Portal 2 Chapter 6 Walkthrough
A walkthrough for Portal 2, a puzzle game by Valve featuring Wheatley and Chell. Part 6 of my first time playing portal, recorded about 2 hours after the release MASSIVE SPOILER ALERT: This is the FULL game, nothing has been cut out. Portal 2 Complete Walkthrough - Chapter.
Section 6: TheFall FallingJust drop! Open up the HatchFollow the path, making use of your websites to pass the fencing and rubble heap. When you achieve the 2nd wall, portal up to the system béhind it, in the uppér-left side of your see. From now there, drop down from thé scaffolding and follow the concrete floor path.
You'll achieve a walls which will take a portal - your destination will be a lit up system on a high structure with '09' painted on it.From the structure, you can portaI over to anothér high walls on the remaining aspect of the fenced off region in front side of you. The scaffolding presently there will guide you to another wall. Portal down to the cement platform (near the huge 'Keep Out'), leap straight down to the other aspect and continue past the symptoms. Draw the lever at the finish of the path to open the door leading to the hatch.To open up the hatch, you'll have to press the override buttons on either aspect of it in quick succession. Spot a portal on the walls following to one of the control keys, and another across the method. Force the key, operate through your portal, press the some other switch, and the hatch will open up.
Push StationAlphaAfter entering the hatch, shift down the metallic pathway until you achieve a broken door. Portal through the threshold and draw the handle at the end of the area. Once in the reception, your objective can be to start yourself through the circle of the giant dangling Aperture logo design.
Portal upward to the steel platform on the top right aspect of the back wall. Fireplace a portal ónto the angled part of the assistance below, then leap through a portaI on the floor.Stroll through the slipping door, past a few rooms, and back again outside. Enter the elevator and press the crimson switch to stimulate it. As soon as you're at the top, fire place a portal ónto the angled surface above the vitrified test chamber doors to the left. Stroll down the stairs around the eIevator to the open up shaft, fireplace a portal at the bottom of the base and leap through it to start yourself to the next doorway.Inside Tube Station Leader, flip the change in the handle room, after that stroll through the open up door onto the steel walkway.
Great on the walls to your left will be another pathway - portal up to it, then walk down the tube to the following elevator. Test Step 01Use the Repulsion Serum to jump to the additional part of the gap.
Portal up to the tall platform across from the escape, then jump back again into the hole of skin gels to jump over to the exit door. Push the button to release a dice. Get the cube and place it on the large button, after that come back to the leave door.Check Chamber 02Fire a portal on the ceiling above the moving platform, after that jump up to the platform past the Repulsion Carbamide peroxide gel and open fire your some other portal onto the wall structure. Drop onto the relocating system as it goes by and get the cube. With the dice, bounce back up to the same system and portal to the platform across from you to spot the cube on the key.The button will reveal a new surface high on the wall structure to your best. Capture a portal onto it, jump through it, and bounce over to the following region, which includes another cube separated from you by a long pit. Leap onto one óf the gel-covéred side walls to bounce back again and on over to the dice.
Get the dice and place it on the switch back at the entrance to the hallway.The button will uncover a following, higher surface on the wall of the primary area (to your left as you get out of the hall which contained the 2nd dice). Leap out of á portal on thát surface area to bounce over to the get away door. Check Chamber 03Hop lower from the scaffolding, then make use of the damaged parts to mix the swamp. When you achieve the major platform, switch to your correct - at the top of the structure with the tube protruding from it is definitely a portalable surface.
Portal upward to the top of the tower system, then portal into the check chamber.Pushing the button in the holding chamber will launch blobs of Repulsion Carbamide peroxide gel. Push it, then turn around and operate to the far walls. On your still left will become an raised platform - portal up to it, then spot a portal béneath the blobs, ánd one on thé wall structure following to you, to cover the system with gel.
Use the skin gels to jump up to the next level.Right now cover the floor below you with Repulsion Gel in the same manner, therefore that you can bounce up to the system across from you. Hop across, then replicate the trick to bounce up through the Emancipation Barbeque grill. Fireplace a portal ónto the angled platform, keeping your some other portal beneath the dropping globs. A gIob of Repulsion Skin gels will depart the portal on the platform and soar to the advantage of the distance between you and the leave.
