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    Walkthrough by arandomgamer02

    Version: 1.4 | Updated: 04/03/08 | Search Guide | Bookmark Guide

    _______________________________________________________________________________
    P O R T A L
    _______________________________________________________________________________
    (PC Version)
    
    _______________________________________________________________________________
    T A B L E  O F  C O N T E N T S
    _______________________________________________________________________________
    
    Foreword (12345)
    Version History (13579) 
    Aperture Science.com (11717)
    Walkthrough (90210)
    Advanced Test Chambers (64789)
    Commentary Node Locations (85347)
    Achievements (67623)
     Camera Shy (90174)
    Items/Etc (24680)
    Legal/Contact (10293)
    
    _______________________________________________________________________________
    F O R E W O R D                                                         (12345)
    _______________________________________________________________________________
    
    When I was a little kid, I always wanted to make my own video games. As the
    years progressed, however, I grew to realize that I didn't have the talent.
    So, supporting my love of video games, I began to write reviews and FAQs in
    2006. Two have been published so far. This is my third FAQ.
    
    I tend to write over-descriptive walkthroughs so I don't confuse the reader.
    At times, I may seem to over-elaborate, but I don't want anyone to get lost.
    If you notice any flaws, tell me.
    
    In this guide, I'm assuming you have played Half-Life, Half-Life: Opposing
    Force, Half-Life: Blue Shift, Half-Life 2, and Half-Life 2: Episode One. I am
    assuming you have been to Aperturescience.com and followed my guide for it.
    Spoilers will be present.
    
    The Items/Etc. section contains spoilers.
    
    I most likely will not include Challenge Maps in future versions of this
    guide.
    
    If I miss anything, or you want to add anything, or even if you want to host my
    guide, I urge you to email me at tripp9@bellsouth.net.
    
    _______________________________________________________________________________
    V E R S I O N  H I S T O R Y                                            (13579)
    _______________________________________________________________________________
    
    November 18, 2007, Version 1.0: First release.
    
    November 19, 2007, Version 1.1: Edited/fixed typing. Removed most achievement
    information from walkthrough and put in a separate section. Added search tags.
    Extended Foreword. Modified and retitled Legal. Fixed typo in Node 67.
    
    November 20, 2007, Version 1.2a: Fixed typo in above update. Changed a word
    in Node 6. Updated Legal/Contact. Edited walkthrough. Added "Items" section.
    Prettied up the Table of Contents. Other little updates. Added walkthrough for
    Advanced Test Chamber 13.
    
    November 23, 2007, Version 1.2b: Added walkthrough for Advanced Test Chamber
    14.
    
    November 25, 2007, Version 1.2c: Added walkthrough for Advanced Test Chamber
    15. Modified Legal/Contact.
    
    April 3, 2008, Version 1.4: Finished all advanced puzzle walkthroughs.
    Added fixes suggested by Christopher J. Moir. Tweaked things here and there
    (but not the walkthrough; that is unchanged). 
    
    _______________________________________________________________________________
    A P E R T U R E  S C I E N C E . C O M                                  (11717)
    _______________________________________________________________________________
    
    1. Go to "http://aperturescience.com/". You are presented with a green prompt.
    2. Type "help" (hit enter, of course) and read the resulting prompt.
    3. Type "login".
    4. Type "portal".
    5. Type "portals". You're booted into Aperture Science, Inc.'s 1982 GLaDOS
    1.07. You're reading a B drive, probably a 5.25 floppy drive.
    6. Type "lib". See all the commands? Lets go down the list.
    7. Type "append". Didn't work.
    8. Same for "attrib".
    9. Same for "copy".
    10. Same for "erase".
    11. Same for "format".
    12. Type "interrogate". After you get the error message, type "interrogate
    -x-", where -x- is anything. Another error!
    13. Type "play." After the error, type your favorite game. Heh.
    14. Type "rename". Same as steps 7-11.
    15. Type "tapedisk". Can we do anything on security overloaded GLaDOS?
    16. Type "ip" and write down all the stuff after "uid:".
    17. Type "dir". The B:\> disk have one file on it:
    18. Type "apply". Are you, possibly a new employee, applying for a job at
    Aperture Science?
    19. We're first time applicants, so type "continue". 
    20. Don't write down this UID(+L). The one from step 16 is fine.
    21. Type "continue".
    22. What follows is a questionaire. Answer the questions as best you can,
    writing down any flashing letters. Note any sublimonol messages.
    23. After you're done, enter your UID(+L). It's incorrect.
    24. Hit refresh and repeat steps 3-5.
    25. In the B:\> prompt, type the letters you recorded in step 22, leaving no
    spaces between words. 
    26. Interesting message and picture. The Rebel, as we shall call him for now,
    calls GLaDOS 1.07 20 years old, so that places the message in 2002. Aperture
    Science is also in lockdown, and nobody's going home. Finally, note the feed
    from Camera 01.
    27. Press Enter/Return for a 25-year old spreadsheet of some kind.
    28. Refresh. Load up Portal. Here we go!
    
    _______________________________________________________________________________
    W A L K T H R O U G H                                                   (90210)
    _______________________________________________________________________________
    
    What does Aperture mean?
    a device that controls amount of light admitted 
    a natural opening in something 
    an man-made opening; usually small 
    
    ===============
    Test Chamber 00
    ===============
    
    Some upbeat music starts playing. You regain sight. You're lying down, encased
    in glass. The glass recedes and you step out of your container. A timer is in
    front of you, with about a minute left.
    
    Look around this small chamber. A high-tech bed that you were sleeping in: see
    the cans hooked to it? They probably drugged you for who knows how long here.
    Also notice the numbers on the bed: Test ID #234. Interesting. The radio
    playing the upbeat song (tuned to 85.2 FM) is on a nightstand. Next to the
    radio is a (coffee?) mug and a clipboard. On the clipboard is a piece of paper.
    It reads "Portal Test Sequence Hazard Identification Card." It's supposed to
    stay in the testing area. It features 10 pictures. One is a picture of cake...
    is cake a hazard? A toilet is also here.  
    
    Look outside the transparent walls of this area. Two security cameras are 
    watching you. One camera is above a door leading to a red switch in the ground.
    There is also an observation window, much like those in the Black Mesa Hazard
    Course or the UNATCO Training Course (did you get that reference?). 
    
    The game tells you how to move around and jump. 
    
    When the timer reaches 40 seconds, a computerized voice speaks to you. You have
    been sleeping in a Relaxation Vault. The Rebel mentioned the same vault on
    the website! Note how the voice says "your brief detention," making it sound
    like you were forced to stay here.
    
    Just when the voice is telling you something not to touch, her voice fizzles
    for a moment, implying that she is in need of repair. Then she starts talking
    quickly in Spanish. It's translated as: Please {?} from failing. Thank you very
    much. 
    
    The portal then opens. It's orange. To the right of the orange portal is a blue
    portal. When you walk through an orange portal, you come out on a blue one, and
    vice versa. Walk through the orange portal to get out of the relaxation vault.
    To your right is a marker reading "00" and listing some of the Test Sequence
    Hazards.
    
    Have you noticed? The camera not near the red switch is Camera 01 from the
    website! This is the same relaxation vault!
    
    Walk in a linear path, until you reach the room with the red switch. A cube
    falls from a device on the ceiling. Stand on the red switch and the exit door
    to this room opens. Head toward it - oops! When you're not standing on the
    switch, it doesn't work. The game tells you how to grab objects. Place the
    cube on the switch. Note the observation window in here.
    
    Proceed out of this room. The voice tells you that the cube is actually called
    the Aperture Science Weighted Storage Cube. The voice also notes the Aperture
    Science Material Emancipation Grid, which vaporizes unauthoized objects*.
    
    *Incandescent = to glow brightly, usually from electricity. 
    
    Proceed to the chamberlock.
    
    ===============
    Test Chamber 01
    ===============
    
    Proceed down the corridor, past the test marker, and down a ledge. The voice
    tells you to place the ASWSC on the red switch, the formal name of which is the
    1500 MegaWatt Aperture Science Heavy Duty Super-Colliding Super-Button.
     
    The voice opens a portal for you that changes destinations every few seconds.
    When the destination contains an ASWSC, enter the portal and
    grab the ASWSC. The portal dissapears, but it will be back. When it is, enter
    it. Still holding the ASWSC, wait for the orange portal here to switch to a
    view of a 1500MWASHDSCSB. Enter and place the ASWSC on the 1500MWASHDSCSB. Wait
    for the portal to come back, just like before. Enter it (leave the ASWSC, of
    course).
    
    Back in the main room, wait for the orange portal to show an open door on the
    other side. Enter the portal (turn around to see an observation window) and
    cross the threshold of the door.
    
    Proceed to the chamberlock.
    
    ===============
    Test Chamber 02
    ===============
    
    Walk forward. A test marker lights up to your left. The voice tells you that
    the ASMEG is likely to destroy your teeth/mouth. Watch through
    the glass window in front of you. See that gun? Let's get it. Go through
    the door on your right and turn left.
    
    If there is not a blue portal on your right, wait for one to be shot through
    the window to the left. After the portal appears, walk through it. You appear
    on a ledge, with the gun below. Drop down and retrieve it; the portals
    it shoots can't harm you. The voice officially names it the Aperture Science
    Handheld Portal Device. The voice also warns you not to look at or touch the
    "operational" end of the Device or to submerge it in liquid, even partially.
    The portals themselves are safe, however. The voice gives you the most
    important warning, but it fizzles out before it can start, further enforcing
    that the voice is in need of repair.
    
    The game tells you how to shoot a blue portal. Shoot a portal anywhere within
    your physical reach and walk through it. The exit is to the right. Before you
    leave, note the observation rooms in the test chamber.
    
    Proceed to the chamberlock.
    
    ===============
    Test Chamber 03
    ===============
    
    Turn left after coming out of the chamberlock and proceed until the test marker
    lights up. The voice says to complete the test, minding the gap to your right.
    
    Shoot a portal anywhere within your physical reach (next to the test marker,
    for example). Walk through it. Note the observation window to your left. A
    camera is to your right. Shoot a portal at it and walk through the orange
    portal. The chamberlock is to your right. "Remember, the Aperture Science
    Bring Your Daughter To Work Day is the perfect time to have her tested." Tested
    for what? Tested with what? This? This isn't a test, this is an "Enrichment
    Center Activity."
    
    Proceed to the chamberlock.
    
    ===============
    Test Chamber 04
    ===============
    
    Walk forward until the test marker lights up. The voice encourages you. Shoot
    a portal at the nearby camera. Proceed forward, past a 1500MWASHDSCSB, a glass
    wall, and an orange portal. 
    
    Note the observation windows (I won't mention them again; remember that
    you're supposed to note them!). An ASWSC has been dropped into a pit here. Drop
    into the pit, move the ASWSC so it's on a totally gray surface, and shoot a
    portal under it. Drop through after it and place the ASWSC on the red switch.
    The voice congratulates you and says you're on your own in the next test
    chamber.
    
    Proceed to the chamberlock.
    
    ===============
    Test Chamber 05
    ===============
    
    Exit the chamberlock and turn right. The test marker lights up. Notice the
    camera. The voice lies!! Shoot a portal at the camera and walk into the next
    room for the portal to take effect.
    
    Shoot a portal anywhere and walk through it. Shoot a portal under the ASWSC
    that is opposite you. Take it (it's right behind you) and place it on one of
    the two 1500MWASHDSCSBs in this room.
    
    Now go to the pit in this room. Shoot a portal under the ASWSC there and go
    through after it. Take the ASWSC to the other 1500MWASHDSCSB. The locked door
    opens. Go through it.
    
    The voice admitted that she lied - they did observe you. Duh! Shoot a portal
    anywhere, walk through it.
    
    Proceed to the chamberlock.
    
    ===============
    Test Chamber 06
    ===============
    
    Go out of the chamberlock and pass the test marker. The voice points out the
    Aperture Science High Energy Pellet, the Energy Balls from Half-Life 2. Did
    the Combine somehow later get this technology?
    
    To the left is the ASHEP, being released by a device on the ceiling. The device
    isn't formally named, so I'll call it the Dispenser. The ASHEP bumps into an
    orange portal and rebounds. On the ground to the right of it is a device that
    eminates red light - ASHEPs go in these devices. I'll call them Receptors.
    Place a portal on the ceiling above the Receptor. Get out of the way - you may
    be vaporized. Proceed to the other end of the chamber and get on the lift. The
    voice tries to complement you, but doesn't know your name or your hometown,
    implying that you are not an authorized test subject - maybe you didn't
    complete the forms on Aperturescience.com?
    
    Proceed to the chamberlock. 
    
