Walkthrough PC

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P O R T A L
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(PC Version)

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T A B L E  O F  C O N T E N T S
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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)

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F O R E W O R D                                                         (12345)
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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. Spoilers will also be present for Portal, so beware.

The Items/Etc. section contains spoilers.

Guides for advanced puzzles are under construction: Advanced Test
Chamber 13 is the only guide currently available.

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 [email protected]

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V E R S I O N  H I S T O R Y                                            (13579)
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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.

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A P E R T U R E  S C I E N C E . C O M                                  (11717)
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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 receipt of some kind.
28. Refresh. Load up Portal. Here we go!

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W A L K T H R O U G H                                                   (90210)
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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? Will you [?]?" That last word looks like win to me, but I'm not
sure. 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." Is "you" the cube? 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.

"How [?] you wouldn't [?] me. I should disregard your advice. Leave me alone."
Now he's mad at the voice. People that hallucinate usually have mood swings.

"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 stepped for no toe Cube had
food. Maybe ammo." That's what it looks like to me. So, Johnson dodged death
and the Cube died instead. Is there food and ammo inside the cube?

"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 Energy
Pellet. 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.

_______________________________________________________________________________
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 challenges.

==============
Rocket Science
==============

Earn silver medals on all portal challenges.

================
Aperture Science
================

Earn gold medals on all portal challenges.

==========
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: 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.

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.
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L E G A L / C O N T A C T                                               (10293)
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Copyright 2007 Pierre Andre III.

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