Including the time Portal, you’re dealing over twice the number of puzzling elements in any given situation. Portals follow the same rules, meaning you can have two spatial portals in the present, and two differently placed spatial portals in the future. If at this point your brain is starting to feel a bit stretched, that’s exactly the sensation Portal Reloaded strives to evoke. However, you must ensure you move the present cube into place first, otherwise when you move it, the future cube will disappear because you altered its timeline in the present. The solution is to go into the future, grab the future version of the cube, and bring it into the present to place it on the button. This means you can double up on cubes in the present, so long as you don’t move the present cube while the future cube occupies the same timeline.Ī simple Portal Reloaded puzzle might involve two buttons in the present that need to be pressed to open a door, but only one cube. But an object from the future can be brought back with you into the present. An object from the present cannot be taken into the future, it’ll just fizzle out of existence the moment you step through the portal. There's a high energy pellet dispenser at the end of the hall and it's firing pellets right at you.This ties into the second important rule. Thankfully, the companion cube will deflect the energy pellet away from you, letting you progress through the hall unharmed. The hall bends right and runs the opposite direction with a second energy pellet dispenser firing high energy pellets behind you. 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. When you reach the end of the second hall, place an orange portal on the wall where the black park mark is. 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. In the next room, look for a slanted wall across the room and to the left. 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. 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. Drop down to ground level with the weighted companion cube in hand and go into the narrow hall to the left. There's a very small room at the end of the hall with a energy pellet dispenser and receptor. To get the pellet into the receptor, hold the companion cube in the pellet's line of fire to deflect it into the receptor. 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. Further into the hall is a second red floor switch that's on a platform that's barely too high to jump on. 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. Look for a small wall panel near the ground that's jutting out and place a blue portal in the center of the panel. Warp your way to the upper level of the room and backtrack to the long halls at the beginning of the testchamber. There should still be one bouncing energy pellet in one of the halls. Place the orange portal on the black pock mark the pellet leaves on the wall to transport the pellet to the other room. Run back to the hall with the red floor switches and stand on the floor switch that's not being held down by your companion cube-and make sure you crouch! The high energy pellet will eventually travel through the portals and should continue through the hall, past the two opened doors and into the receptor at the end of the hall. This raises the third and final platform in the previous chamber room. Grab your companion cube, warp to the upper level of the room with the platforms, and hop across the three platforms to reach the next portion of the testchamber. Once in the next room, place the companion cube on the nearby red floor switch to open a door just ahead. Inside the door is a small switch you can press that temporarily opens an incinerator just outside the glass. Open the incinerator, then quickly go back to grab the companion cube and drop it into the open hole. With the companion cube euthanized, the testchamber's exit opens.Originally posted by loppantorkel:I can't say I was enthustiastic about the minute detail that was required to finish level 17. I had the solution for a few hours but couldn't execute it and was looking for other solutions.
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