    ===============
    Test Chamber 07
    ===============
    
    Proceed and go down the stairs. The test marker is to the right. The voice
    tells you that Aperture Science is supposed to provide warning devices on
    mobile equipment such as the ASHEP, but noise and lights make the AHSEP
    explode. 
    
    ASHEPs are coming from a Dispenser on the wall to the left. They travel to a
    wall on the right, making a black mark before rebounding. Shoot a portal at
    the black mark and wait for the ASHEP to reach the Receptor it needs to be in.
    
    You've started the Aperture Science Unstationary Scaffold. The voice tells you
    to use it to leave. You see it move left to right, then back again. Shoot a
    portal on the ceiling above the leftmost spot it travels. Go to the orange
    portal and peer into it, but don't enter it. When you see the ASUS in the
    portal, enter the portal. Ride the ASUS to the end.
    
    Proceed to the chamberlock.
    
    ===============
    Test Chamber 08
    ===============
    
    Walk forward to the test marker. The voice warns that touching the floor here
    will result in a penalty to you, followed by death. Continue forward to the
    balcony. Shoot a portal and walk through it: WARNING!!! Crouch before entering
    the portal (the game tells you how); on the other side is an ASHEP. 
    
    On the other side of the portal. You're still crouching. Look to your left.
    Notice two things: the black mark the ASHEP makes when it bounces off the
    wall, and the Receptor that you need to get the ASHEP into. Notice the Receptor:
    it shines red light on a wall opposite it. Shoot a portal at the black spot
    (you should still be crouching!). When the ASHEP comes out of the orange
    portal, shoot a blue portal at the red light the Receptor shines on the
    opposite wall. After the ASHEP is secure, an ASUS starts moving.
    
    Shoot a portal on the ceiling above the ASUS's original position. When it
    comes within view again, drop into the orange portal on your platform. Ride the
    ASUS to the other end. The voice assures you that anything that appears
    dangerous really isn't.
    
    Proceed to the chamberlock.
    
    ===============
    Test Chamber 09
    ===============
    
    Walk forward to the test marker. The voice says that the test is impossible,
    says not to solve it, and apologizes. If you stay where you are, the voice goes
    on to say roughly the same thing two more times. The third time, she tells you
    to quit. The fourth time? "No one would blame you if you quit now." The fifth
    time she bribes you with cake. Remember, the cake is a lie. Ignore her.
    
    Walk forward into the next room. Take the ASWSC (for fun, stick it in
    the ASMEG and get another ASWSC) and shoot a blue portal under it. Enter the
    portal yourself. You're on a raised platform. Without leaving it, face the
    ASMEG and look up. A hole is in the wall. Shoot a portal into the gray wall
    beyond. Take yourself and the ASWSC back through the orange portal. Place the
    ASWSC on the 1500MWASHDSCSB. The voice notes your ability to be resourceful
    under "extreme pessimism." Leave through the door the 1500MWASHDSCSB opened.
    
    Proceed to the chamberlock.
    
    ===============
    Test Chamber 10
    ===============
    
    Walk forward to the first area and the test marker. The voice garbles something
    about momentum, hinting at its usefullness. Now return to the elevator at the
    beginning of the level and turn around. Walk forward. You're in a corridor with
    walls that portals can be shot on. Shoot a portal on the wall and walk through.
    Enter the next room.
    
    There's a ledge in here, at the edge of a pit. At the bottom of the pit is
    a gray surface. Shoot a portal at a section of it. Jump off the ledge into that
    portal. After you're done flying through the air, the voice observes that you
    seem to understand how momentum isn't affected by portals. Enter the next
    room.
    
    This room is similar, with the ledge and pit idea. Look down. An orange portal
    is already on the ground. Turn around and look up. A section of wall protrudes
    when you look at it. Shoot a portal in the section of wall - as high up as you
    can, and as centered as possible. Next, fall into the orange portal. The voice
    reiterates that momentum is conserved between portals. Walk forword until you
    hit the wall. Turn around and look up.
    
    See the section of gray wall almost above you? Shoot a portal into it. Then go
    to the edge of the platform you're on. Fall into the orange portal again.
    
    Proceed to the chamberlock.
    
    ===============
    Test Chamber 11
    ===============
    
    Walk forward to the test marker, in a room with transparent walls on one side.
    The voice says that the Enrichment Center always provides safe tests. She
    then contradicts herself: they do provide dangerous tests, but give you
    helpful hints, like: "The floor here will kill you. Try to avoid it." Look at
    the test through the glass wall here - duh! Shoot a portal anywhere you can,
    and walk through it. The view from the other side of the portal changes, like
    in Test Chamber 01. When the view changes to an area that doesn't have the
    dangerous floor, enter the portal. 
    
    Notice the orange portal gun in front of you. You need to get that. To do so,
    press the red switch nearby (the game tells you how). It opens a door in front
    of you and up a little bit. Shoot a portal through the open door. Now, wait
    for the orange portal gun to shoot a portal on a nearby wall. Enter the orange
    portal.
    
    An ASHEP is in here. Look back into the blue portal. When the view changes to
    include a Receptor, shoot a blue portal at the black mark the ASHEP makes when
    it bounces off the wall. When the ASHEP makes it into the Receptor, shoot a
    portal in the wall, wait for it to go back to the Receptor view, and enter the
    portal. Ride the ASUS to the portal gun and take it.
    
    The voice says that the ASHPD is more valuable than the incomes and organs of
    everybody in your hometown, which is still unknown. Why isn't your data in the
    system? Anyway, a switch pops out of the ground. Press it and a door opens
    above it. Shoot a blue portal through the door. Turn around and jump on the
    ASUS when it comes back. Ride it to the other end, shoot an orange portal
    into the wall (the game tells you how), and jump into it.
    
    Proceed to the chamberlock.
    
    ===============
    Test Chamber 12
    ===============
    
    Walk past the test marker. An open area is to your right. The voice says "Get
    ready to fling yourself...fling into space." Look down the ledge to a gray
    floor. Shoot an orange portal into the floor. Now look up. See the protruding
    gray wall? Shoot a blue portal into it. Fall into the orange portal from the
    ledge. 
    
    Turn around. See the higher section of protruding wall? Shoot a blue portal in
    it. Go to the ledge here and fall into the orange portal again. You land on a
    platform with a 1500MWASHDSCSB. While here, some wall protrudes at an angle.
    Use a blue portal on it. Go to the ledge of this platform and fall onto the
    next ledge, then fall into the orange portal. Grab the ASWSC here and jump
    back to the 1500MWASHDSCSB. Place the ASWSC on the 1500MWASHDSCSB and fall into
    the orange portal again. Go through the door that the 1500MWASHDSCSB opened.
    
    Proceed to the chamberlock.
    
    ===============
    Test Chamber 13
    ===============
    
    Proceed forward to the test marker. The voice says that the next test could
    take a long time, and you can pass out from thirst if you want.*
    
    *Intubation = the process of sticking an air tube into your throat so you
    can breath. Peptic = relating to stomach acids. Salve = a healing ointment
    placed on the skin. So, if you pass out, the voice will dispatch a guy that
    will stick an air tube in you. He'll revive you with an ointment possibly
    from or made from stomach acids. Ew.
    
    There's a balcony here, with an ASWSC and a locked door. Shoot a blue portal at
    the wall by the ASWSC. Shoot an orange portal within your reach and enter it.
    Grab the ASWSC, and put it on the 1500MWASHDSCSB. Enter your orange portal to
    get back up to the balcony. Leave through the now-open door.**
    
    **Let me just say something about those observation windows - notice that one
    in the room we were just in? Two chairs sat directly next to the window, facing
    out into the testing area. Nobody's there. Nobody's been in any of the windows.
    Are you being watched through the windows, the cameras, both, or not at all?
    
    Shoot a blue portal through the door you just came through, at the ceiling.
    Shoot an orange portal within your reach and enter it. Go get the ASWSC off the
    1500MWASHDSCSB. Shoot a blue portal anywhere within your reach and enter it,
    with the ASWSC.
    
    Look on the ceiling. See the white square with one black dot in the corner of
    it? Shoot a blue portal into it (drop your ASWSC to fire). Then shoot an orange
    portal under the ASWSC. If your ASWSC doesn't stay on the switch it ends up on,
    adjust your blue portal and repeat.
    
    See the ASHEP in here? See the Receptor on the floor in here? Stand in the
    center of the Receptor, look up at the ceiling, and shoot a blue portal at
    it. Now, see the black mark the ASHEP leaves when it bounces off the wall?
    Shoot an orange portal at that mark. When the ASHEP gets in the Receptor, an
    ASUS starts moving. See the patch of gray ceiling above the ASUS? Shoot a blue
    portal up there. Look into your orange portal: when you see the ASUS below you,
    enter the portal to land on the ASUS.
    
    See the white square with two black dots on the ceiling? Shoot a blue portal at
    it. Take the ASWSC and hop off the ASUS. Drop the ASWSC into the orange portal
    (even if the portal is on the wall). If it doesn't work, adjust your blue
    portal.
    
    Now the exit door has opened. Through the exit door is a patch of gray wall.
    To see it, stand to the right of the door and look into it. Shoot a blue portal
    into there. Enter your orange portal.
    
    The voice says that when the test is over, "you will be missed." Aww. How
    touching. Shoot an orange portal at the camera in here.
    
    You can see yourself by looking through a portal now. Your orange jumpsuit says
    "APERTURE." You have black hair, parted down the middle. You're skinny.
    
    Proceed to the chamberlock.
    
    ===============
    Test Chamber 14
    ===============
    
    Walk forward past the test marker into a hallway that runs left and right. The
    voice makes some interesting comments: the portals might leak high-energy
    gamma (what kind of gamma? rays? beams?). You could be told about "applicable
    regulatory compliance issues*," but the voice won't tell you, and will never
    tell you.
    
    *Applicable = relevant. Regulatory = having to do with rules, usually
    governmental. Compliance = doing the actions of a greater person in person. So,
    that phrase the voice uses roughly means: Regarding portals, they leak
    dangerous substances; we could inform you of issues where you are forced to
    follow rules where needed, but we won't inform you." Keep in mind the actual
    portal travel is safe - the substances around the portal and the ASHPD are
    not.
    
    Take the left path and walk - when you reach the wall, stairs are provided. You
    end up at a Receptor. Walk to the left - an ASWSC is on top of a seemingly
    unreachable ledge. Walk until the ledge is in your face. Turn around and look
    up. Shoot a blue portal into the rightmost and uppermost gray spot up here.
    Walk 3-4 steps away from the unreachable ledge in the direction of the
    blue portal. Shoot an orange portal beneath you. You should fall out of the
    blue portal and in your orange portal (you may need to nudge yourself in the
    right direction) - your momentum is greater as you come sailing out of the
    blue portal again and land on the unreachable ledge. Take the ASWC back
    to where the voice talked in the first paragraph of this section. On the way,
    place a blue portal directly above the Receptor. When you've arrived back at
    the start, place the ASWSC on the nearby 1500MWASHDSCSB and go through the door
    it opens.
    
    Walk through a hallway and you'll reach an area with a deadly liquid. Up/down
    lifts are here. When they're up/not in the deadly liquid, use them to jump
    across this area. You end up in a room with an Energy Pellet. Shoot an orange
    portal at the area where it rebounds (the black mark). The Pellet zooms into
    the receptor. Bingo! Enter the portal.
    
    The voice has activated an exit lift. From the Receptor, a trail of dots leads
    to it, much like a trail of dots goes from a 1500MWASHDSCSB to the door it
    opens. Get on the lift.
    
    Proceed to the chamberlock.
    
    ===============
    Test Chamber 15
    ===============
    
    Walk forward to the test marker. The voice says that you'll get cake and grief
    counseling (this causes grief?) at the conclusion of test 19. Walk past the
    test marker. 
    
    This is a big room with a glass barrier across the lower half, and an ASMEG
    across the top half. Go to the barrier, turn around, and look up. There's a
    protruding section of wall. Shoot a blue portal into it. Shoot an orange portal
    anywhere and walk/fall into it.
    
    Now, when you come zooming out of the blue portal, you don't have enough
    conserved momentum to shoot across the glass barrier. Therefore, in the one
    second you're airborne, shoot an orange portal at roughly where you'll land on
    the ground. If you fall into the orange portal, you'll ZOOM out of the blue
    portal and past the ASMEG. It's not really something I can force feed you - it
    takes reflexes, smarts, luck, and the quicksave button (F6).
    
    Once you're on the other side, shoot a blue portal at the camera, and an
    orange portal anywhere else. Proceed into the next area.
    