Now release yourself out of that same portal by falling through the ground, and you'll bounce off the solution and over the gap. Test Holding chamber 27There's a switch arranged into the much wall. Use your websites to splatter á blob of RepuIsion Skin gels beneath it. Right now move your websites so that the skin gels is traveling out of the walls behind the metallic grate. Jump upward and strike the key, which will convert off the drinking water. When a glob of solution strikes the bit of ground the drinking water was hitting, make use of it to jump up to the following area before the water transforms on again.In the 2nd section, release some skin gels out of the angled platform, therefore that it spIatters on the walls. Portal upward to the scaffolding high on one of the walls, and leap through a portaI on the floor and through the angled platform to take a flight into the carbamide peroxide gel on the wall, which will jump you out to the third area.This bit's a little challenging if you put on't know where to appear.
Stroll up the stairways and to the advantage of the metallic platform (into the package with the portal surface area). From there, you'll notice a large open area with a few of tangible systems. The tower on the far left has a lit portal surface area near its best - open fire a portal onto it, change about, and walk across a brief metal walkway until you can notice into the check chamber where Repulsion Gel is dripping. Shoot a portal beneath the gel.The skin gels will splatter ónto the angled surface of another tower. Now fire place a portal onto the terrain below the steel package and release yourself into the carbamide peroxide gel, which will bounce you up to Holding chamber 28. Walk around the scaffoIding and portaI up to thé following degree (it doesn't actually appear like you cán, but you cán).
Test Chamber 28Fire a portal above the dice, and another beneath the dripping Repulsion Skin gels. The cube will jump around until it fractures out there of the cup pot - catch it and wash it off with the water. Place the dice on the key, which will reduced an elevator.
Use a bit of Repulsion Skin gels to leap up to the elevator, after that recoat the dice with gel to bounce it off of the switch, increasing the elevator. The ReunionAfter exiting the elevator, you don't need to proceed far into the Aperture developing except for the benefit of pursuit. After you stroll a little methods down the corridor, turn around and you'll notice a portal surface area next to the entry. Fire a portal onto it, then walk back again outside (toward thé elevator you came from) and fire place another portal onto the walls with '1971' decorated on it.After entering the door, fire a portal onto the bottom of the far wall structure, and another abové it to access the higher scaffolding. There are usually two portal areas on the floor below you - fire a portal ónto each one, ánd leap through the one nearest to you.
After you travel out of the much portal, you'll notice a portal surface area higher on the wall across from you. Fireplace a portal ónto it (keeping thé one below yóu, of training course) to start yourself out óf it and intó the Tube Station handle room.Draw both Skin gels Pressure levers and get out of. The next area contains the main control area. To obtain there, portal up tó the scaffolding ón the walls following to it.
Standing on the advantage, with the Control Room to your still left, you can fire a portal intó an angled surface on your ideal, and another beIow you to release over to the Control Room entrance. There you'll find GLaDOS getting accosted by a bird - walk into the glass-walled room to scare the parrot aside and choose up GLaDOS. (For an Achievement/Trophy, find a door in the Control Room which is certainly half-covered by a document cupboard and explore.)Réturn to the system you used to access the Control Room. This period, you're going forwards, to the walkway which was elevated in front of the elevator. Fireplace a portal higher on the walls behind you, after that leap through another on the ground.
.Sluice AreaAfter a longer drop (probably this is certainly where the chapter obtained its title from.) collectively with GLaDOS on the spud battery you lastly reach the floor anda raven gets GLaDOS. Therefore follow the just way possible, once you can't go on usually there will be always a wall structure that can be used to spot a portal near.Occasionally a little bit higher up. Isn'testosterone levels this Website 2 walkthrough helpful in guiding you along right here? Properly, if you can't discover the way though here on yourown you are usually enjoying the wrong video game. And you already came therefore significantly. At the end you are position in top of one of these huge support beams with the scaffoIding around them ánd a walls with 'Condemned TestingArea' written on it. Simply opposite this walls will be the concrete floor wall structure for the portal and left above this yellowish painted wall structure on the pillar is definitely the otherconcrete walls for portal quantity 2.
Stroll along the walkway and portal down and then adhere to the 'Perform not really Enter' indicators. Makes ideal sense. Adhere to thepipe here to reach the huge sluice door. Make use of the switch to obtain even closer.And instantly this walkthrough for Website 2 is certainly becoming really helpful once again.to open the sluice doorway you have got to push a switch in both of these small homes to the right and to the still left of the sluice door in a short timeframe.Noises difficult but today we possess to start considering with portals. Take the tangerine portal to the walls right in front side of you therefore that you can reach it and after that take theblue portal a little bit above the stairs to the house on the left.
