<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://theportalwiki.com/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=CompanionCubeYT</id>
	<title>Portal Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://theportalwiki.com/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=CompanionCubeYT"/>
	<link rel="alternate" type="text/html" href="https://theportalwiki.com/wiki/Special:Contributions/CompanionCubeYT"/>
	<updated>2026-04-17T16:46:59Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.44.0</generator>
	<entry>
		<id>https://theportalwiki.com/w/index.php?title=Test_Chambers&amp;diff=178476</id>
		<title>Test Chambers</title>
		<link rel="alternate" type="text/html" href="https://theportalwiki.com/w/index.php?title=Test_Chambers&amp;diff=178476"/>
		<updated>2022-03-31T15:38:17Z</updated>

		<summary type="html">&lt;p&gt;CompanionCubeYT: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
[[Image:Portal2 TestChamberDoor.png|right|200px|A Test Chamber door]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test Chambers&#039;&#039;&#039; are a vital part of the &#039;&#039;Portal&#039;&#039; series and the [[Aperture Science]] Enrichment Center. Via the [[Security Camera]]s fixed onto the walls of test chambers at various points, [[GLaDOS]] can track a test subject&#039;s movements and progress.&lt;br /&gt;
&lt;br /&gt;
There are hundreds and more test chambers throughout the Enrichment Center, which can be easily reconfigured and recycled to form another new test chamber. In &#039;&#039;Portal 2&#039;&#039;, these chambers can be swiftly created by GLaDOS with the usage of robotic arms carrying [[panels]] and combining them with other panels to form a ceiling, floor, and walls.&lt;br /&gt;
&lt;br /&gt;
Aesthetically, these chambers bear resemblance to a hospital with its sterile environment; due to the lighting used within chambers, and the black and white coloring of the walls, floors, and ceilings.&lt;br /&gt;
&lt;br /&gt;
== Test Chamber Design/styles ==&lt;br /&gt;
(To be Completed)&lt;br /&gt;
&lt;br /&gt;
== Challenge modes ==&lt;br /&gt;
In &#039;&#039;[[Portal]]&#039;&#039;, challenge mode test chambers can be found in the game&#039;s &amp;quot;Bonus Maps&amp;quot; menu option. In &#039;&#039;[[Portal 2]]&#039;&#039; however, the challenge modes can be played via selecting &amp;quot;Play Challenge Mode&amp;quot; in either single-player or co-op.&lt;br /&gt;
&lt;br /&gt;
The chambers in the challenge mode are identical to the original campaign versions, only with the implementation of goal-based puzzles. These include completing the map with the:&lt;br /&gt;
* Least amount of [[portals]] deployed&lt;br /&gt;
* Least time elapsed&lt;br /&gt;
* Least amount of steps taken (&#039;&#039;Available in Portal only&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;Portal&#039;&#039;, the stats will be compared to the goal, and if you matched the number of portals / steps / time to the goal (or got less than it), it will get harder and harder. In &#039;&#039;Portal 2&#039;&#039;, player stats will be saved into the {{W|Steam (software)|Steam}} leaderboards. This allows the Steam community to keep track of friends and other players who have beaten them in either least portals created, or least time taken to complete a test chamber.&lt;br /&gt;
&lt;br /&gt;
== Advanced chambers ==&lt;br /&gt;
