floor of the main room is flooded with waste water.

Step on the button, and shoot a portal at the catwalk, it should pass and go to 
the ceiling of the main room. Create another portal and it should be above 
another button. Drop down and you'll be in the chamber. Get the energy pellet 
into the catch to active the scaffolding on the other side of the room. Create a
portal opening on the ceiling above the scaffold’s path and create one near you 
so you can drop down on it. DO NOT DROP THE CUBE INTO THE WASTE WATER! Get the 
cube to one of the buttons, and drop down on the second one. Use your portal gun
to make one past the door, and simply walk through.

   3.b Advanced Test Chamber 14
What's Different: The box is harder to get to, there's no moving platforms in 
                  the waste water room, and the easy shortcut doesn't work.

Go to the left, up the stairs, and drop a portal near the platform of the box. 
Go back to the stairs, drop a portal on the floor, drop down and get on the 
cube's platform there. Take the cube to the button, and go to the waste water 
room. Set up a portal on the other side, and one on your side to get across, 
and go across. Drop the portal you used on the energy pellet's side so it's in 
the path of the energy pellet. Walk through the portal when its safe and create 
a link using the portal on your side over the energy pellet catch.

   3.c Advanced Test Chamber 15
What's different: Things were added or rearranged to test your reflexes and 

Thanks to prekwilliams at Yahoo for heads up, I revised this part.

The first double fling maneuver requires good positioning. To the right is a
place where you can gain momentum. Create a portal link but don't fall through
just yet. You'll want to fall so that you'll come out facing the panel that's
jutting out. If you can fall through like that, create a portal after you fall
so that you'll double fling out.

The energy pellet maneuvering got trickier:

   #     1    |      #
   #1<-  |    |    <-#   <- : Path of energy pellet
   #     v    |      #   1: First set of portals (get it approximately to that)
   #----------########   2: Second set of portals.
   #          ########   3: The third set. The 3 in the middle should be above 
   #2->  |    |   ->3#      the catch.
   #     v    |   3  #  
   #     2    |      #

The next double fling section, drop a portal near the glass wall, and then go to
the alcove. You'll notice you need to make a portal to get up, so do so. When 
you get up there, create a portal on the ceiling above the pit, and go back to 
fall through. While you fall through, make a portal on the floor, and you'll 
fling out high. Use the movement keys to guid your fall.

To double fling across the next area, you'll need to do a triple fling. Shoot a 
portal between the energy pellet units, and one on the floor. As you fling out, 
make another portal where you'll land. This should create enough momentum to 
fling across the wall.

In the next room, simply make a portal on the left side where the pellet 
bounces, and the right most incline (in the middle). The pellet should bounce 
around before stopping in the catch.

For the moving platforms, there's only two and they come out fast. Shoot a 
portal on the opposite side where you start, then make another elsewhere. Wait 
for a platform to come by, get on it and quickly shoot another portal to the 
left. Get off, make another opening, get on a platform when it comes by, and 
quickly shot another portal on the floor to the right. Get off, and go through 
the portal.

Refer to the solution in normal mode, but this time, you can only go through the
rooms by the ceiling, if you plan on a portal.

   3.d Advanced Test Chamber 16
What's different: Turrets are in cages (i.e., you can't knock them down)

All the turrets are in the same place as in the normal map. The first turret
may appear to block the way, but all you have to do is create a portal above it
then another elsewhere. You have to crouch into the space, and run like your
pants were on fire around the corner. But watch out, there's another turret
watching around the next corner. Sidestep to the right until you can see the
wall behind the next turret, and create a portal to it so you can avoid risking
life and limb exposing yourself to get that portal. Once going through that 
portal, skip the other turret by making another portal across the hallway. 

Now for the hard part. Take advantage of the cubes to your left by grabbing
them. Place one directly in front of the turret near by and take the other. 
Crouch down, walk into the hallway while keeping the cube facing the other
turret. You should be in the other's blind spot. Keep going, plop that cube in
front of the other turret. So as long as you're crouching, you can walk safely
in that hallway, at least until the next room. If you keep looking towards 
the next room, you'll see a doorway in the center to another room. Create a
portal in that room, retreat, and fall through by creating another portal to
get into that room. You'll find it to be full of boxes.

Make another portal so you can sneak behind the two turrets in the main room.
If you're looking at the room from the room with the boxes, the only turret of
concern is the one on the right. Stack two crates on the front right corner of
it so that you can go into the next room without it shooting at you (use the
portal to go into the box room though!).