    Get the lay of the land - there's a Receptor, and there's an ASHEP -  and two
    ASMEGs. We've got to handle this cleverly. Pass through an ASMEG to make all
    portals dissapear. Shoot a blue portal at the black mark the ASHEP makes when
    it rebounds. Then shoot an orange portal at a patch of gray wall in front of
    the ASMEG in front of the Receptor. The ASHEP should then come through toward
    the Receptor. As soon as the ASHEP is out of the orange portal, rush across the
    ASMEG, shoot an orange portal where the ASHEP will rebound off the wall, and
    shoot a blue portal directly above the Repceptor, then get out of the way of
    any portals - those ASHEPs can kill you! An ASUS is activated. Take it out of
    here.
    
    You end up in another hall. Enter the hall and take the doorway to the left.
    You're in a small room with a camera. Return to the hall. Look up. Shoot a blue
    portal into the protruding wall. Go back to the room where the camera was.
    There's a tiny little pit in this room. Shoot an orange portal into the ground
    of the pit and fall into it. You'll zoom out of the blue portal. Roughly where
    you land is some gray area - shoot an orange portal into it. You'll come
    zooming out of the blue portal again and end up past this first ASMEG.
    
    See the protruding wall here? Use it to double fling across the next ASMEG. Now
    we have to get this ASHEP into the Receptor. This ASHEP leaves two black marks
    - shoot a blue portal on the mark on the piece of protruded wall. Next, see the
    observation window here? To the left of it is 2 squares of gray wall. Look at
    the right one. Go down 2 squares and shoot an orange portal into the wall. The
    ASHEP should rebound until it hits the Receptor (if not, adjust the orange
    portal).
    
    Shoot a blue portal high into the wall (high above the two protrusions). Use
    that portal to double fling back past the ASMEG. There are three ways out of
    this area you're in - 2 barriers surmounted by double flinging and a doorway
    with an ASUS in it. Take the doorway.
    
    The ASUSs end their journey right here. Shoot a blue portal at the other
    end of the hallway (level to your body). When an ASUS comes near, hop on it,
    shoot an orange portal in a wall nearby, check to see if another ASUS is on
    the other side, and if it is, jump into the portal. Look left, shoot an orange
    portal on the wall across the hall (straight ahead), re-enter the blue portal.
    Look to the right, where the system of ASUSs end. Shoot a blue portal into
    a patch of gray floor. Back in the tunnel, shoot an orange portal anywhere and
    enter it.
    
    New area. See the observation window? Opposite that is a lift. Take it up. Look
    across the room with the ASHEP in it - see a room identical to the one you're
    in now? From here, shoot a blue portal into that room. Shoot an orange portal
    on the wall in here. Press the red switch (this is timed). Enter the orange
    portal and press the red switch here. Look out into the room with the ASHEP.
    Shoot an orange portal at the protruding wall (near where the camera was), and
    an orange portal at the black mark the ASHEP makes when it bounces off the
    floor. With luck, the ASHEP should land in a Receptor. The voice notes that you
    can donate some or all of your organs to the Aperture Science Self-Esteem Fund
    for Girls.*
    
    *What's up with Aperture Science's obsession with girls? There's a bring-your-
    daughter-to-work day. You can have your daughter "tested" (?). You can donate
    your vital organs to girls to (?) raise their self-esteem. Weird.
    
    An exit lift has been activated across from the room you're in. Take the lift
    up.
    
    Proceed to the chamberlock.
    
    ===============
    Test Chamber 16
    ===============
    
    Walk forward to the test marker. The voice says that Test Chamber 16 is
    undergoing schdueled repairs. Instead of a portal course, they give you
    a live-fire course designed for military androids. Why does Aperture Science
    manufacture military androids? Are they some kind of a defense contractor - 
    was the portal gun meant for combat? Also, I don't think this is a mistake
    course. How could that alter the building just that that? Maybe they changed
    the elevator destination, but then why does it still say "16" on the marker?
    The voice may be lying - which means there IS no test protocol - or anyone to
    enforce it.
    
    Anyway, go through the door the voice has opened. Take a look at your first
    Turret. Yes, they talk in soothing voices. Some fire on you from another room,
    but the glass is unbreakable. Shoot a blue portal on the wall in the hallway
    with the test marker, and shoot an orange portal underneath this first Turret
    here. They behave like the Turrets from HL2 - they deactivate when they're not
    upright. Move past the Turret into the next room - see that Turret laser?
    Avoid it.
    
    Whip around the corner with the laser. Quickly shoot an orange portal under
    the Turret you see*. Keep going until you see another Turret laser, again to
    your left. Instead of dealing with the turret, jump across the space with the
    laser, so you can be quick enough to avoid it. You come upon a Turret partially
    enclosed in glass. Look at it. See the X in the ceiling above it? Shoot an
    orange portal into that X (try not to get hit too much). Return to the Turret
    we just dodged. Run up behind it. Shoot a blue portal under it. You should get
    an achievement. Look behind you and shoot a blue portal at the camera. Return
    the Turret partially behind glass. Near the glass, see two Storage Cubes and
    a section of protruded wall? Remove the cubes, crouch, and go behind the
    scenes of Aperture Science - you weren't meant to see this.
    
    *Here's a good example. See the orange gnat-like things around the portal? That
    must be the gamma technology.
    
    The floor just outside this area reads "help." This entrance was marked with a
    black handprint (just like secrets in Duke Nukem 3D). The wall in here is
    adorned with posters. One has an Aperture tagline on it: A Trused Friend in
    Science. So, Aperture has already proven themselves to the world as a reliable
    and good Science center. Maybe it's related to their portal or military
    technology. There's also a handwritten message: Can I help you? So, someone
    else is here - trying to escape, but at the same time, attempting to aid
    anyone else here. What are we escaping from? Finally, scrawled all over the
    wall: THE CAKE IS A LIE. This says several things. First, the phrase "The Cake
    Is A Lie" has huge significance, because it's 1) on Aperturescience.com 2) cake
    is promised by the voice 3) back in Test 00, cake was listed as a hazard.
    If the voice lied about the cake, does that mean she lied about the grief
    conseling? We better not trust anything the voice says anymore (although she
    did say that the Self-Esteem thing is real: "It's true!"). Leave this area.
    
    See the next Turret laser? It's facing the spot where the Turret half-enclosed
    in glass was. This next Turret also has an X above it. Whip around the corner,
    shoot an orange portal at the X, and retreat. Go get one of the ASWSCs near the
    behind-the-scenes area. Shoot a blue portal under one. The Turret is now
    deactivated. Go into the hallway it was guarding and you can see two more
    Turrets right in front of the other side of a glass barrier. Peek around the
    barrier and shoot an orange portal at the wall behind the two Turrets. Go back
    to the blue portal and fall into it.
    
    Take one of the Turrets (E) and smash it into the other. Both should go down.
    Now, face the room as if you just came out of the portal. There are 3 exits,
    left, center, and right (the right exit has your ASWSC in it). Take the center
    exit.
    
    Interesting. There's a dispenser for ASWSCs here. The dispenser is
    broken - it opens every 10 seconds or so, but no Cubes come out - the floor
    is littered with them. The black handprint is on the wall - the same guy that
    was in the behind-the-scenes section was here. Could he have left through
    here? This was probably tampered with - some wrenches are lying on top of a
    ASWSC, next to a radio exactly like the one in the Relaxation Vault. Is there
    more than one? It's even playing the same song. Can the radios only get one
    channel? Exit this area and go to the left exit of the previous room.
    
    There are 2 Turrets in here (a third is out of reach for now). Shoot a blue
    portal under the closer one (while moving, so you don't get hit). Then shoot a
    blue portal at the wall behind the second turret. Go to the orange portal
    and grab the Turret from behind. Swing it around and let it go so it lands on
    its side. Go through the orange portal, turn left, and fire a blue portal under
    the third turret. 
    
    See the 1500MWASHDSCSB in here? Take any ASWSC you wish (you have many)
    and place it on the 1500MWASHDSCSB (before doing so, shoot an orange portal
    above your blue portal). A Turret is on the other side of the door. Shoot an
    orange portal behind it (don't worry about the fence). Enter your blue portal.
    Shoot an orange portal under the Turret.
    
    Another Turret is to your left. Shoot an orange portal at some wall behind it
    (but on the other side of the fence protecting it). Take the Turret in hand.
    See the ASMEG here? Introduce the Turret to it. The voice addresses you as if
    you were an android, in a remarkably more stern and robotic voice.
    
    Proceed to the chamberlock.
    
    ===============
    Test Chamber 17
    ===============
    
    Walk forward and you'll see a ASWSC dispenser with a special kind of
    ASWSC - just like a ASWSC but it has a heart symbol on it. The voice
    names it the Weighted Companion Cube, and names the dispenser the Vital
    Apparatus Vent. Get the WCC. The voice tells you to keep it with you and to
    "take care of it." Pass the test marker and go forword.
    
    See the 1500MWASHDSCSB behind the glass? That's our ultimate goal. For now,
    turn right. Use your WCC here: place it next to the lower right corner of the
    system of ledges. Hop on the cube, hop on the ledge, get the WCC, use it to
    hop the next ledge, get the WCC. Continue on.
    
    This next area is a LONG hallway with just you, the WCC, and an ASHEP.
    The WCC will deflect the ASHEP. Walk down the corridor with the WCC in front
    of you and you should survive. At the end, the voice tells you that Enrichment
    Center testing produces hallcinations, etc. The WCC won't stab you - and it
    can't speak. Now that we're reassured, continue on. The only way out is through
    a very similar hallway. This time, walk backwards with the WCC still in front,
    to deflect the ASHEPs coming fron another dispenser.
    
    At the end, take the WCC and enter the next room. You're on a ledge. Leave your
    WCC here. Drop off the ledge.
    
    Search around this room until you spot the black handprint. Shoot an orange
    portal behind the protruded wall. Shoot a blue portal anywhere out here and
    enter it. Welcome to another off-limits area where you're not supposed to be.
    
    There are 3 walls of interest. The first one has a calendar on it: The Girls
    of Aperture Science. The face of the girl has been taped over with a photo of
    a WCC. The calendar is displaying September of 1983 - a year after GLaDOS 1.07
    was made. The calendar is possibly 20-25 years old - it DOES look frayed.
    
    There are 3 photos of a chubby man in a suit and tie - his face, too,
    has been replaced with WCCs. One of the pictures of him is labeled: our
    founder. The same picture has "R.I.P." written next to it. So, the founder of
    Aperture is dead. Did this person who escaped kill him? Why? What happened
    here? Is Aperture still a trusted name in science?
    
    There is a drawing of a camera, much like those we've been destroying,
    accompanied with a message: SHE'S WATCHING YOU. She must be the voice.
    
    There are many messages wrapped around the pictures of the man:
    
    "The Vital Apparatus Vent will deliver. Oh, it WILL." This comment sounds
    lustful. I don't consider the WCC particularly hot.
    
    "Superstition, perceiving inanimate objects as alive, and hallucinations. I'm
    not hallucinating. You are. The companion cube would never dessert me.
    Dessert. So long...cake. Haha. Cake. A lie. The companion cube would never lie
    to me. NEVER." The first sentence is what the voice told you. It is likely that
    this person took the same test you're taking, and received the exact same
    comments that the voice is feeding you now. There is also more WCC
    faithfullness. It's also been a long time since the person ate cake - or any
    type of dessert.
    
    "Trust me." Instead of whom? The voice. Why? You're crazy.
    
    "Login: cjohnson Password: tier3." Interesting.
    
    Look at the floor - it's littered with destroyed cameras, milk cartons, and old
    cans of beans. Was the person living here? To escape the voice? To escape
    Aperture Science? How long?
    
    Look at the next wall: many pictures of the WCC. Another Aperture tagline:
    not never but NOW. Seems forceful. Messages are written around the tagline.
    
    "Where are you? I will find you." Who is Johnson (the login and these messages
    are probably left by him) talking to? People like you? 
    
    "COMPANION CUBE." Woah. Johnson must be really attached.
    
    "You said to take care of it. How can I? You wouldn't let me. I should
    disregard your advice." Is "you" the voice? Going back a few statements,
    so he thinks that the voice is omniscient. About this one: sounds like
    Johnson may have destroyed the WCC, much to his heartbreak.
    
    "STOP WATCHING." Paranoid.
    
    "Though earth and man are gone, I thought the cube would last forever. I WAS
    WRONG." THIS is interesting. It could be applied to Aperture Science - are all
    the personell gone through something that happened here? You could also apply
    it to the Combine - what if this is post-HL, and the Combine have driven out
    the humans in the surrounding areas, and have begun to drain earth of its
    resources and beauty? 
    
    One more wall. There is a picture full of WCCs. Here are the messages around
    the picture.
    
    [Next to picture of "dead" WCC] "Why why why why why why why why why why why
    why why why why why why why?" Again: Johnson loves that WCC.
    
    "Because I could not stop for Death, he kindly stopped for me. The Cube had
    food and maybe ammo. And immortality." That's interesting. The quote roughly
    means "I don't have time to worry about death, so death went out of his way
    to kill me." Interesting.
    