Available only in &#039;&#039;Portal&#039;&#039;, 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 [[Goo]].&lt;br /&gt;
&lt;br /&gt;
Like challenge chambers in &#039;&#039;Portal&#039;&#039;, advanced chambers can be played via the &amp;quot;Bonus Maps&amp;quot; section on the main menu.&lt;br /&gt;
&lt;br /&gt;
The [[Portal 2 Sixense MotionPack DLC]] contains advanced chambers for &#039;&#039;Portal 2&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Related achievements ==&lt;br /&gt;
=== &#039;&#039;Portal&#039;&#039; ===&lt;br /&gt;
{{Achievement table&lt;br /&gt;
| col1 = &lt;br /&gt;
{{Show achievement|Portal|Basic Science}}&lt;br /&gt;
{{Show achievement|Portal|Rocket Science}}&lt;br /&gt;
{{Show achievement|Portal|Aperture Science}}&lt;br /&gt;
| col2 = &lt;br /&gt;
{{Show achievement|Portal|Cupcake}}&lt;br /&gt;
{{Show achievement|Portal|Fruitcake}}&lt;br /&gt;
{{Show achievement|Portal|Vanilla Crazy Cake}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Test chamber mechanics ==&lt;br /&gt;
{{main|Mechanics}}&lt;br /&gt;
&lt;br /&gt;
=== Portal ===&lt;br /&gt;
{{See also|Portal}}&lt;br /&gt;
* [[Portals]] - The core mechanic of the game, the &amp;quot;worm holes&amp;quot; used to complete the test chambers. Introduced in the [[Relaxation Vault]].&lt;br /&gt;
* [[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 [[Portal Test Chamber 00|Test Chamber 00]].&lt;br /&gt;
* [[Vital Apparatus Vent]] - The air vent delivering the cubes into the chambers. Introduced in [[Portal Test Chamber 00|Test Chamber 00]].&lt;br /&gt;
* [[Cubes]] - A multipurpose object used to press buttons, block unwanted forces, or to stand upon.  ([[Cube#Weighted Storage Cube|Weighted Storage Cube]] introduced in [[Portal Test Chamber 00|Test Chamber 00]] &amp;amp; [[Cube#Weighted Companion Cube|Weighted Companion]] a special cube introduced in [[Portal Test Chamber 17|Test Chamber 17]])&lt;br /&gt;
* [[Material Emancipation Grill]] - A grid put at the end of test chambers used to stop players from getting objects out of the chamber. It is also used as a test element. Introduced in [[Portal Test Chamber 00|Test Chamber 00]]&lt;br /&gt;
* [[Victory Lift]] - A vertical variant of the [[Unstationary Scaffold]] that automatically rises if a player is upon it, and descends if unoccupied. Introduced in [[Portal Test Chamber 06|Test Chamber 06]].&lt;br /&gt;
* [[High Energy Pellet]] - An energy ball that needs to be put in its receptacle to power other objects. Introduced in [[Portal Test Chamber 06|Test Chamber 06]].&lt;br /&gt;
* [[Unstationary Scaffold]] - A platform used for transportation along a rail. Introduced in [[Portal Test Chamber 07|Test Chamber 07]].&lt;br /&gt;
* [[Turrets]] - Military grade turrets used for area denial. They fire bullets at players that enter their field of view. Introduced in [[Portal Test Chamber 16|Test Chamber 16]].&lt;br /&gt;
&lt;br /&gt;
=== Portal 2 ===&lt;br /&gt;
{{See also|Portal 2}}&lt;br /&gt;
&lt;br /&gt;
* [[Aerial Faith Plate]] - A launcher that throws the player and any objects at a fixed trajectory. Introduced in [[Portal 2 Chapter 2 Test Chamber 5|Chapter 2 Test Chamber 5]].&lt;br /&gt;
* [[Thermal Discouragement Beam]] - A laser beam fired in a straight line. Must be avoided or redirected using a Discouragement Redirection cube. Introduced in [[Portal 2 Chapter 2 Test Chamber 1|Chapter 2 Test Chamber 1]].&lt;br /&gt;