Here's a diagram for the next room.

#   X               # X - Turrets
#              X    # B - Button
|   BB              # | - doorway
|   BB              #
#            ########
#        X   #
#            #
#####   ######

Stack two boxes so you block the top right turret's view as you go into the
room. The top left turret won't see you unless you move further to the right.
This way, you can safely go next to the bottom turret with a box, toss a cube
onto the button, and create a portal behind the door. But before you leap into
the next room, there will be another turret behind a fence. If you can create
a portal behind it, you'll be golden. If not, make sure to find cover ASAP. The
top right turret will see you, but if you crouch down, hopefully the cube on
the button should block its field of view. There's another fence you have to 
get behind, so create a portal, and sneak behind the last turret to be home

Totalwar from Lycos.nl suggests this:

"For map 16: I did the same until you get befor the room with the 3 turrets. I 
collected all the boxes in the room next to the boxroom and made myself a shield
by placing the boxes around me and move up to the button, moving each box slowly
forward in the turrets sight. Because is you do that you have 1 spare box you 
can use to block off the turret thats behind the fence, and you also got a block
to protect you if you have to pass in front of a turret. I just wanted to be on 
the safe side ;)"
   3.e Advanced Test Chamber 17
What's different: Your companion cube is a ball, and it's harder to get the 
                  energy pellets into the catchers.

For one, the companion "ball" is not really your friend. But you'll use it in 
the same manner as the cube. A trick I found out is if you hold it, look down, 
and jump, you should get a slight boost in jumping power. In any case, here's 
how you get the energy pellets in the newly designed catcher obstacles (they're 
all in the same place).

1. For the two chambered door catcher, create a portal so it extends a pellet's 
   path to the room. Wait for it with the first door open, close it to trap it 
   once its in, and quickly go to the other switch behind the second door using 
   your ball.
2. For the catcher at the angle, create a portal at ground level, on the wall
   across from the catcher, so it extends the path of the other energy pellet 
   there. You'll need to use the companion ball to bounce the orb up.
3. For the catcher in the small room, same deal, you need to use the orb to 
   bounce the pellet up and over the glass.

When its over, you'll need to go left instead of right. This will take you to
a double fling room. However, only a spot is actually accessable. You'll need to
fling yourself across it with the ball. The rest is easy to do.

neofreezerburn from Gamefaqs.com suggests the following to tackle the first
"For the two-door catcher, instead of quickly throwing the ball back and forth, 
it's easier to stand on the second switch. In order to get to the second switch,
detach a camera and place it beside the switch platform. Jump on the detached 
camera and then jump onto the switch. The camera gives you just enough 
additional height to let you stand on it. 

Make sure that the camera is laying on its side, otherwise it's unstable to do
anything with.
   3.f Advanced Test Chamber 18
What's different: All ceilings are metal, and energy pellet generator isn't 

For the first part, the double flinging, you'll need to first get a really high 
double fling to the opposite side. However, while you're on your way, drop a 
portal on the floor of the higher area. If you're successful, go through make a 
portal on the wall above the waste water. If not, reset. Once you're up higher, 
if you look towards where you have to go to next, you'll see metal sticking out 
of the wall on the right. Create a portal near their and hop to it. Across from
that block is a platform you can portal over to. Once on the platform look up 
and you can get across to the main room.

The best cover spot is towards the left when you enter the main room, none of
the turrets will see you. Now you can leisurely understand the situation here.
All the way on the other side of your safe zone, there's a turret there. Create
a portal on the wall past it, and then another near you (preferably not with
you in front of it). You have to act fast in this. Jump through, knock off the
turret, and jump back. If you take too long, two of the turrets will make 
mincemeat of you.

With one turret gone, you can focus on the others, sort of. The ones scanning 
pretty much most of the room need to be dealt with. Going to the safe zone 
again, fire a portal on the left wall (if you're looking towards the cube), as
high as possible above the left most turret, then make another close by on a
wall. You have just enough room to jump across and snag the turret from behind.
Once you do, pick it up (do not knock it down!) and toss it to the closest 
turret so it knocks that one down. Now that those two are gone, you can take
care of the last one using the same method (create a portal above, then drop 

With all turrets gone, get on the scaffolding and go to the alcove with the
button. Before you do anything, down below in front there's a platform. Drop a
portal as far as you can. Hit the button, create a portal on the incline, and
drop down into the portal. HOWEVER, you must land in the portal on the platform
again to get enough momentum to get across!