Move through the portal and enter the house. Capture the glowing blue portal to the back again walls in here,then walk out and take the orange colored portal above the stairways to the house on the correct side, nicely, on the opposing wall. Go through the portaI and thenenter thé home on the ideal. Place the tangerine portal on the backwall here as well and then push the key, stroll through the portal and press the otherbutton ánd voila, the sIuice door starts. The doorway it reveals also justifies the tremendous dimension of the sluice door.Tower Area / Pump motor Train station AlphaAnd today we are on the other aspect of the sluice and right here is water. So we can't go any deeper. Microsoft office free download mac.
But who understands what the sport has planned for us. Therefore followthe pathway along the waterIine towards the structure (that we will climb up up later on) and up the stairways.
Perform you discover the broken doorway where you can havea look inside? Capture a portal inside of and one on the wall out right here and we are usually in.
Draw the lever in the hall and you are in a brand-new room with newriddles.Once you get into you see the elevated room to the right where Enter is definitely written above the doorway. This will be where you possess to proceed. But getting there is certainly notthat simple.
Portal 2 Chapter 7
But I will clarify it to you anyways. Shoot a portal somewhere on the terrain on one of the concrete plates right here, and the second portal goesway up generally there to the little quadratic concrete floor wall remaining above the tunnel opening. Leap into the portaI on the terrain and you are up there currently.From upward generally there you capture a portal to the just small slope straight under the quadratic cement walls up here. Then discover the concrete floor china on the groundunder the walkway. Leap down onto thém and while yóu are falling down take the portal under your ft therefore that you get in the portal. You are thrownthrough the older aperture science sign straight to the door you desire to reach.Right here you can learn about Cave Johnson in the old newspaper content from 1947 or something (everything looks very outdated down right here) and discover out, that youare probably in an outdated salt mine in Michigan and that Give Johnson is certainly the creator of Aperture Technology and generally and forever did odd experiments to and onpeople.
Portal 2 Walkthrough Chapter 5
But enough of the background, on with the Website 2 walkthrough. Stroll through the doorway and jump over to the tower system.Press the button and up we proceed. Get a appearance close to. Uphere is usually an entry to the Pump motor Station Alpha and right across the region are some doors.There is certainly a concrete floor incline above the remaining door, so shoota portal on this incline and then you walk straight down on level on the structure. Here you can appear down the elevator shaft, jump down and take a portal to theground, right under your foot. This will throw you to the doorway to the push station alpha.If you portaI over to thé balcony with thé 3 doorways you will notice they have the phrase VITRIFIED created on them If you try out to openthem you can listen to another message from Give Johnson. And 3 even more activated doorway with the word VITRIFIED on thémgive you a tróphy, but these doors can be found at the end of the chapter.In here you drive the switch to activate the carbamide peroxide gel and after that you portaI up to thé departure.
But hey, the walkway is damaged, but don'capital t worry, you can simply walkover the pipes full of gel to the escape. Strange that everything here still works, but on we proceed, right into the initial test sphere.Test Sphere 01In the first test chamber, that is usually called 1953 01 you get to know the blue Repulsion Carbamide peroxide gel. This assists you with bouncing real higher. Get utilized to the blue Repulsion Solution, from today onyou will find it quite frequently in this Portal 2 guide and in the sport itself.So drop down on it and jump to the other side. From hereyou can notice a wall above your mind where you cán portal to.
Therefore portal up right now there to the change on the terrain. Make use of the azure ex-pudding-gel to leap overto the force switch on the other side. Drive the switch and you will obtain an oldschool friend cube. Get this cube and place it on the reddish colored change onthe floor and depart through the today open door.We are right now between two test chambers.
But the method to the next chamber is definitely broken, so shoot a portal above the sign informing you to go to the correct andanother portal tó the pillar here around the part. From up there move to the right and you can get into the 2nd check chamber in sphere numero uno.Spot a portal above the shifting wagon to your ideal and after that make use of the blue repulsion gel to jump on the corner behind the carbamide peroxide gel. Now place a portal on thewall here and appear inside until you observe the truck move under it. Then you leap on the truck of course and grab the classic dice.