* [[Cubes]] ([[Cube#Edgeless Safety Cube|Edgeless Safety]] &amp;amp; [[Cube#Discouragement Redirection Cube|Discouragement Redirection]]) - Cubes that can be used to hold down buttons for example (Discouragement Redirection introduced in [[Portal 2 Chapter 2 Test Chamber 2|Chapter 2 Test Chamber 2]] and Edgeless Safety introduced in [[Portal 2 Co-op Course 1 Chamber 2|Co-op Course 1 Chamber 2]]).&lt;br /&gt;
* [[Hard Light Bridge]] - A semi-translucent, solid &#039;sheet&#039; of light that can act as a bridge or wall. Introduced in [[Portal 2 Chapter 3 Test Chamber 11|Chapter 3 Test Chamber 11]].&lt;br /&gt;
* [[Gels]] ([[Propulsion Gel|Propulsion]], [[Repulsion Gel|Repulsion]] &amp;amp; [[Conversion Gel|Conversion]]) - Can coat surfaces and apply different effects. Repulsion introduced in [[Portal 2 Chapter 6 Enrichment Sphere 2|Chapter 6 Enrichment Sphere 2]], Propulsion [[Portal 2 Chapter 7 Enrichment Sphere 5|Chapter 7 Enrichment Sphere 5]], Conversion [[Portal 2 Chapter 7 Enrichment Sphere 6|Chapter 7 Enrichment Sphere 6]].&lt;br /&gt;
* [[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 [[Portal 2 Chapter 8 Test Chamber 11|Chapter 8 Test Chamber 1]].&lt;br /&gt;
* [[Edgeless Safety Cube Receptacle]] - Place Edgeless Safety Cubes into these receptacles to activate different types of objects. Introduced in [[Portal 2 Co-op Course 1 Chamber 2|Co-op Course 1 Chamber 2]].&lt;br /&gt;
&lt;br /&gt;
== List of test chambers ==&lt;br /&gt;
&lt;br /&gt;
===Official Games===&lt;br /&gt;
==== &#039;&#039;Portal&#039;&#039; test chambers ====&lt;br /&gt;
{{Main|List of Portal chambers}}&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Portal 2&#039;&#039; test chambers ====&lt;br /&gt;
{{Main|List of Portal 2 chambers}}&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Portal: Still Alive&#039;&#039; test chambers ====&lt;br /&gt;
{{Main|Portal: Still Alive}}&lt;br /&gt;
&lt;br /&gt;
===Mods===&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Portal Stories: Mel&#039;&#039; test chambers ====&lt;br /&gt;
{{Main|List of Portal Stories: Mel chambers}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{TestChambersNav}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ModTestChambersNav}}&lt;br /&gt;
[[Category:Test Chambers]]&lt;/div&gt;</summary>
		<author><name>CompanionCubeYT</name></author>
	</entry>
	<entry>
		<id>https://theportalwiki.com/w/index.php?title=Portal_2_Chapter_7_Enrichment_Sphere_6&amp;diff=178427</id>
		<title>Portal 2 Chapter 7 Enrichment Sphere 6</title>
		<link rel="alternate" type="text/html" href="https://theportalwiki.com/w/index.php?title=Portal_2_Chapter_7_Enrichment_Sphere_6&amp;diff=178427"/>
		<updated>2022-03-29T16:03:19Z</updated>

		<summary type="html">&lt;p&gt;CompanionCubeYT: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Old Aperture infobox&lt;br /&gt;
  | valve-title = Pump Station Gamma&lt;br /&gt;
  | map = sp_a3_portal_intro.bsp&lt;br /&gt;
  | screenshot = Portal 2 Chapter 7 Pump Station Gamma.jpg&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Old Aperture infobox&lt;br /&gt;
  | map = sp_a3_portal_intro.bsp&lt;br /&gt;
  | valve-title = Conversion Intro&lt;br /&gt;
