Test Chambers

Test Chambers are a vital part of the Portal series. Thanks to the Security Cameras fixed onto the walls of Test Chambers at various points, GLaDOS can track a Test Subject's movements and progress. There are multiple Test Chambers throughout The Enrichment Centre. . Upon entering a Test Chamber one acquires a bare (minimal) feeling, similar to a hospital with its sterile environment; this is due to the lighting used within chambers, and the colors of the panels as well.

Bonus Chambers
In addition to the standard test chambers exist two forms of bonus test chambers; only test chambers 13 through 18 have bonus versions. Bonus chambers only exist within Portal, and can be accessed from the main menu.

Challenge Chambers
These chambers are identical to the standard versions, however they introduce an additional layer of goal-based puzzles. These include completing the map with the:
 * Least amount of steps taken
 * Least amount of Portals deployed
 * Least time elapsed

Advanced Chambers
These are variants of the test chambers which have been redesigned with an advanced difficulty curve, for instance by decreasing the number of portalable surfaces, or by increasing the presence of hazard water.

Portal

 * Portals - The core mecanic of the game, the "worm holes" used to complete the test chambers. Introduced in the Relaxation Vault.
 * Heavy Duty Super-Colliding Super Button - Can be pressed by the player or held with a cube, the button acts like a switch, turning on and off different things (opening doors for instance). Introduced in Test Chamber 00.
 * Vital Apparatus Vent - The air vent delivering the cubes into the chambers. Introduced in Test Chamber 00.
 * Cube - A multipurpose object used to press buttons, block unwanted forces, or to stand upon. (Weighted Storage Cube introduced in Test Chamber 00 & Weighted Companion a special cube introduced in Test Chamber 17)
 * Material Emancipation Grill - A grid put at the end of test chambers used to stop players from getting objects out of the chamber. Introduced in Test Chamber 00
 * Victory Lift - A vertical variant of the Unstationary Scaffold that automatically rises if a player is upon it, and descends if unoccupied. Introduced in Test Chamber 06.
 * High Energy Pellet - An energy ball that needs to be put in its receptacle to power other objects. Introduced in Test Chamber 06.
 * Unstationary Scaffold - A platform used for transportation along a rail. Introduced in Test Chamber 07.
 * Turrets - Military grade turrets used for area denial. They fire bullets at players that enter their field of view. Introduced in Test Chamber 16.

Portal 2

 * Aerial Faith Plate - A launcher that throws the player and any objects at a fixed trajectory. Introduced in Chapter 2 Test Chamber 5.
 * Thermal Discouragement Beam - A laser beam fired in a straight line. Must be avoided or redirected using a Discouragement Redirection cube. Introduced in Chapter 2 Test Chamber 1.
 * Cube (Edgeless Safety & Discouragement Redirection) - Cubes that can be used to hold down buttons for example (Discouragement Redirection introduced in Chapter 2 Test Chamber 2 and Edgeless Safety introduced in Co-op Course 1 Chamber 2).
 * Hard Light Bridge - A semi-translucent, solid 'sheet' of light that can act as a bridge or wall. Introduced in Chapter 8 Test Chamber 6.
 * Gels (Propulsion, Repulsion & Conversion) - Can coat surfaces and apply different effects. Repulsion introduced in Chapter 6 Enrichment Sphere 2, Propulsion Chapter 7 Enrichment Sphere 5, Conversion Chapter 7 Enrichment Sphere 6.
 * Excursion Funnel - While inside this funnel of energy, objects will be unaffected by gravity and will travel along the path of the funnel. Introduced in Chapter 8 Test Chamber 1.
 * Edgeless Safety Cube Receptacle - Place Edgeless Safety Cubes into these receptacles to activate different types of objects. Introduced in Co-op Course 2 Chamber 2.