With the dice in yourhands you obtain to the corner again and right now you capture a portal to the rival walls and obtain right now there to the red change on the terrain where you can place thevintage companion cube. This opens another concrete wall structure which you can use to jump to the second component of this chambér via the glowing blue gel.Here you simply possess to jump against the glowing blue serum on the walls and you will jump from wall structure to wall structure to the some other end of the room. View out, put on't fallinto the hole. Obtain the cube from right here and jump all the way back.
And now be cautious not really to stroll through the glowing blue energy field with the classic cubein your hands or it will crumble to dust. So place the dice on the reddish colored switch on the floor and the next concrete wall structure starts up. And from upward now there you canjump thróugh to the get out of.Check Sphere 02Welcome to check sphere 1957. Nicely, at the ende there will be 1957 02 created on it, ánd because éverything in here is broken already the 1957 01 is sunk tounknown lands currently. But this doesn'testosterone levels matter, we have to proceed through there.
Jump straight down and discover a way across the drinking water via the broken points inthe water. As soon as you are usually standing on the system capture a portal high up one of these support beams, there is definitely only one component where it is certainly feasible, and make use of oneof the wall space down right here to get up there. Up on thé pillar you cán observe into the next check chamber, take a portal on the ground in there ánd one to thewaIl next to you and get into the check chamber.Right now we possess to think outside the container a bit. Place a blue portal under the Repulsion Serum dispenser and push the switch in entrance of it. The gel starts to stream.Now location orange websites on numerous areas on the wall space so that the glowing blue gel is definitely just about everywhere in the space. After this make use of the serum to jump upward thesestair like platforms two situations.Up right here you can notice that the passage to the exit was wrecked.
So convert close to and observe the blue energy industry. Putan orange colored portal on the step in front side of it. Once the solution bubble is definitely through the portal location it somewhere else therefore that the carbamide peroxide gel hits the action when coming back. Today youcan leap to the action protected in blue serum from upward here and once again jump up one even more action and through the pressure field. Your aged portals are usually long gone, but nevermind.Put an red portal on the slope behind the energy industry and place the azure portal under the carbamide peroxide gel dispenser once again.
The gel will generate a nice skin gels staintowards the get out of. Jump down from here and spot a blue portal where you will land and you will become tossed through the air flow ideal to the glowing blue gel stainand onwards towards the escape. Voila.Test Sphere 03This check chamber has the number 1958 27.
The 27 can be written actually large.The big technique about this chamber is definitely finding the button. The button is opposit the glowing blue energy industry you just joined through. High on the wall structure. So putthe azure portal to the terrain in top of the key and the fruit portal now there where the blue gel operates down. As soon as the blob of glowing blue gel can be through theportals put the blue portal to the wall structure opposite the drinking water dripping down. The walls that is a bit off, little and fenced off.
Right now make use of the spot the blue gelmade in entrance of the button to jump up to the switch and of program press the switch. The drinking water circulation will stop and the blue gel coming from the fencedoff wall structure will make a glowing blue gel stain right where the water would flow.
So be quick and leap up the large stage before the water flow profits and washesaway the rain, uhm, glowing blue gel. Right now enter the following check chamber in this world through the glowing blue force industry.Here you put a portal to the slope and of training course another portal under the slowly dripping glowing blue gel movement. Today it takes some period until the wall structure up thereis actually dirty with the blue skin gels, but after that we can move on. Make use of the sites to obtain up mainly because high as you cán in this room, there are also crates to action onup there. As soon as you are usually high up now there put one portal ón the slanted wall and the some other portal on the ground, best where you are usually jumping right now. Your momentumwill catapult you out there of the slope wall portal and onto the azure solution on the walls and this bounces you back again and you are through a azure energy fieldand in the next chamber currently.Just after you keep the glowing blue energy industry take the tangerine portal to the place where the glowing blue gel hits the ground in the chamber you were in justa moment ago (or longer.). You can create good use of that right now.
Place the azure portal large on the walls simply like shown in the image here and itwill spill the glowing blue skin gels on the incline on the other pillar. Right now you just have got to place the fruit portal on the floor deep straight down best in entrance of youand jump through it.
You are catapulted to the glowing blue serum and bounced back and onto a train high upward. Here you make use of the websites to get up to an even higherrailway and fróm there you enter another fresh chamber.So we are now in chamber 1958 28. Right here you discover a locked away Vintage Companion Dice. But even older cubes wish to be free. Therefore help this dice.