  | screenshot = Portal 2 Chapter 7 Enrichment Sphere 6.jpg&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This is the forty-fourth level of the game, and takes place within some dilapidated [[Aperture Science]] offices, Pump Station Gamma and Enrichment Sphere #6. This level introduces [[Conversion Gel]], its ability to make virtually any surface Portal-conductive and the way in which it can be used to enable the player to take advantage of standard [[Portals|Portal]] mechanics such as the use of momentum. Pistons are present as the primary hazard. {{Spoiler text|This last pump station and enrichment sphere date from the 1980s, and Cave Johnson is afflicted with a cough from the moon rocks used to create the white Gel.}}&lt;br /&gt;
&lt;br /&gt;
== Hazards ==&lt;br /&gt;
* [[Piston]]&lt;br /&gt;
* Falling to your death&lt;br /&gt;
&lt;br /&gt;
== Walkthrough ==&lt;br /&gt;
{{Spoiler|block=yes|&lt;br /&gt;
=== Pump Station Gamma ===&lt;br /&gt;
*Walk straight along the catwalk and enter the lobby.&lt;br /&gt;
*Turn to the left and walk to the other end of the lobby.&lt;br /&gt;
*Turn to face the chairs and fire a portal to the wall behind them. Then fire a portal above the catwalk at the other end of the lobby and go through the portal.&lt;br /&gt;
*Go to the right and through the [[Emancipation Grill]].&lt;br /&gt;
*Shoot a portal on the wall on the right above the catwalks. Place the other portal on the wall next to you and go through it.&lt;br /&gt;
*Go through the door on the left and enter the Pump Station Gamma.&lt;br /&gt;
*Turn left from the Grill and then go along the catwalk on the left to the room on the other side.&lt;br /&gt;
*Activate the three pumps from the levers.&lt;br /&gt;
*Turn around and fire a portal on the wall. Place the other portal on the wall on the opposite side.&lt;br /&gt;
*Shoot a portal on the [[Conversion Gel]] on the floor and the other portal on the gel covering the ceiling. Go through the portal and you should be on a catwalk.&lt;br /&gt;
*Now turn to face the &amp;quot;Keep out&amp;quot; sign ahead. Jump on the other side by using the [[Repulsion Gel]] on the floor. Then go through the Grill on the left.&lt;br /&gt;
*Go to the room on the other side by using the [[Propulsion Gel]].&lt;br /&gt;
*Go through the door and put a portal on the angled wall on the left. Go back inside and place the other portal on the other end of the runway.&lt;br /&gt;
*Run along the runway and go through the portal. You should land on the catwalk.&lt;br /&gt;
*Go in the building and past the computers.&lt;br /&gt;
*Jump down from the broken window and go in to the room on the right and press a button.&lt;br /&gt;
*Now go back and go in the room on the left and through the door on the opposite side.&lt;br /&gt;
*Head for the elevator ahead and go in it.&lt;br /&gt;
&lt;br /&gt;
=== Sphere 06 ===&lt;br /&gt;
&lt;br /&gt;
*Note that it may be helpful to set a specific portal for the gel entrance and the other for moving around to spread the gel.&lt;br /&gt;
*Walk to the end of the catwalk but don&#039;t jump down yet. Place a portal on the flowing [[Conversion Gel]] and the other one next to it, so the gel paints the corner.&lt;br /&gt;
*Fire the same portal on the wall next to the Conversion Gel pipe. Now the gel is painting outside of the fenced area.&lt;br /&gt;
*Place the same portal on the gel on the inside of the fenced area. Gel should now paint outside of the fenced area and between the two pillars.&lt;br /&gt;