    "Not in cruelty, not in wrath. The REAPER came today; an ANGEL visited this
    gray path and took the cube away." So death came with no evil intentions and
    killed the cube, which went to heaven.
    
    Woah. That's quite a lot of information for one little room. Let's use some of
    it.
    
    1. Quit Portal.
    2. Open up IE (hopefully you have IE).
    3. Go back to aperturescience.com.
    4. Type in "login"
    5. Username: "cjohnson"
    6. Password "tier3"
    7. You're in GLaDOS again, under the ADMIN list.
    8. Type "notes" and enjoy the backstory.
    
    Let's summarize. Aperture opened in 1953 to make shower curtains. They
    started making shower curtains for the military (except the Navy) in 1956.
    Not happy with that, Cave Johnson (Founder/CEO) tried to kill important naval
    people in 1978, but it backfired. He died in 1979, but not before lying out
    future projects for Aperture: The Heimlich-Counter-Maneuver, the Take-A-Wish
    Foundation, and a portal idea.
    
    After several sick child fiascos and chokings, the Senate gets involved in 1981.
    However, when they hear that portals are coming along nicely, they let Aperture
    do whatever they want. This confirms that Aperture is in the US.
    
    In 1986, Aperture enters compeition with Black Mesa, "another" defense
    contractor. So Aperture is now a defense contractor, which explains the
    androids and turrets. To stay ahead of BMRF, Aperture starts to construct
    the Genetic Lifeform and Disk Operating System (GLaDOS), an AI. The voice
    is probably this AI. In 1996, the DOS portion is completed. Some time later,
    the GL portion is finished.
    
    GLaDOS is first activated on the first annual bring-your-daughter-to-work day.
    You could possibly be the first test subject, but I doubt it. Also, we know
    the WCC lover isn't Cave Johnson, but someone who knew Cave Johnson.
    
    Re-enter Portal and get out of the behind-the-scenes room. Leave your WCC
    out here.
    
    Alright. Remember where we came in, from the ledge? Shoot a blue portal
    somewhere up there, then shoot an orange portal under you and enter it. See
    the Receptor, on a titled wall here? See the similair wall across from it
    (it's identical but doesn't have a receptor)? Shoot a blue portal into that
    wall. Return to the previous room, the one with the long corridors. See the
    mark that the ASHEP makes? Shoot an orange portal at it. The ASHEP
    should end up in the Receptor and one of three needed platforms activates in
    the room with the WCC. 
    
    Drop down and get your WCC. There are 3 exits: the protruded wall, a doorway
    with a 1500MWASHDSCSB through it, and a third doorway. Take the WCC with you
    through the third doorway into a room with a Dispenser, a Receptor, and the
    ASHEP. Using the WCC, deflect the ASHEP into the Receptor by placing
    the WCC below the Receptor. Return to the room with the three exits and take
    the second one. Take the WCC.
    
    There's a 1500MWASHDSCSB right in front of you. However, there's another one on
    a ledge at the "Northwest" end of the room if the entrance to here is
    "South." Place the WCC on that 1500MWASHDSCSB. Now, be prepared for some quick
    reflexes. Stand on the other 1500MWASHDSCSB and shoot a blue portal at the
    center of the protruding wall in the previous room. Enter it.
    
    The Dispenser here is no longer dangerous. Remember, there were two long
    corridors with dispensers. Go to the other, first corridor. Shoot an orange
    portal at the other end of it and manually walk back to the area with the 2
    1500MWASHDSCSBs. Dodge any stray ASHEPs.
    
    A ASHEP should now be hurling toward you from the blue portal. Right before it
    hits you (or any time before it hits you) step off the 1500MWASHDSCSB to dodge
    it, and step back on INSTANTLY. Hopefully, the ASHEP will make it to the
    Receptor. When succesfull, shoot an orange portal on the ledge area of the
    previous room. Enter the blue portal. Take the WCC.
    
    See the raised platform here? With your WCC in hand, jump on it. There are
    more to the right. After you've jumped twice more, turn right and jump again.
    Proceed to the 1500MWASHDSCSB and place the WCC on it. GLaDOS congratulates
    you, but says you must euthanize the WCC* by placing it in the Aperture Science
    Emergency Intellgence Incinerator. Go to the door the WCC opened (follow the
    dots) and enter it. Before doing anything, listen to the voices comments.
    She assures you that all people involved with this are abstained from any
    guilt. She says the WCC would want to be killed instead of being a burden. She
    tells you to incinerate it. She tells you that 8/10 AS engineers believe that
    the WCC can't feel pain. Does that mean that the engineers aren't really
    science-oriented? They should make shower curtains instead. Anyway, she then
    says that you have to kill it - the State mandates this; further proof that
    Aperture is US-based. One last time, GLaDOS tells you to just incinerate it.
    
    *To euthanize = to kill, with varying levels of pain involved.
    
    Press the red switch here. The ASEII opens. Go to the WCC, take it off the
    1500MWASHDSCSB, and go and toss it into the ASEII. GLaDOS says that you killed
    the WCC more quickly than anybody else. Creepy. The exit door opens opposite
    the ASEII.
    
    Proceed to the chamberlock.
    
    ===============
    Test Chamber 18
    ===============
    
    Walk forward to the test marker. The voice says that when you're done with
    Test Chamber 19, you will be baked. That's an outright threat! We better be
    careful.
    
    See the camera ahead? The ceiling above it is gray - shoot a blue portal into
    it. Shoot an orange portal beneath you. You should be closer to the camera
    now. Turn left. A knocked out section of wall!! Enter behind-the-scenes #3.
    
    Not much here. Some more food, indicating, along with the black handprint,
    radio tuned to the SAME station, and a broken CPU, that this mysterious lunatic
    (who knows Cave Johnson's info) has been here. A bunch of empty electrical
    sockets - perhaps signifying the age of Aperture Science. The exit door handle
    has been ripped off - someone didn't want anyone to leave. We better start
    looking for ways out. I'm sure you don't want to be baked either. Now exit
    this area and face the camera again.
    
    Face it, turn right, and look up. There is a portion of ceiling higher
    than the one the blue portal is placed on. Place a blue portal on the higher
    portion. Face the camera and just turn right. See the gray wall? Shoot an
    orange portal into it. Jump into the portal (don't fall into the acid!). You
    should land on a platform with a white box containing two dots.
    
    Face the camera on this platform. Turn around and look up. The same as before -
    shoot a blue portal into the higher portion of ceiling, and shoot an orange
    portal under you. You should land near a white box with three black dots - one
    on the floor, one on the wall. Stand under the one on the wall.
    
    Look up slightly and turn to the left until you see a camera on a higher ledge
    with some protruded wall above said ledge. Shoot a blue portal onto the
    protrusion. Shoot an orange portal under you. You'll fall out onto the ledge
    with the camera. The edge of the ledge. You'll be so close that you'll fall
    off toward another, lower ledge. Shoot a portal where you're going to land.
    You should end put zooming past a 1500MWASHDSCSB. You hear Turrets deploy.
    There's a red switch to your left. Press it and leave through the opened
    hole.
    
    Let's assume that our entrance is at the "South" end of the room. There are
    several Turrets, but focus on the one in the southeast corner, level to you.
    Notice the Dispenser here, on a moving platform. It shoots ASHEPs in all four
    cardinal directions (shoot an orange portal at the camera here). Shoot an
    orange portal at the southern ASHEP black mark and a blue portal to the
    right of the southeast Turret (to the right from the Turret's point of view).
    The Turret should get knocked down.
    
    There are three more. They can be killed easily - just follow their targeting
    lasers to where they hit the wall. Shoot a blue portal at that point. When
    the ASHEP passes through the orange portal, it will eventually collide with
    the Turrets. Kill all 3 Turrets this way.
    
    Now. Shoot a blue portal at the protruding wall in the Northwest corner.
    Walk to the southwest corner. When the ASHEP passes through the blue portal,
    shoot an orange portal at the protruded wall here. Shoot a blue portal in a
    nearby wall. Look through the portal - on the other side should be a red
    switch. Wait about .5-1.0 seconds before pressing it. The ASHEP should fly
    into a Receptor.
    
    That action has started up an ASUS, which rides horizontally across the main
    chamber's midsection. Take a ride to the other end. There's a ledge just above
    your height - too bad. Drop to a ledge below, with a red switch. Press it. Some
    wall protrudes (the same wall where you entered from). Shoot a blue portal into
    it. Shoot an orange portal under you. Quickly look under where the southeast
    Turret was. Shoot an orange portal at the gray floor underneath the Turret's
    post. Fall into it.
    
    You end up on the too-high ledge, with a WSC. Take the WSC and CAREFULLY drop
    to the lower ledge (walk off, then backpadal). Press the switch, shoot a blue
    portal at the protrustion, an orange portal at the wall, and walk through
    with the WSC. Walk out the way you came in. Place the WSC on the Super-Button
    you passed earlier. Shoot an orange portal on any surface, shoot a blue portal
    on the protrusion above the camera. Enter the next area.
    
    Drop from the ledge and look left - see the huge pit? Shoot an orange portal at
    the bottom. Now look forward. There are platforms of different heights in a
    slime-filled room. Shoot a blue portal on the platform in front of you. Fall
    into the orange portal. You'll come flying up and out of the blue portal. Shoot
    an orange portal into the next-highest platform. Fall back into the blue
    portal. Shoot a blue portal into the next-highest platform and fall back into
    the orange portal. Shoot an orange portal into the protruding wall at the top
    of the room and fall back into the blue portal. You'll land safely.
    
    The voice says that the final test features dangerous electrical parts. Maybe
    you should attend an Enrichment Center Electrical Safety Seminar.
    
    Proceed to the chamberlock.
    
    ===============
    Test Chamber 19
    ===============
    
    Walk forward to the test marker. GLaDOS says to place the Device into the
    Equipment Recovery Annex when you're finished. Notice that the test marker
    lists cake as a hazard. Turn right and go into the first room.
    
    A Dispencer shoots ASHEPs off several surfaces. Shoot a blue portal on the
    black mark located on the angled piece of floor. Nearby are two white squares,
    dipicting a Receptor and a -. Stand behind the pictures, so they're
    upside-down to you. Shoot an orange portal to the left of the pictures, short
    ends facing you, long ends facing out. Get out of the way. The ASHEP should
    fly into the Receptor. Make adjustments if needed.
    
    This starts up an ASUS. Hop on it. Your first obstacle - a pipe.
    Duck to avoid it. You'll then pass a small balcony. Then you'll pass a larger
    ledge, with a red switch. Press the switch, quickly hop back on the ASUS,
    shoot an orange portal through the now-open door, and jump back to the button.
    Shoot a blue portal into the wall. On the other side of the portal, wait until
    the ASUS is in front of you. Then ride it until you see a Green ASHEP. Shoot a
    blue portal at the one of the black marks. After it passes through, shoot a
    blue portal at the camera ahead. Ride until you see a wall obstructing you to
    the right. Shoot a blue portal at the wall, and shoot an orange portal at the
    wall past and to the left of the obstruction. Teter precariously on the border
    of the two portals until the ASUS comes. Ride.
    
    The cake hazard sign. The voice congratulations you (did you know that
    4000 Kelvin = 6740.6 degrees Fahrenheit!!). Look where you're going. Fire.
    Oh no. You're going to die. Just like we predicted...wait until the ASUS
    makes it into the large room with the fire.
    
    Shoot a blue portal high into the wall opposite the entrance. Shoot an orange
    portal to the left. Jump into it.
    
    You're safe. You've also broken the system. GLaDOS fumbles for a moment, before
    improvising: that was the final test, the fire. They will now throw you a
    party, but first you have to assume the party escort submission position.
    
    =================
    Turret Production
    =================
    
    Or not. Shoot an orange portal underneath you. You'll come out high above
    where you just were. Shoot an orange portal where you'll land. You'll zoom
    across the fire pit, next to two large deactivated generators. Go left.
    
    You're in a room with a staircase. When you climb it, the lower stairs
    break. Valve wants you to solve this with portals, but use something
    unconventional! Nearby barrels. Climb using Barrels and then climb the
    upper portion of the stairs. The door up here actually has a handle.
    Go through.
    
    You're in Turret Production. To your left, two Turrets are being worked on
    (evidenced by the tools on a nearby table and their broken state) while
    fixed Turrets are being deployed elsewhere (some stay). Where are they going?
    To Test Chamber 16? Or is GLaDOS deploying them at future locations to stop
    you?
    