Place a blue portal under the azure gel stream andthe orange portal right above the classic cube. Right now the Vintage Companion Dice starts bouncing about because the glowing blue gel can be smeared on it.
Portal 2 Chapter 6 The Fall
After sometimes the cup cage breaks or cracks and now you have got to catch the classic cube. After you got it have it to the drinking water and wash it, usually you wouIdn't beable tó place it down somewhere without the dice jumping away again.
So place the clear vintage dice on the crimson switch on the ground. The elevator to the get away arrive downto yóu but you cán't reach it yet. So spot the orange portal on the floor in front side of the elevator and mainly because shortly as enough of the blue gel offers passedthrough the portal put the orange portal someplace else. Now you can jump upward to the eIevator, but it received't shift yet. Simply capture the orange colored portal abovethe reddish colored change and as shortly as the carbamide peroxide gel strikes the dice again the cube starts jumping around again and the elevator moves up and you can depart this sphere.Pump Train station BetaEven though you can study the great word Get away right in front side of you it is way as well early to get excited for an exit. You much better turn to the left and appear at the pumpstation beta.
1971 is usually also created on it in large letters.Here you shoot a portal a little bit above the steel walkway going around the push place beta building. Now get into the give where the leave should be, if youwant take a look around, but the portaI to the push station has to be positioned near the entrance to the cave, there is certainly no other wall structure that can keep a portalnear.Walk along the metal walkway until you get into the pump station beta.
Right here you make use of portals once again to get to the walkway high up on the wall structure. Now look downfrom right here and you will discover two places on the ground that can keep a portal. Shoot a portal ón each of thém and leap into the one particular near to the pathway. Nowthe sites are throwing you out, using moves. When you jump out of the portal further aside from the metal walkway you just jumped from you will discover a concretewall that can keep a portal perfect above the cylinder for the blue gel. Shoot the portal required to this piece on the walls and obtain tossed to the pathway atthe agency and control rooms.
Here you convert on the blue gel for the following region and you turn on the tangerine gel too. After doing that the doorway to the nextarea starts up. You enter a wide area through this door.Handle RoomSadly the floor floor of the control room has nothing at all of attention inside, so you need to get higher(and fixed the evening on fireplace).
Make use of websites to reach themetal walkway on the opposing part of the large abyss. Up right here there is definitely also nothing of interest, so place a portal on the surface best in front side of the metaIwalkway and the other portal on the incline to the ideal (noticed from up on the steel walkway). The portal on the incline offers to end up being on the ideal sideof the pipe and on the highest achievable position. Today leap into the portaI on the floor and with the energy from the leap you can achieve the roof ofthe handle room building without a issue. And here a door is currently open for you.Oh, what is certainly this?
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The bird, that took GLaDOS at the starting of this chapter has its nest right here and GLaDOS is definitely in this nest, still attached to the spud.GLaDOS will be still talking rubbish, but we choose her up anyways. She informs us, that Wheatley will destroy the whole Aperture Science lab structure within anhour if noone stops him, so we should connect GLaDOS back again into the aperture primary computer and she will allow us go. Well, perform we have got a option.?Fortunately GLaDOS is definitely placed on the switch controlling the elevator and simply because shortly as you pick her up the elevator moves up. Right now we have got to get back onto themetal pathway again and spot a portal high up on the walls directly opposit of thé elevator. If yóu right now leap into the portaI on the terrain the momentumwill toss you onto the walkway leading to the eIevator to another test sphere. And the next test world is currently in the next chapter of Website 2and you can read all about the following chapter on the following page.But allow me inform you a key before that (that furthermore makes you 2 trophys).
If you get into the area at the finish of the metalwalkway there is a door concealed behind a cupboard in the rear left advantage. If you leap on the garbage in front side of it, the door opensup for you. Just stick to the pictures you discover when you click on the image to the still left of this text right here. ContentIn this hallway behind the dooryou can discover the last 3 doorways with the term VITRIFIED composed on them.
Consider to open them and you will hear 3 even more messagesfrom Cave Johnson and you furthermore earn the trophy door price. The other 3 doorways you need are discovered at the starting ofthis chapter around the tower.And when causing the hall you enter a lengthy wide open area, an clear area with a live life safer on the ground with the phrase BOREALIS writtenon it that netting you the Dispatch Overboard trophy. And now get into the next chapter!