*Put the other portal on the outside of the fenced area, jump down from the catwalk and go through the portal.&lt;br /&gt;
*Go on the catwalk and shoot a portal on the gel on the floor before the two pillars. Place the other one on the floor where the flowing gel is painting.&lt;br /&gt;
*Now the wall on the left pillar facing the other pillar should be covered in gel. Shoot a portal on the same wall to cover the other pillar too.&lt;br /&gt;
*Repeat until you&#039;ve reached the top of the pillars. When the gel covers the wall above the catwalk on the pillar on the right, shoot the other portal on the wall.&lt;br /&gt;
*Go down from the catwalk and fire the other portal on the floor in order to get to the catwalk.&lt;br /&gt;
*Now go to the other side of the pillar and fire a portal on the floor below the flowing gel again and the other one right in front of the catwalks below.&lt;br /&gt;
*Now put the portal on the fresh gel and wait for the wall to be painted.&lt;br /&gt;
*Place a portal on the wall and wait for the gel to cover the angled wall below.&lt;br /&gt;
*Place a portal on the angled wall and the other one below the catwalk where you are and jump through the portal.&lt;br /&gt;
*Walk along the catwalk and go through the two doors.&lt;br /&gt;
*Go through the [[Emancipation Grill]] and then walk forwards until you are in an old elevator shaft.&lt;br /&gt;
*Fire a portal above the catwalk on the left, higher up. Put the other one on the wall on the left and go through it.&lt;br /&gt;
*Turn around and fire a portal on the wall ahead. Place the other portal on the wall above the catwalk higher up.&lt;br /&gt;
*Do the same again until you reach the elevator.&lt;br /&gt;
*Shoot a portal on the floor of the elevator and then put one on the floor below the end of the catwalk. Jump through the portal.&lt;br /&gt;
*When you have entered the portal, look for the white floors on the sides. Go on one of the sides and fire a portal on it, while keeping the other one on the floor of the elevator.&lt;br /&gt;
*Jump through the portal in the elevator and then look for an angled wall.&lt;br /&gt;
*Fire the portal from the floor to the angled wall and jump through the portal in the elevator.&lt;br /&gt;
*Go through the door.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Video walkthrough ==&lt;br /&gt;
{{youtube|VkHmkHTMvG0}}&lt;br /&gt;
{{walkthrough}}&lt;br /&gt;
&lt;br /&gt;
== Related achievements ==&lt;br /&gt;
{{Show achievement|Portal 2|White Out|width=50%}}&lt;br /&gt;
&lt;br /&gt;
== Music ==&lt;br /&gt;
{{main|Portal 2 soundtrack}}&lt;br /&gt;
{{Track|Music of the Spheres 2 (Incendiary Lemons)}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Portal_2_Chapter_7_Pump_Station_Gamma.jpg|Pump Station Gamma.&lt;br /&gt;
File:PumpStation.png|Concept Art of Pump Station Gamma.&lt;br /&gt;
File:PumpStation_Gamma_Diagram.jpg|A diagram found in Pump Station Gamma that shows the pump stations along with the enrichment spheres.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{TestChambersNav}}&lt;br /&gt;
[[Category:Portal 2 chambers]]&lt;/div&gt;</summary>
		<author><name>CompanionCubeYT</name></author>
	</entry>
	<entry>
		<id>https://theportalwiki.com/w/index.php?title=Puzzle_Creator&amp;diff=178424</id>
		<title>Puzzle Creator</title>