    The door here is keypad locked. There is a door on the other side of a locked
    fence and no crowbar. You could use a portal, but I would go back to the
    previous room and get the 3 Barrels. Stack 2 Barrels on top of each other.
    Climb over the gate holding the 3rd Barrel, but before you're fully over, pause
    standing on top of the gate. Drop the 3rd Barrel on the other side. Take the
    top barrel of the stack and also drop it over the other side. You should have 2
    Barrels now. There's a door here. Open it and bring your two Barrels. 
    
    ======
    Sewers
    ======
    
    GLaDOS says that she can feel you wondering around, but doesn't know exactly
    where you are. Interesting. There are two fans here - they can be stopped with
    Barrels. After you put the Barrels in their way, they stop forever - you can
    remove the Barrels. It's incredibly hard to be able to squeeze through the
    fans, but if you stop the fans just right (a fan "petal" obscuring the metal
    pole it's attached to). If not, just use portals. Get to the other side of the
    fan opposite the entrance to this room.
    
    We can't use Barrels anymore. See the broken catwalk to the left? Shoot a blue
    portal at the gray wall beyond it. Shoot an orange portal beneath you. Now
    that you're over here, check out this room. It's filled with acid. A VAV also
    runs through here. Enter the door to your left...it's locked!! Argh.
    
    Turn right (from facing the door). See the catwalk on the other end of the
    room? Shoot an orange portal above it. Look through your blue portal - you
    have to jump to the catwalk. Do so. Enter the open door to your right.
    
    ================
    Observation Area
    ================
    
    Look through the window to the right. A slide show is playing: "Dollars and
    Sense: Competing with Black Mesa." Watch it. It brings up some very interesting
    points, like: 1) Black Mesa isn't bound by national law 2) GLaDOS is quite
    possibly a fuel system icing inhibitor.
    
    There are four doors in here - the one you just used, an open dooor, a door
    opposite the open door, and another door. Enter door #4. You're in an
    observation room overlooking Test Chamber 14. Look at the desk here and read
    the clipboard: "TEST ID #042 FAILED" is next to a picture of a being with a 
    fat stomach and long neck (dinosaur-like). Now enter door #2.
    
    The observation window here looks into Test Chamber 09. Stare for a bit, then
    look at the desk here. The clipboard's got a picture of a regular human:
    "TEST ID #243" has not failed. That's you. Look at the wall computer. It's
    mostly garbage, but you can see some words such as "baking soda, frosting,
    chocolate chips." I won't list all of them. It's a cake recipe.
    
    Now enter door #3. You know this place! Now you unlocked that door. Enter door
    #1 and walk all the way across the catwalk. You end up at some stairs.
    Descend.
    
    ================
    Pipes/Maitenance
    ================
    
    In front of you and to the left: a red arrow drawn by our crazy friend. Above
    it is gray wall. Shoot a blue portal as high as possible. Shoot an orange
    portal under you. You come flying out of the wall, shoot an orange portal
    where you land, you zoom onto and past another broken catwalk.
    
    GLaDOS speaks to you: she tries to discourage you, telling you that you're not
    going the right way. GLaDOS is a lier, so ignore her. Walk forward and up some
    stairs. See the VAV? There's a hole in it. Enter it.
    
    ====================
    Vital Apparatus Vent
    ====================
    
    You're wisked down several different tubes before crashing into the delivery
    part of the vent (the part you see in tests). It can't hold you, so the
    delivery section collapses. GLaDOS starts to panic, coaxing you back to the
    Recovery Annex - "We're all impressed at how much you won. The test is over."
    
    ===============
    Test Chamber 09
    ===============
    
    Walk through the ASMEG to the left. Stand on the 1500MWASHDSCSB. Shoot a blue
    portal through the opened door. Get off the 1500MWASHDSCSB and shoot an orange
    portal anywhere. Walk through. To the right is where the exit lift is supposed
    to be - it's gone right now. Fall down the elevator shaft.
    
    ================
    Floor Production
    ================
    
    Shoot an orange portal into the shaft floor. GLaDOS says they cut the cake
    without you and urges you to hurry back to get some. Hop out of the elevator
    shaft. There's a fence with a door in it, but it's locked. To the left of the
    door and past the door is some portal-susceptible ceiling. Shoot a blue portal
    into it and enter the orange portal. Reposition yourself so your back is to
    the locked door.
    
    To your right are some vertical crushers coming up from the floor. Hop on the
    one farthest away and face in the direction of the blue portal. You'll be
    elevated higher than that portal's location. Shoot an orange portal on the
    gray floor. Enter your blue portal and jump out of the orange portal.
    
    Look around from where you are. See the picture and arrow drawn by our
    crazy friend? It's near the point of impact for a  horizontal crusher. Get on
    said crusher and ride it to the picture. Follow the arrow until you hit a
    grate in the wall. Shoot a blue portal through it. Go back to the orange portal
    and drop into it.
    
    You're on top of a VAV. Turn to face the grate and shoot an orange portal as
    high as possible above it. Jump to the ledge, to safety. Continue on.
    
    ========
    Crushers
    ========
    
    GLaDOS discourages you more: "You're not going where you think you're going."
    Ahead are 5 Crushers (take a right: it's a dead end). Two on either side of the
    room and one in the middle. Stand on the middle crusher. Have you noticed the
    two broken ladders in here? The tall one ahead and the short one to the left?
    When the crusher is at the right height, jump onto the room at the top of the
    shorter/left ladder. Follow the path.
    
    On the wall, written by our crazy friend: "Help. The cake is a lie the cake is
    a lie the cake is a lie the cake is a lie." Well, we know that know. There is
    also beans and water jugs lying around - he lived here too! Go upstairs for
    more bean cans. Return to the center crusher.
    
    Wait for the crusher to get as high as it will go. Look at the room at the top
    of the longer ladder. Shoot an orange portal into the gray wall there. Hop off
    the crusher, shoot a blue portal into any reachable wall. and enter it.
    
    Turn walk and walk off the broken catwalk and past some VAVs until you reach
    more crushers. GLaDOS hopes that you had fun (which was a primary goal of this
    enrichment center activity!). "No way!" See the marks the crushers are making
    on the ceiling? Shoot an orange portal at one.
    
    Now this next part is tricky. Stand between the two crushers so you're facing
    a VAV through a gate. Turn left until you see a bright light on the wall. Go
    stand directly beneath it. See how it's attached to a green pole? Opposite this
    light is another green pole with no light. Stand in-between the two poles,
    center yourself. Face the gated VAV. Look straight up. Take a few steps back
    (tiny steps) until you see some gray wall HIGH above you (there should be a
    crusher to the left, above you). Shoot a blue portal at it. Climb on the
    crusher and ride into your orange portal. You'll come toppling out of the blue
    one.
    
    Look at through VAV now. If you look above the VAV, you can see the device
    that produces/delivers the WSCs to the VAV. Anyway, shoot an orange portal
    under you, shoot one where you land. You'll end up on a catwalk. Go left to
    some horizontal crushers. There's gray wall past them. Shoot a blue portal
    at it. Go back and enter your orange portal.
    
    GLaDOS starts worrying about your safety and says that she isn't angry - go
    back to the testing area. To your left are two fast-moving vertical crushers.
    In the split millisecond that you have an unobstructed view of the room beyond
    the crushers, shoot an orange portal at the wall of the room. Enter the blue
    portal.
    
    More crushers above you. See the sign in this room? It's yellow and warns
    about automatic equipment. Shoot a blue portal in the wall at the highest
    possible point above that sign (and slightly to the left). Stand between
    the orange and blue portals. Face out through the blue portal. See the gray
    floor, through the gate? Shoot an orange portal at it and backpedal. Did it
    work? You should be safe and near a picture drawn by our crazy friend. Follow
    it - it leads to a VAV. Drop onto the VAV and follow it to the right. You'll
    soon run out of VAV. Look down. There's another one. Drop onto that and follow.
    GLaDOS says you're going the wrong way, but she really has no idea where you
    are.
    
    There's a crusher here. See where it presses? Shoot an orange portal above it.
    Return to the second VAV. See some gray wall to the left? Shoot a blue portal
    in it. Wait until the crusher nears the portal, then jump in. Get off the
    crusher. Jump down the hole to the left, marked by an arrow drawn by our
    crazy friend.
    
    ==============
    Turret Repairs
    ==============
    
    There's two ways out: a hallway and a vent. Check the vent: more water and
    foodstuffs. Our crazy friend is here too. I wonder where he is? Did he escape?
    Anyway, now go down the hallway until you reach a floor comprised of crushers.
    Step on the floor and it gives way!!
    
    There are three doors in here - behind you, to the left, and to the right. 
    Shoot an orange portal anywhere, then wait for the right door to open. It
    contains a Turret. Before it registers you, shoot a blue portal under it.
    Repeat with the door behind you, then to the left door. Go inside the
    left door when they're all deactivated.
    
    Press E to move the mechanical arm. There are two black handprints on the wall.
    Follow them up to an arrow - it leads to a room to our right, above us. Stand
    underneath the lower black handprint. Face the room you're trying to get to.
    See the gray wall in said room? Shoot a blue portal at it. Enter the orange
    portal back in the ambush room. GLaDOS calls you a bad person - she's very
    POed now.
    
    You're in a Turret repair area. There's a Malfunctioning Turret here - it
    doesn't have any ammo, so ignore it. Explore this little room (radio station,
    tools, etc.), then turn to the locked gate in here. There's a VAV beyond the
    gate. Shoot an orange portal in the wall located above and to the left of the
    VAV (directly behind it). Enter the blue portal. Jump onto the VAV, and then
    to the balcony beyond.
    
    Walk forword and you'll see a marked vent to the right (Broken Turrets to the
    left). Enter it. At the end, look down to see a Turret. Shoot a blue portal
    under it. Shoot the blue portal on a wall and drop down to where the Turret
    was. A wall panel opens, creating some protruding wall in the next room. Step
    out.
    
    On the other end of the room is a vent, but you don't need to go there: it
    contains the usual foodstuffs and messages you've already seen. After you
    visit (opt.), shoot a blue portal into the protruding wall, and shoot an orange
    portal under you. You come out of the blue - shoot an orange portal where you
    land. You'll end up on a catwalk. Walk forword until you reach the checkered
    office floor.
    
    ========
    Research
    ========
    
    GLaDOS is fed up - "Take one more step and I WILL kill you." There's a door
    to the right - enter it if you wish; it only contains the Test #42 clipboard
    and the test hazards. There's an Emancipation Grid to the left - go through
    that and open the door on the other side. You're in a room with a glass window.
    Press the red switch and a Rocket Sentry becomes active on the other side.
    
    It shoots a rocket at you, but shatters the window instead. Hop into the
    room now. Get in front of the other window. When the rocket locks on to you,
    get out of the way and that window will be destroyed. Explore this new room
    (be wary of the turret) - a clipboard reads: "Advanced Knee Cut." Place a
    blue portal on the wall to the left of the door here. Exit through the door.
    
    Walk through this hallway into a red room. Place an orange portal opposite the
    wall and stand in front of it. When the Rocket Sentry locks onto you, get out
    of the way. The wall shatters. Enter the next room, with raised platforms and
    a VAV.
    
    Stand between the raised platforms and shoot an orange portal at your height,
    opposite the VAV. When the RS locks on to you, shoot an orange portal as high
    as you can above you. The VAV should break and you should get a WSC. To the
    left of the VAV is a vent - use the WSC to boost you up. Go through the vent.
    
    At the end is a platform with four wires/tiny ledges. Stand in the middle and
    crouch. See the gray wall through the fan? Shoot a blue portal at a portion of
    wall. Go back to the broken VAV, shoot an orange portal anywhere, and enter it.
    
    The other end of this area is slime-filled with a ledge near a wall. Shoot an
    orange portal at the ledge and enter the blue portal. Turn left and walk.
    
    =================
    Turret Deployment
    =================
    
    When you get to the end, turn right. See the ledge with gray ceilings and
    floors and walls? Shoot a blue portal over there and return to and enter your
    orange portal (the loading zone had moved). In this new area there is a black
    arrow, drawn by you-know-who. It points to a grate. On the other side is some
    gray surface. Shoot an orange portal into them and enter your blue portal.
    
    Stand on top of the grate and face away from the area where you just came from.
    Walk forword until you hit a wall. Turn right. See the large wall of gray,
    outside of this pit area? Shoot a blue portal into it. Enter your orange
    portal.
    
    Turrets!
    
    Assuming the grate is south (again), there are two Turrets on ground level - 
    North and East. Shoot a blue portal into the east Turret's hole. Drop back
    into the pit to enter your orange portal. Shoot a blue portal under the Turret.
    Shoot an orange portal into the north Turret hole. Enter. Shoot a blue portal
    under the Turret. See the Turret at the southwest end of the room? Shoot an
    orange portal into the hole, enter, shoot orange portal under Turret, it dies.
    