Thanks to ergzay and cardaxio from Gmail for this tip. The last room in the 
chambers isn't exactly the same as in the normal version. Each time you "bounce"
back into the portal, the platform begins to lower. In other words, you only
have one shot at the last room.

User cardaxio from Gmail submits the following for an alternate way of taking
care of the turrets.
"In regards to knocking over the turrets, to reach the two turrets that 
are on your left as you enter the room, I discovered that I couldn't 
seem to get enough momentum to reach the platforms... so I used "half" a 
fling maneuver.  By placing the entrance portal on the floor and jumping 
into it, I was able to reach the upper platform.

Since I was too weak and feeble to reach the other platform's by tossing 
the turret I had, I had to come up with another way to reach the lower 
platform.  My method is complicated, but it worked...

Basically I started a fling and turned it into a bungee jump.  Blue 
portal on wall, orange portal on floor, jump in portal on floor... but 
on my way down to the floor portal again, I shot a blue portal onto the 
floor nearest the platform.  As I popped out of the blue portal, I 
guided myself onto the platform, and bingo, one more turret down."
NOTE: You cannot earn any of these during commentary mode or when cheats are 
activated! i.e. If the attribute "sv_cheats" is 1, you will not earn any 

1. LAB RAT: Get a fully powered portal gun
2. FRATRICIDE: Do whatever it takes to survive
3. Partygoer: Make the correct party escort submission position decision
4. Heartbreaker: Complete Portal.
   - 1 through 4 are completed automatically.
5. Terminal Velocity: Fall 30,000 feet
   - Create a portal on the ceiling, then one directly down below. Fall right
     through and wait about five minutes. Make sure Chell isn't spinning as
     she falls, otherwise she'll find her way out, even with the funneling 
     option on.
6. Long Jump: Jump 300 feet
   - There's only one room you can actually do this achievement in, in the large
     turret ambush room. Find the highest room, portal inside, then put a portal
     in the incline across the room. Create a portal straight down. Drop in and
     you'll fling out. Go to that floor portal to fling out again. However you
     will fling too far out and land on the other incline before you can get
     into the floor portal (unless you hold back to guide your direction). To
     avoid that, use the side step key in either direction to avoid the incline
     and put a portal on the floor before you land. Do this about three times
     and you have the achievement.
7. Cupcake: Beat two Portal advanced maps.
8. Fruitcake: Beat four Portal advanced maps.
9. Vanilla Crazy Cake: Beat all six Portal advanced maps.
10. Basic Science: Earn bronze medals on all Portal challenges.
11. Rocket Science: Earn silver medals on all Portal challenges.
12. Aperture Science: Earn gold medals on all Portal challenges.
13. Camera Shy: Detach all security cameras from walls (33)
   - Here's a check list:
     00 - 0 (0/33)
     01 - 0 (0/33)
     02 - 0 (0/33)
     03 - 3 (3/33)
     04 - 3 (6/33)
     05 - 2 (8/33)
     06 - 3 (11/33)
     07 - 0 (11/33)
     08 - 0 (11/33)
     09 - 0 (11/33)
     10 - 1 (12/33)
     11 - 1 (13/33)
     12 - 0 (13/33)
     13 - 3 (16/33)
     14 - 0 (16/33)
     15 - 5 (21/33)
     16 - 5 (26/33)
     17 - 2 (28/33)
     18 - 2 (30/33)
     19 - 3 (33/33)
14. Friendly Fire: Knock down a turret with another
   - Numerous people corrected me that this just involves tossing a turret on
     another. Best place to do this is Test Chamber 16 or in the large ambush
5. Legal
Portal and related is copyrighted 2007, Valve Software
PlayStation 3 is a trademark and product of Sony
Xbox 360, Windows, and DirectX are trademarks and products of Microsoft
GeForce is a trademark of NVIDIA
Radeon is a tradmark of ATI
Pentium and Core 2 are trademarks and products of Intel
Athlon is a trademark and product of AMD

Guide written by LatiosXT, copyrighted 2007. For use on Gamefaqs.com only.

Feel free to e-mail me corrections at altomarelatios@aol.com 
Things to work on:
- Start on Challenge maps, or not. I'm not that hardcore yet.

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