		<link rel="alternate" type="text/html" href="https://theportalwiki.com/w/index.php?title=Puzzle_Creator&amp;diff=178424"/>
		<updated>2022-03-28T15:25:06Z</updated>

		<summary type="html">&lt;p&gt;CompanionCubeYT: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Featured article tag}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Puzzle Creator&#039;&#039;&#039; (also known as &#039;&#039;&#039;Puzzle Maker&#039;&#039;&#039; or &#039;&#039;&#039;Editor&#039;&#039;&#039;) is a part of the [[Perpetual Testing Initiative]] in &#039;&#039;[[Portal 2]]&#039;&#039;, a DLC released on May 8th, 2012&amp;lt;ref name=&amp;quot;shacknews_editor_confirmed&amp;quot;/&amp;gt; allowing the creation of single-player and [[Co-op]] test chambers within a simple in-game editor.&amp;lt;ref name=&amp;quot;shacknews_editor_confirmed&amp;quot;&amp;gt;[http://www.shacknews.com/article/70740/portal-2-in-game-map-editor-confirmed ShackNews article &#039;&#039;Portal 2 in-game map editor confirmed&#039;&#039;] accessed 22 October 2011&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In order to create a Co-operative puzzle, the chamber must be marked as a &amp;quot;Co-operative puzzle&amp;quot; in the &amp;quot;File&amp;quot; menu of the Puzzle Creator.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
The editor was first mentioned within [[Portal 2 - The Final Hours|&#039;&#039;The Final Hours of Portal 2&#039;&#039;]], &amp;quot;[An in-game level browser won&#039;t be of much use unless] Valve figures out how to make designing Portal 2 maps an easier process. It has a plan there too, it comes in the form of a simplified level editor [...] a Photoshop for test chambers&amp;quot;.&amp;lt;ref name=&amp;quot;FinalHours_mention_editor&amp;quot;&amp;gt;[[Portal 2 - The Final Hours]], page 10 of chapter &amp;quot;Unlikely Architects&amp;quot;.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Puzzle Creator&amp;quot; does not appear to have a single official name; Valve published a blog post on the October 27, 2011 referring to the editor as the &amp;quot;Puzzle Creator&amp;quot;&amp;lt;ref name=&amp;quot;Portal 2 Puzzle Creator Sneak Peek&amp;quot;&amp;gt;[http://www.thinkwithportals.com/blog.php?id=6632&amp;amp;p=1 Portal 2 Puzzle Creator Sneak Peek]&amp;lt;/ref&amp;gt;, later referred to it on the blog post of April 27, 2012 as &amp;quot;Puzzle Maker&amp;quot;&amp;lt;ref name=&amp;quot;The Perpetual Testing Initiative&amp;quot;&amp;gt;[http://www.thinkwithportals.com/blog.php?id=7853&amp;amp;p=1 The Perpetual Testing Initiative]&amp;lt;/ref&amp;gt; and simply calling it &amp;quot;Editor&amp;quot; in-game.&lt;br /&gt;
&lt;br /&gt;
==Interface==&lt;br /&gt;
The Puzzle Creator features a stylised representation of the test chamber being worked on; featuring a simplified, bright, and flat color palette, and models and textures lack the level of detail that they would have in-game.&lt;br /&gt;
&lt;br /&gt;
[[Image:Puzzle Creator initial view.png|500px|center|thumb|The initial view of the Puzzle Creator.]]&lt;br /&gt;
&lt;br /&gt;
===Basic controls===&lt;br /&gt;
* Hovering the mouse over the left screen edge displays the item list.&lt;br /&gt;
* The top edge of the screen features four buttons: &amp;quot;Build and play puzzle&amp;quot;, &amp;quot;Undo&amp;quot;, &amp;quot;Redo&amp;quot;, and &amp;quot;Switch to game view&amp;quot;.&lt;br /&gt;