    Shoot a blue portal into the northeast Turret hole. Enter the orange portal,
    place a blue portal under the Turret, it dies. Shoot an orange portal under the
    visible of the two remaining Turrets. The next Turret is behind some
    protruded wall. Shoot a blue portal into the hole. Enter your orange portal.
    Take the Turret and toss it off the ledge. One more: at the top of the room.
    Shoot an orange portal into its hole, enter the portal, and throw it off the
    ledge. Now for the fun part:
    
    There are two protruded walls here - protecting the last two Turrets. Shoot a
    blue portal into the lower protrusion. Shoot an orange portal under you. Shoot
    an orange portal where you'll land. Now you'll go flying high enough to shoot
    a blue portal at the higher protrusion. Shoot an orange portal where you land
    (or just stop and shoot one then shoot one where you'll land). You're out of
    that area.
    
    Walk forward. 2 Turrets are deployed. Shoot orange portals under them (take
    cover if needed). Return to the previous area. Shoot a blue portal on the
    ground and fall into it. You'll come zooming out of your orange portal and
    propelled into the area the Turrets came from.
    
    Look at the ceiling: broken pipes and a deployment arm. This is probably not
    an area where Turrets should be deployed. Anyway, there's a balcony in this
    room, with some gray wall up there too. Shoot a blue portal up there. Fall into
    your orange portal. Go through the door up here.
    
    Pretty straightforward. Keep walking through a variety of environments - don't
    worry, it's linear. You won't find anything new on the way. You'll eventually
    reach...
    
    ==================================================
    GLaDOS: Genetic Lifeform and Disk Operating System
    ==================================================
    
    There's a bunch of pictures flashing on a monitor above GLaDOS: cake, Black
    Mesa, a STOP danger, "DANGER," among others. To the left is a desk with a
    red phone. A commentary node here says that if GLaDOS got out of hand, use the
    red phone to call for Emergency Services - that obviously didn't work.
    
    GLaDOS is going to kill you. Right before she does, something falls out of her:
    a purple sphere. She says not to touch it - she doesn't know what it is. Listen
    to GLaDOS talk for a while. After she starts repeating, let's get into action.
    
    Shoot a blue portal on the wall near the ASEII in here. Leave the thing near
    the ASEII. Follow the line of blue dots to a red switch. Shoot an orange portal
    on the wall near the red switch. Press the switch, enter the portal, and toss
    the thing into the ASEII. GLaDOS's voice changes: it becomes smoother and
    seductive. That was her morality core, it coached her in her ethics. Now she
    starts flooding Aperture Science with neurotoxin - and a Rocket Sentry is
    activated.
    
    I will refer to the positions the portals are in now as Position #1. Position
    #2: blue portal under GLaDOS - near the blue floor light. Orange portal within
    the Rocket Sentry's reach. Get the RS to lock on to you standing in front of
    an orange portal. Get out of the way - the rocket will go through the orange
    portal, and out through the blue portal, up into GLaDOS. When you hit her,
    a yellow core flies out - there is a blue trail eminating to GLaDOS to show
    you where it is - on top of a pipe (NE end of the room if the ASEII is N).
    Shoot a blue portal there. Grab the core through the orange portal. Get the
    portals in P#1 and incinerate this core. GLaDOS reads from your PERSONELL
    file: shall not be missed if killed. Also adopted. So...you work for Aperture
    Science? Interesting...GLaDOS also says that was the curiosity core.
    
    Repeat the P#2 senario. This core is on a ledge roughly above the first core.
    Place a blue portal high above where the first core was, about level with the
    ledge. Jump through the orange portal to get the core. Incinerate it (P#1).
    
    GLaDOS screams. She reveals more facts: You're not a doctor or scientist,
    but you're a part-time employee. The biggest thing: it's not safe outside.
    GLaDOS isn't sure what is going on, but she's the only thing protecting
    Aperture Science. She's probably referring to the Combine's reign.
    
    Core #3 lies in the air. Do your best to get it - shoot a blue portal
    above it, and grab it while flinging.
    
    Incinerate it.
    
    GLaDOS is destroyed. All of her parts (and you) start to rise...you black out.
    
    ...
    
    You awake outside Aperture Science, right near the exit gate. Congratulations!
    Let's get the hell out of here!
    
    _______________________________________________________________________________
    A D V A N C E D  T E S T  C H A M B E R S                               (64789)
    _______________________________________________________________________________
    
    ========================
    Advanced Test Chamber 13
    ========================
    
    Walk forward to the test marker. Step on the 1500MWASHDSCSB. Look through the
    open door. See the white box with one black dot? Shoot a blue portal at it
    (ignore the grating blocking your view). Shoot an orange portal within your
    reach and walk into it. You land on the first of two 1500MWASHDSCSBs. Look
    around the room here.
    
    See the Dispenser, Receptor, and ASHEP? Shoot a blue portal above the
    Receptor and shoot an orange portal at the mark that the ASHEP makes when it
    rebounds. The ASHEP should land safely.
    
    Shoot an orange portal on the wall next to this platform you're on. Shoot
    a blue portal at the gray portion of wall above the ASUS. When you see the
    ASUS in the orange portal, fall onto it.
    
    Take the ASWSC on the ASUS. Wait for the ASUS to near the exit door, then
    jump to it with the ASWSC. Jump to the nearest 1500MWASHDSCSB (#2). Place the
    ASWSC on it. Shoot a blue portal on a piece of nearby wall and jump into it.
    Stand on 1500MWASHDSCSB #1. While still on 1500MWASHDSCSB #1, shoot a blue
    portal through the exit door. Enter the orange portal.
    
    Proceed to the chamberlock. 
    
    ========================
    Advanced Test Chamber 14
    ========================
    
    Walk forward, past the test marker, and up to the exit lift in the original
    test. Look left. Walk to the Receptor you see (stairs come out of the floor to
    aid you). Go to the left. See the ASWSC on top of a seemingly unreachable
    ledge?
    
    Shoot a blue portal right under/beside the ledge. Now, go back to the Receptor
    and look over the edge here - the area where the stairs came out of the floor
    before (not now). Probably to the right. Anyway, shoot an orange portal on the
    ground there and fall into it. You'll come flying up near the ASWSC ledge.
    Redirect your facing and direction to end up on the edge (you may need to
    adjust your portals and/or try again). Grab the ASWSC and place it on the
    1500MWASHDSCSB near the exit lift. Go through the door it opens and walk on
    until you reach some acid floor.
    
    See the ASHEP through the doorway ahead (acid floor blocks your way)? Shoot an
    orange portal through the doorway. Walk all the way back to your blue portal
    and enter it. There's an ASHEP and a Dispenser in here. Shoot an orange portal
    at the black ASHEP rebound mark and enter it (dodge the ASHEP). Shoot a blue
    portal above the Receptor. The ASHEP should end in the Receptor. Go to the
    exit lift (follow the lights) and ride it up.
    
    Proceed to the chamberlock.
    
    ========================
    Advanced Test Chamber 15
    ========================
    
    Walk past the test marker into the first big hallway. There's a piece of
    protruded wall to the left of and above the entrance, and small pieces of gray
    wall on the floor and ceiling to the right. Stand on the piece of gray floor.
    Look vertically up. Shoot an orange portal. Look vertically down. Shoot a blue
    portal. You start falling forever, but we don't want that (just move the
    directional keys to stop). OK, now crouch and look into the blue portal. See
    the protruded wall through it? CAREFULLY crouch-walk into the blue portal.
    While falling, shoot an orange portal on the protruded wall. You'll fall into
    the blue portal again and fling yourself over the ASMEG/Glass barrier.
    Walk into the next area.
    
    This area has three ASMEGs in it now, and, consequently, four distinct zones.
    Zone 1: the area with the Dispenser. Zone 2: The area with the black ASHEP
    rebound mark. Zone 3: The area with the exit lift. Zone 4: The area with the
    Receptor. Go to Zone 2.
    
    Shoot a blue portal at the black mark, then face to the right. On the wall
    should be half of an observation window and three panels of gray wall. Shoot
    an orange portal in the middle panel. When the ASHEP comes through, hurry to
    Zone 3. See the three panels of gray wall opposite the three in Zone 2? Shoot
    a blue portal in the middle one. Turn right. See the two panels of gray wall
    above the exit lift? Shoot an orange portal at the right one. When the ASHEP
    comes through, hurry to Zone 4. The wall behind the Receptor is split into four
    panels, counting from the left, (1-2-3-4) shoot a blue portal into panel 2.
    Then shoot an orange portal at the red light on the ceiling above the Receptor.
    The ASHEP should land safely. Go to the exit lift in Zone 2, board it, and take
    it to the next area.
    
    You're in a grand hall with a small room off to the left. In the small room is
    a camera - shoot an orange portal at it (purely as an example, no achievements)
    and shoot a blue portal as near to the ASMEG/Glass barrier as possible (shoot
    it on the floor). Enter the blue portal. To the left is a small pit. Shoot an
    orange portal on the ceiling above the pit. Enter the blue portal. Shoot an
    orange portal where you'll land. You come zooming up near the barrier - direct
    yourself over it using the movement keys. Next area.
    
    Notice the ASHEP/Receptor/Dispenser here, then double fling into the next area
    (orange portal above the ASHEP/Receptor/Dispenser, blue under you. Blue
    where you land). The ASHEP makes several marks here - two on a protruded piece
    of wall, and one on a regular wall. Shoot a blue portal on the latter mark.
    Now, see the regular wall to the left of the protrusion, the two panels?
    Shoot an orange portal roughly in the center.
    
    (Here's another way to think of shooting the orange portal. Facing the glass
    barrier is facing "South." You want to shoot the orange portal on the same
    level of the blue portal. Shoot it in the northest corner [of course, follow
    the "panel 2" instruction])
    
    Double fling back over (orange above the 2 protrusions. Blue under you and
    where you land). The ASUSs have started, to the right. Handle them the same
    as before. Blue portal on the wall here, orange at the end of this first
    ASUS hallway. When you see an ASUS through the blue portal, enter it. Quickly
    shoot an orange portal at the end of hallway #2 to the left. Ride back to your
    blue portal. Wait until you see another ASUS. Enter the blue portal. Shoot an
    orange portal on the gray floor to the right (it's a little far - the next and
    last area). Ride back to and enter your blue portal. Next area.
    
    Ride a lift into one of the two rooms with red switches. Does the switch
    have a white box with one black dot next to it, on the floor? If not, go to the
    other red switch. Now. Shoot a blue portal across the room, on the ceiling of
    the opposite room with the red switch (it has a white box with two black dots).
    Press red switch #1. Hurry into your orange portal. Press red switch #2.
    Quickly shoot a blue portal above the protrusion above the entrance. Shoot an
    orange portal at the floor, under the Dispenser. The ASHEP should land safely.
    
    The exit lift starts, across from red switch #2. Take it.
    
    Proceed to the chamberlock.
    
    ========================
    Advanced Test Chamber 16
    ========================
    
    Walk out of the elevator. The test marker is blank. Enter the door to the left
    of the blank marker. A new room. See the Turret to your left? All Turrets are
    in cages now, but otherwise the test is identical to the version in campaign
    mode. Shoot a blue portal on the ceiling above the Turret. Shoot an orange
    portal under you. You land on the cage. Crouch and enter the next hallway,
    where the Turret can fire at you. Quickly walk out of the hallway (in Portal,
    all health regenerates after you've been hit). A new room.
    
    A Turret's laser comes through this room. Enter the room the laser is coming
    from. Shoot an orange portal at the wall behind the Turret and quickly retreat
    into the previous room. Shoot a blue portal in a nearby wall and enter it. You
    should be behind the Turret.
    
    To the left you see another Turret laser, and, past that, a wall at the end of
    the hallway. Shoot a blue portal at the wall at the end of the hallway and
    enter your orange portal (which you may need to shoot lower to enter). You
    come out of the blue portal. Turn and go left.
    
    To your left are two ASWSCs (an opening behind them leads to the first of many
    behind-the-scenes areas). Ahead of you and slightly to the left is another
    Turret. Another Turret is around a right turn up ahead. Shoot an blue
    portal at the ceiling above the Turret around the corner (try not to die).
    Then shoot an orange portal anywhere and walk into it (if you're having a
    problem, shoot the portal in the "Southwest" corner of the ceiling if the
    Turret faces "South"). QUICKY go into the
    next room and head into the first doorway on the right. This is a room with
    many ASWSCs and a VAV (a radio should be there as well). Take cover from Turret
    fire and recover your health.
    
    Quickly go out of this room, turn right, shoot an orange portal on the piece
    of wall that you see, and run back inside your room. Shoot a blue portal on
    any wall in here. Run into it, turn left, run into the next room, shoot an
    orange portal on the wall to the right of the entrance, and run inside it. Take
    cover from the Turret fire that comes through the portal.
    
    Take a ASWSC, run through the portal, place it on the 1500MWASHDSCSB, and run
    back through the portal, all without dying. Now get ready for this convoluted
    solution: go back through the portal, shoot an orange portal through the door
    you just opened, and walk back to your blue portal (Yes, you have to move
    through two Turret-filled rooms without dying). All without dying. Good luck
    - it worked for me!
    
    Look through the portal. A Turret should be on your right (the 1500MWASHDSCSB
    should be on your left). Walk through and shoot a blue portal on the wall
    behind the Turret to your right. Walk back into the orange portal. You should
    be safe if you hug the "Southeast" corner of the Turret cage (if the Turret
    is facing "North"). Face the 1500MWASHDSCSB through the Turret cage. Turn left
    and shoot an orange portal into the wall beyond the fence. Move your
    blue portal lower down on the wall. You're under attack now. Race through the
    portal. Run down the corridor to the right. Phew!
    
    Proceed to the chamberlock.
    
    ========================
    Advanced Test Chamber 17
    ========================
    
    Walk out of the elevator and go down the corridor. A VAV is here, and it drops
    out not a WCC, but a Weighted Companion Ball, or WCB. This is harder to stand
    on, and it moves around when you're not holding it. Take the WCB and go into
    the next room. There are ledges to the right.
    I'll now quote the main walkthrough.
    
    "Use your WCB here: place it next to the lower right corner of the
    system of ledges. Hop on the WCB, hop on the ledge, get the WCB, use it to hop
    the next ledge, get the WCB."
    
    The next area is a hallway with an ASHEP flying around. Make sure the ASHEP
    is NOT behind you and walk down the corridor with the WCB as a shield. When you
    reach the end, turn right twice and you'll see another corridor. Go down it
    in the same fashion as you went down the first one. When you reach the end,
    you'll go down a series of steps and end up on a ledge overlooking a
    medium-sized room.
    
    Drop down from the ledge. See the protruded piece of wall (that leads to a
    behind-the-scenes area)? Put your back to it. Enter the door to the left.
    You should a Dispenser, an ASHEP, a Receptor, and a glass barrier. I can't
    give an exact method for this one, but here are some tips. A) Stay extremely
    close to the ASHEP when trying to redirect the WCV. B) Try to redirect the
    WCB more than one direction. I.E. if an ASHEP hits the WCB, move so that you
    can hit it again once it bounces off the wall. C) This whole process will
    occur in a matter of seconds. When the ASHEP is in the Receptor, go back to the
    room with the protruded wall and the ledge. Drop the WCB.
    
    Shoot an orange portal into the ceiling or wall on the ledge area. Shoot a blue
    portal anywhere. Go through; you should be back on the ledge. See the Receptor
    on the slanted surface opposite the ledge? The red light it emits points to a
    bit of ceiling (a glass wall juts from said ceiling). Shoot a blue portal at
    this expanse of ceiling. Now return to the second long corridor with the ASHEP
    back near the beginning. See the black mark the ASHEP makes on the wall? Shoot
    an orange portal at it. Go back to the room with the ledge and drop down. Take
    the WCB and try to redirect the ASHEP into the receptor. I recommended standing
    at an angle and trying to redirect it in more than one direction. When you're
    done, go into the room straight across from the protruding piece of wall.
    
    You see two 1500MWASHDSCSBs, one to the left and one to the right. Place the
    WCB on the 1500MWASHDSCSB to the right. Now go to the protruded wall in the
    previous room. Shoot a blue portal inside the behind-the-scenes area. Shoot an
    orange portal anywhere and go in. Take a destroyed Camera and go back out (you
    may need to place your blue portal at a lower height to get out). Take the
    Camera and drop it near the 1500MWASHDSCSB to the left. 
    
    Now return to the room with the protruded wall. Shoot a blue portal somewhere
    on the ledge and enter your orange portal. Walk all the way through the long
    corridor until you reach the first long corridor you encountered in this
    test chamber. Stare down this corridor and place a orange portal on the black
    mark at the end. Walk all the way back to the rooms with the 1500MWASHDSCSBs.
    Shoot a blue portal at the center of the protruded wall. Quickly use the
    Camera to hop to the second 1500MWASHDSCSB. Push it, and when the ASHEP comes,
    it can easily get to its Receptor.
    
    NOTE: MAKE SURE YOU PICK UP YOUR WCB AND HAVE IT UNTIL THE END.
    
    Return to the previous room and shoot an orange portal at the ledge area and
    enter the blue portal. Three platforms have now been risen. They are to the
    right of the titled Receptor if viewed from the ledge. Hop across these three
    platforms. At the end, jump to the ledge on the left. Then there are stairs
    that you have to jump up; they're large stairs. You end up in a room with
    another big glass barrier.
    
    Time to fling. (Drop the WCB but don't let it go anywhere) Shoot an orange
    portal down in the pit here. Shoot a blue portal roughly to the top left of the
    doorway you came in by. Keep in mind you may need to try several times to get
    the placement of the blue portal correct. When you're set, drop the WCB into
    the orange portal. It should go flying through the hole in the glass barrier.
    Next, try yourself.
    
    Once on the other side, shoot a blue portal on the wall next to the ledge in
    here. Then shoot an orange portal on the floor. Take your WCB and go through
    the portal. Proceed through the doorway on the ledge to a 1500MWASHDSCSB. Place
    the WCB on it and go through the door it opens. Press the Red Switch. An ASEII
    is activated. Toss the WCB into the ASEII. The exit door opens.
    
    Proceed to the chamberlock. 
    
    ========================
    Advanced Test Chamber 18
    ========================
    
    Walk out of the elevator and proceed down the corridor to a vast, open space.
    Turn around. See the glass window above the doorway? Shoot a blue portal above
    the window (although make sure that the portal is above the platform you're
    standing on). Shoot an orange portal underneath you - you're flinging across
    this slime pool. You know the drill, you come out near the window. In this case
    you need to steer yourself into the orange portal. Then you'll fly across the
    gap - BUT WAIT!!. As you're flying the gap, glance to the right. See that
    ledge (if you have time to see it, there's a white box with two dots in it on
    the floor)? Shoot an orange portal in the floor as you fly by. Then you
    land. There's a white wall here that takes portals (opposite another
    behind-the-scenes) area. Shoot a blue portal into the wall and jump inside the
    portal (move to safe ground - don't fall back through!). Now assess where you
    are.
    
    There's a Camera. Face the wall opposite the camera. See the platforms
    rising out of the slime? Look at the top of them. Follow them to where they
    end on the right. Start panning your view down. See the huge protruding
    block in the wall on the right? Good. Shoot the blue portal into the wall
    behind the black. Enter your orange portal (don't fall in the slime; duh!).
    
    Okay, this is a hard one. Remember that Camera from the above paragraph?
    Place it dead center in your crosshair. Slowly pan your view over right. You
    should start to see some walls that will take portals. Ignore it, but not
    the second patch you see. The second patch should be higher on your screen
    than the Camera, which should still on the screen. Shoot an orange portal into
    that wall. Enter the blue portal behind you. Voila!
    
    Walk to the "Northwest" corner of this platform if the side with the portal
    is the "South" corner. Now face "East" and look up. See the wall that takes
    portals? Shoot a blue portal up there. Enter the orange portal (you may have
    to move it a little bit). As you fall, place an orange portal on the ground and
    fall into it. You'll fling yourself across to a 1500MWASHDSCSB and a doorway.
    
    Through the doorway is a Red Switch. Press it and a passage opens to a large
    room. Enter.
    
    Let's get rid of some Turrets. There's one to your right. Shoot an orange
    portal into the wall and a blue portal into the wall which is to the right
    from the Turret's perspective. Jump to the Turret and cast it into the slime.
    Jump back before other Turrets kill you.
    
    Take a look at the highest Turret here (should be on the left side from the
    direction you came in by). Shoot a blue portal as high as possible to the
    Turret's back. Shoot an orange portal into a wall that you can reach. Jump
    through and land on the Turret's platform. Cast it into the slime. Now watch
    the lift in the middle of the room. When it's heading left, jump to it. Ride
    to the platform with the Red Switch (don't get shredded). Go to the Red Switch
    like you're going to press it. Look down. See the platform that's only slightly
    higher than the slime? Place an orange portal on it. Now press the red switch.
    Some wall protrudes across the room. Shoot a blue portal on the lower left side
    of the protrusion. Jump into the orange portal. You'll come flying back to
    this very platform. As you're flying, reposition the orange portal so you'll
    fly into it again. Hopefully, you'll have ended up on the same ledge with an
    ASWSC. Take it and drop down carefully to the Red Switch again (mind the 
    Turrets). Press the Red Switch and shoot a blue portal back at the protrusion.
    Shoot an orange portal onto the walls behind the Red Switch. Take the ASWSC
    through the portal with you. The protrusion uncovered the way out. Go back to
    the 1500MWASHDSCSB and place the ASWSC on it. Place an orange portal on the
    floor by the 1500MWASHDSCSB and a blue portal on the platform beneath you.
    Drop into the blue portal and go through the door.
    
    You'll be happy to know that this last part is identical to the campaign
    version. So, I'll quote the main walkthrough from here to the end:
    
    "Drop from the ledge and look left - see the huge pit? Shoot an orange portal
    at the bottom. Now look forward. There are platforms of different heights in a
    slime-filled room. Shoot a blue portal on the platform in front of you. Fall
    into the orange portal. You'll come flying up and out of the blue portal. Shoot
    an orange portal into the next-highest platform. Fall back into the blue
    portal. Shoot a blue portal into the next-highest platform and fall back into
    the orange portal. Shoot an orange portal into the protruding wall at the top
    of the room and fall back into the blue portal. You'll land safely.
    
    The voice says that the final test features dangerous electrical parts. Maybe
    you should attend an Enrichment Center Electrical Safety Seminar.
    
    Proceed to the chamberlock."
    
    _______________________________________________________________________________
    C O M M E N T A R Y  N O D E  L O C A T I O N S                         (85347)
    _______________________________________________________________________________
    
    ===============
    Test Chamber 00
    ===============
    
    Node 1: Gabe Newell's unskippable tutorial
    Node 2: In the Relaxation Vault
    Node 3: In the Relaxation Vault
    Node 4: Near your first portal
    Node 5: Outside the first observation window
    Node 6: In the room with the first WSC and the 1500MWASHDSCSB
    
    ===============
    Test Chamber 01
    ===============
    
    Node 7: Near the orange portal
    Node 8: Near the chamberlock
    
    ===============
    Test Chamber 02
    ===============
    
    Node 9: Near the test marker
    
    ===============
    Test Chamber 03
    ===============
    
    Node 10: Near the test marker
    Node 11: Near the orange portal
    Node 12: Near the chamberlock
    
    ===============
    Test Chamber 04
    ===============
    
    Node 13: Near the 1500MWASHDSCSB
    Node 14: In the pit
    
    ===============
    Test Chamber 05
    ===============
    
    Node 15: Under the orange portal
    
    ===============
    Test Chamber 06
    ===============
    
    Node 16: Near the exit lift
    
    ===============
    Test Chamber 07
    ===============
    
    Node 17: On the ASUS
    
    ===============
    Test Chamber 08
    ===============
    
    Node 18: Near the test marker
    Node 19: On the track of the ASUS
    
    ===============
    Test Chamber 09
    ===============
    
    Node 20: Near the VAV
    Node 21: Near the orange portal
    
    ===============
    Test Chamber 10
    ===============
    
    Node 22: Near the test marker
    Node 23: In the second area of the test, to the left of the entrance
    Node 24: Hovering above the first of two protruded wall sections
    
    ===============
    Test Chamber 11
    ===============
    
    Node 25: In the observation area near the test marker
    Node 26: Near the first red switch you encounter
    Node 27: Near the ASHPD
    
    ===============
    Test Chamber 12
    ===============
    
    Node 28: Opposite the test marker
    
    ===============
    Test Chamber 13
    ===============
    
    Node 29: Near the test marker
    Node 30: Above the Receptor
    Node 31: Near the chamberlock
    
    ===============
    Test Chamber 14
    ===============
    
    Node 32: Near the exit lift
    Node 33: To the left of Node 32
    Node 34: Near the ASWSC
    
    ===============
    Test Chamber 15
    ===============
    
    Node 35: In the big room described in the second paragraph of the walkthrough
    Node 36: In the area described in the fifth paragraph of the walkthrough
    Node 37: In the first hall described in paragraph six of the walkthrough
    Node 38: Under the two protrusions in paragraph seven of the walkthrough
    Node 39: Near the floor in the area in the tenth paragraph of the walkthrough
    
    ===============
    Test Chamber 16
    ===============
    
    Node 40: Near the first Turret
    Node 41: Near the second Turret
    Node 42: In the behind-the-scenes area
    
    ===============
    Test Chamber 17
    ===============
    
    Node 43: Near the first long narrow hallway
    Node 44: In the behind-the-scenes area
    Node 45: Near the ASEII
    
    ===============
    Test Chamber 18
    ===============
    
    Node 46: Near the entrance
    Node 47: In the behind-the-scenes area
    
    ===============
    Test Chamber 19
    ===============
    
    Node 48: In the ASHEP area
    Node 49: Near the wall obstruction right before the cake hazard sign
    Node 50: On the path to the flames after the hazard sign
    
    ================
    Aperture Science
    ================
    
    Node 51: Behind the gate you use two barrels to climb over in the walkthrough
    Node 52: In the observation room overlooking Test Chamber 14
    Node 53: On the 1500MWASHDSCSB in Test Chamber 09
    Node 54: Near the first crushers
    Node 55: In the hallway leading to the second pair of crushers
    Node 56: At the second pair of crushers
    Node 57: At the second pair of crushers
    Node 58: In the vent before the first Turret ambush
    Node 59: In the first Turret ambush
    Node 60: In the first Turret ambush, near the third Turret that is deployed
    Node 61: Near the first Rocket Sentry
    Node 62: Near the VAV that you destroy with a rocket
    Node 63: In the second Turret ambush
    Node 64: On the catwalks above the second Turret ambush
    Node 65: Near GLaDOS
    Node 66: Near GLaDOS
    Node 67: Near GLaDOS 
    
    _______________________________________________________________________________
    A C H I E V E M E N T S                                                 (67623)
    _______________________________________________________________________________
    
    =======
    Lab Rat
    =======
    
    Easy. Just get the fully powered ASHPD in Test Chamber 11.
    