* Selecting and dragging the upper-right corner pans the camera view.&lt;br /&gt;
* Selecting and dragging the right edge controls the camera zoom.&lt;br /&gt;
* Selecting and dragging the lower-right corner controls the camera rotation.&lt;br /&gt;
* {{key|LMB}} - Select a block or item.&lt;br /&gt;
* {{key|RMB}} - On background: Pans camera view; On chamber: Context menu.&lt;br /&gt;
* {{key|MMB}} - Click: Controls camera rotation; Scroll: Controls camera zoom (follows cursor).&lt;br /&gt;
* {{key|W|S}} - Zoom in/out.&lt;br /&gt;
* {{key|Q|E}} - Rotate left/right.&lt;br /&gt;
* {{key|W|S}} - Pan left/right.&lt;br /&gt;
* {{key|R|F}} - Rotate up/down.&lt;br /&gt;
* {{key|P}} - Toggle surface portalability.&lt;br /&gt;
* {{key|O}} - Invert surface portalability.&lt;br /&gt;
* {{key|+|-}} - Push/pull (extrude) surface.&lt;br /&gt;
* {{key|Delete}}/{{key|backspace}} - Delete selection.&lt;br /&gt;
&lt;br /&gt;
===Advanced controls===&lt;br /&gt;
* {{key|shift|LMB}} - Allows for batch selection of surfaces.&lt;br /&gt;
* {{key|c|LMB}} - Duplicates an item (does not duplicate any connections).&lt;br /&gt;
* {{key|alt|LMB}} - Places an item on the surface opposite to the one facing the camera.&lt;br /&gt;
* {{key|space|LMB}} - Pushes/pulls surface if selected.&lt;br /&gt;
&lt;br /&gt;
===Shortcuts===&lt;br /&gt;
* {{key|ctrl|N}} - New chamber&lt;br /&gt;
* {{key|ctrl|O}} - Open...&lt;br /&gt;
* {{key|ctrl|S}} - Save&lt;br /&gt;
* {{key|ctrl|shift|S}} - Save as...&lt;br /&gt;
* {{key|tab}} - Switch to game view.&lt;br /&gt;
* {{key|F9}} - Rebuild&lt;br /&gt;
* {{key|ctrl|Q}} - Exit editor&lt;br /&gt;
* {{key|ctrl|Z}} - Undo&lt;br /&gt;
* {{key|ctrl|Y}} - Redo&lt;br /&gt;
* {{key|ctrl|A}} - Select all&lt;br /&gt;
&lt;br /&gt;
==Items list==&lt;br /&gt;
&amp;lt;!-- Ordered as listed in game, left-right, top-bottom; using in-game names. --&amp;gt;&lt;br /&gt;
{{columns-list|3|&lt;br /&gt;
* [[File:Puzzle Creator pedestal button.png|32px]] [[Pedestal Button]] (includes timer)&lt;br /&gt;
* [[File:Puzzle Creator portal button.png|32px]] [[Heavy Duty Super-Colliding Super Button|Button]]&lt;br /&gt;
* [[File:Puzzle Creator box socket.png|32px]] [[Heavy Duty Super-Colliding Super Button#Weighted Storage Cube Receptacle|Cube Button]]&lt;br /&gt;
* [[File:Puzzle Creator ball socket.png|32px]] [[Heavy Duty Super-Colliding Super Button#Edgeless Safety Cube Receptacle|Sphere Button]]&lt;br /&gt;
* [[File:Puzzle Creator cube.png|32px]] [[Cubes#Weighted Storage Cube|Weighted Cube]] (with dropper)&lt;br /&gt;
* [[File:Puzzle Creator companion cube.png|32px]] [[Weighted Companion Cube|Companion Cube]] (with dropper)&lt;br /&gt;
* [[File:Puzzle Creator edgeless safety cube.png|32px]] [[Cubes#Edgeless Safety Cube|Edgeless Safety Cube]] (with dropper)&lt;br /&gt;
* {{Spoiler|[[File:Puzzle Creator frankenturret.png|32px|]]}} {{Spoiler|[[Frankenturret|Franken Cube]]}} (with dropper)&lt;br /&gt;
* [[File:Puzzle Creator tbeam.png|32px]] [[Excursion Funnel|Tractor Beam]] (reversible)&lt;br /&gt;
* [[File:Puzzle Creator faithplate.png|32px]] [[Aerial Faith Plate|Faith Plate]]&lt;br /&gt;
* [[File:Puzzle Creator hard light emitter.png|32px]] [[Hard Light Bridge|Light Bridge]]&lt;br /&gt;
* [[File:Puzzle Creator stairs.png|32px]] [[Panel|Stairs]]&lt;br /&gt;
* [[File:Puzzle Creator fizzler.png|32px]] [[Material Emancipation Grill|Fizzler]]&lt;br /&gt;