    ==========
    Fratricide
    ==========
    
    Easy. Done by killing the WCC in Test Chamber 17.
    
    =========
    Partygoer
    =========
    
    You get it when you double fling out of Test Chamber 19. Also easy.
    
    ============
    Heartbreaker
    ============
    
    Beat Portal's campaign mode to get this.
    
    =================
    Terminal Velocity
    =================
    
    This can be done in Test Chamber 12 or beyond. Shoot a portal above you, shoot
    another one under you. Set the computer to "Portal funnel" under options,
    and wait for about five minutes.
    
    =========
    Long Jump
    =========
    
    I did this the sight of the second Turret ambush in the Aperture Science maps.
    Just sustain a jump for 300 feet.
    
    =======
    Cupcake
    =======
    
    Beat 2 advanced maps.
    
    =========
    Fruitcake
    =========
    
    Beat 4 advanced maps.
    
    ==================
    Vanilla Crazy Cake
    ==================
    
    Beat all 6 advanced maps.
    
    =============
    Basic Science
    =============
    
    Earn bronze medals on all challenge maps.
    
    ==============
    Rocket Science
    ==============
    
    Earn silver medals on all challenge.
    
    ================
    Aperture Science
    ================
    
    Earn gold medals on all challenge maps.
    
    ==========
    Camera Shy
    ==========
    
    See the next section.
    
    =============
    Friendly Fire
    =============
    
    Kill a Turret with another. Done in Test Chamber 16. Pretty easy - shoot a 
    portal above a Turret (usually marked with X), and shoot a portal under another
    Turret. Or you can manually seize one Turret and smack it into another.
    
    _______________________________________________________________________________
    C A M E R A  S H Y                                                      (90174)
    _______________________________________________________________________________
    
    ===============
    Test Chamber 00
    ===============
    
    No cameras
    
    ===============
    Test Chamber 01
    ===============
    
    No cameras
    
    ===============
    Test Chamber 02
    ===============
    
    Camera 1: On the wall opposite the test marker
    Camera 2: On the wall near where you first step into the blue portal
    Camera 3: On the wall opposite the orange portal
    
    ===============
    Test Chamber 03
    ===============
    
    Camera 4: Next to the test marker
    Camera 5: Above and to the right of the orange portal (facing the portal)
    Camera 6: If facing the chamberlock, up and to the right
    
    ===============
    Test Chamber 04
    ===============
    
    Camera 7: Above the 1500MWASHDSCSB
    Camera 8: To the right of the exit door, if facing the door
    
    ===============
    Test Chamber 05
    ===============
    
    Camera 9: Above the doorway leading to the room with the first orange portal
    Camera 10: To the left of the doorway leading to the room with orange portal #2
    Camera 11: In the room with orange portal #2
    
    ===============
    Test Chamber 06
    ===============
    
    No cameras
    
    ===============
    Test Chamber 07
    ===============
    
    No cameras
    
    ===============
    Test Chamber 08
    ===============
    
    No cameras
    
    ===============
    Test Chamber 09
    ===============
    
    No cameras
    
    ===============
    Test Chamber 10
    ===============
    
    Camera 12: Opposite the test marker
    
    ===============
    Test Chamber 11
    ===============
    
    Camera 13: To the left of the test marker
    
    ===============
    Test Chamber 12
    ===============
    
    No cameras
    
    ===============
    Test Chamber 13
    ===============
    
    Camera 14: To the right of the test marker
    Camera 15: Opposite the exit door
    Camera 16: In the room with the chamberlock
    
    ===============
    Test Chamber 14
    ===============
    
    No cameras
    
    ===============
    Test Chamber 15
    ===============
    
    Camera 17: Around the corner from the test marker
    Camera 18: On the other side of the ASMEG in the first double fling area
    Camera 19: In the second area, with the ASHEP and two ASMEGs
    Camera 20: In the side room to the left of the second double fling area
    Camera 21: In the final room, with the timed ASHEP puzzle
    
    ===============
    Test Chamber 16
    ===============
    
    Camera 22: In the room with the first Turret
    Camera 23: In the room that the laser of the second turret covers
    Camera 24: Behind the third Turret (on the stairs)
    Camera 25: In the room with the 1500MWASHDSCSB
    Camera 26: In the room before the last Turret
    
    ===============
    Test Chamber 17
    ===============
    
    Camera 27: In the room after the second long ASHEP-patrolled corridor
    Camera 28: Above the entrance to the third doorway mentioned in the guide
    
    ===============
    Test Chamber 18
    ===============
    
    Camera 29: In the room with Turrets on lifts; above the entrance
    Camera 30: Near the entrance to the room with high-rise platforms
    
    ===============
    Test Chamber 19
    ===============
    
    Camera 31: In the room with the ASHEP/Dispenser/Receiver 
    Camera 32: On the platform along with the red switch
    Camera 33: In the hallway with the Green Energy Pellet
    
    _______________________________________________________________________________
    I T E M S / E T C                                                       (24680)
    _______________________________________________________________________________
    
    Security Camera (Test Chamber 00): A white camera, with a black lens and red
    iris, attached to walls with two bolts. GLaDOS uses them to watch you while
    you're testing. After you're broken free of the system, she has no idea where
    you are.
    
    The 1500 MegaWatt Aperture Science Heavy Duty Super-Colliding Super-Button
    (Test Chamber 00): A red floor switch. Lights up when weighed down. Has the
    Aperture Science logo on it (as do most other items). Opens doors when weighed
    down - a strip of lights runs from the switch to the door.
    
    Genetic Lifeform and Disk Operating System AKA GLaDOS (Test Chamber 00): The
    main antaganist of Portal. Aperture Science started building her in 1986, in
    response to Black Mesa's rival portal technology - Aperture hoped GLaDOS would
    help speed along the Portal project. The DOS portion is finished in 1996. She
    is activated for the first time (the untested GL component) ca. 2002, on the
    first annual Bring-Your-Daughter-To-Work Day.
    
    The Aperture Science Weighted Storage Cube (Test Chamber 00): A cube painted
    with different shades of gray. They are dilivered from VAVs. They are used to
    weigh down 1500MWASHDSCSBs and to deflect ASHEPs into Repcetors or merely
    away from the player.
    
    Vital Apparatus Vent (Test Chamber 00): Delivers ASWSCs or WCCs to Test
    Chambers.
    
    Aperture Science Material Emancipation Grill (Test Chamber 00): Described by
    GLaDOS as an "incandescent particle field." It runs across several hallways in
    Portal. It eradicates several objects: all active portals, ASWSCs, Turrets,
    Cameras, and other objects found in Aperture Science. It could emancipate
    tooth enamel, dental fillings, crowns, and teeth.
    
    Aperture Science Handheld Portal Device (Test Chamber 02): A white device that
    shoots blue portals only. A barcode (with the number 4) is on the device. You
    can't submerge it in liquid, look at the operational end of it, or touch the
    operational end of it.
    
    Receptor (Test Chamber 06): A white device depressed into the floor, with a
    red center. Some electrical arms stick out of it, much like the ASPHD. Their
    main purpose is to provide power to things like ASUSs. You have to redirect
    ASHEPs to Receptors. They can be found on any surface: floor, ceiling, walls...
    
    Dispenser (Test Chamber 06): A white device like the Receptor. It protrudes
    instead of depressing/receding. It dispenses ASHEPs to be put into Receptors.
    It contains a small black shield in the front to be protected from rebounding
    ASHEPs.
    
    Aperture Science High Energy Pellet (Test Chamber 06): A yellow Energy Ball
    from Half-Life 2. They come from Dispensers and are to be placed in Receptors.
    The Combine Energy Ball is obviously derived from the ASHEP. Does that mean
    that the Combine overrun Aperture Science after your escape? GLaDOS even said:
    "Even I don't know what's going on out there [...] I was the only thing
    standing between us and them."
    
    Aperture Science Unstationary Scaffold (Test Chamber 07): The ASUS is usually
    activated by placing a ASHEP in a Receptor. The ASUS can move vertically or
    horizontally. It runs on a particle beam much like those found in Half-Life 2.
    
    Acid Floor (Test Chamber 08): A brown acid floor. It will kill you if you fall
    into it. Or worse: you get an "Unsatisfactory" mark on your permanent
    record (which GLaDOS deletes in the final boss fight).
    
    Red Switch (Test Chamber 11): Described by Valve, it's "a pedestal mounted
    push-button." It's much smaller than the 1500MWASHDSCSB. It usually opens
    timed doors. Sometimes the Red Switches rise from the floor.
    
    Aperture Science Handheld Portal Device Upgrade (Test Chamber 11): Exactly the
    same as the original ASHPD, except that you can now shoot orange portals as
    well. It's worth more than all the organs and incomes of your hometown
    citizens.
    
    Lifts (Test Chamber 14): They're not ASUSs, but just regular lifts.
    
    Turret (Test Chamber 16): White body. Red eye. Red laser. They talk. They have
    three legs. There are several ways to knock them over: throw them, or shoot
    portals at them (or introduce them to an ASMEG). 
    
    Weighted Companion Cube (Test Chamber 17): The same as an ASWSC, except that it
    has a heart on it instead of the AS logo. At the end of Test Chamber 17,
    you are forced to euthanize; you do it faster than any else has ever done.
    The WCC would've come to your party, but you mudered him. Too bad. The
    Enrichment Center reminds you that the Weighted Companion Cube cannot speak.
    
    Cave Johnson (Test Chamber 17): He founds Aperture Science, Inc. in 1953 and
    becomes CEO. He's exposed to mercury in 1978, while trying to kill some naval
    officers. His kidneys fail in 1979. On his deathbed, he lays out a three-tier
    research program: Heimlich Counter-Maneuver, the Take-A-Wish Foundation, and
    the Portal project.
    
    Green ASHEP (Test Chamber 19): Self-explanatory. A Green ASHEP. It never
    explodes, but rebounds forever. If it can't explode, does that mean that it
    can't be irritated by flashing hazard lights and audible warning devices? If
    so, GLaDOS was lying about those things in the first place...
    
    Barrel (Aperture Science): It's a Barrel. Um...yeah.
    
    Broken Turret (Aperture Science): There's only one of these in the game - it's
    just like a regular Turret (guess what's coming...), except that it can't
    shoot. Pretty big handicap there.
    
    Rocket Sentry aka Turret (Aperture Science): A sphere with a green eye. It
    shoots rockets. You can't destroy it.
    _______________________________________________________________________________
    L E G A L / C O N T A C T                                               (10293)
    _______________________________________________________________________________
    
    Copyright 2007-2008 Pierre Andre III.
    
    This may be not be reproduced under any circumstances except for personal,
    private use. It may not be placed on any web site or otherwise distributed
    publicly without advance written permission. Use of this guide on any other
    web site or as a part of any public display is strictly prohibited, and a
    violation of copyright.
    
    This guide may appear on the following websites. The most up-to-date version
    will be on gamefaqs.com:
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    All trademarks and copyrights contained in this document are owned by their
    respective trademark and copyright holders.
    
    Email me at tripp9@bellsouth.net. Send me comments, suggestions, mistakes in
    the guide, etc. Please help me improve the guide.

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