* [[File:Puzzle Creator glass.png|32px]] Glass (can be turned into grating)&lt;br /&gt;
* [[File:Puzzle Creator arm paneltop.png|32px]] [[Victory Lift|Piston Platform]]&lt;br /&gt;
* [[File:Puzzle Creator arm motionplatform.png|32px]] [[Unstationary Scaffold|Track Platform]]&lt;br /&gt;
* [[File:Puzzle Creator laser emitter.png|32px]] [[Thermal Discouragement Beam|Laser]] Emitter&lt;br /&gt;
* [[File:Puzzle Creator laser catcher.png|32px]] [[Thermal Discouragement Beam|Laser]] Catcher&lt;br /&gt;
* [[File:Puzzle Creator laser receptacle.png|32px]] [[Thermal Discouragement Beam|Laser]] Relay&lt;br /&gt;
* [[File:Puzzle Creator reflection cube.png|32px]] [[Discouragement Redirection Cube|Reflection Cube]] (with dropper)&lt;br /&gt;
* [[File:Puzzle Creator airlock.png|32px]] [[Panel|Glass Panel]]&lt;br /&gt;
* [[File:Puzzle Creator panel flap.png|32px]] [[Panel|Angled Panel]]&lt;br /&gt;
* [[File:Puzzle Creator panel flip.png|32px]] [[Panel|Flip Panel]]&lt;br /&gt;
* [[File:Puzzle Creator observation room.png|32px]] [[Observation Room]]&lt;br /&gt;
* [[File:Puzzle Creator deathfield.png|32px]] [[Laser Field]]&lt;br /&gt;
* [[File:Puzzle Creator turret.png|32px]] [[Sentry Turret|Turret]]&lt;br /&gt;
* [[File:Puzzle Creator goo.png|32px]] [[Goo|Deadly Goo]]&lt;br /&gt;
* [[File:Puzzle Creator light panel.png|32px]] Light Strip&lt;br /&gt;
* [[File:Puzzle Creator paintsplat bounce.png|32px]] [[Repulsion Gel|Bounce Gel]] (with dropper)&lt;br /&gt;
* [[File:Puzzle Creator paintsplat speed.png|32px]] [[Propulsion Gel|Speed Gel]] (with dropper)&lt;br /&gt;
* [[File:Puzzle Creator paintsplat portal.png|32px]] [[Conversion Gel]] (with dropper)&lt;br /&gt;
* [[File:Puzzle Creator paintsplat water.png|32px]] [[Cleansing Gel]] (with dropper)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Default items ===&lt;br /&gt;
&lt;br /&gt;
These are the mandatory items are placed in the chamber, and can only be moved.&lt;br /&gt;
* [[File:Puzzle Creator portal door.png|32px]] Entry Door (with Co-op variant)&lt;br /&gt;
* [[File:Puzzle Creator portal door.png|32px]] Exit Door (with Co-op variant)&lt;br /&gt;
* [[File:Puzzle Creator observation room.png|32px]] Large [[Observation Room]]&lt;br /&gt;
&lt;br /&gt;
=== Educational Version items ===&lt;br /&gt;
&lt;br /&gt;
These items are exclusively featured in the [[Portal 2 - Educational Version]].&lt;br /&gt;
* [[Heavy Duty Super-Colliding Super Button#Contraption Cube Receptacle|Contraption Cube Receptacle]]&lt;br /&gt;
* [[File:Puzzle Creator contraption cube.png|32px]] [[Cubes#Contraption Cube|Contraption Cube]] (with dropper)&lt;br /&gt;
* Text bubbles&lt;br /&gt;
&lt;br /&gt;
==Hints==&lt;br /&gt;
===Initial non-repeating hints===&lt;br /&gt;
*Click a chamber surface tile to select it.&lt;br /&gt;
*Click and drag across several surfaces to block-select.&lt;br /&gt;
*Right click selections to change surface portalability.&lt;br /&gt;
*Drag the boundary edge of a selection to move the highlighted surfaces.&lt;br /&gt;
*Press and drag the background to rotate your camera view.&lt;br /&gt;
*Move the mouse to the far left edge of the screen to open the puzzle item palette.&lt;br /&gt;
===Beginner===&lt;br /&gt;
*Right click an item to change its properties or connect items together.&lt;br /&gt;
*The entry door, exit door, and large observation room are mandatory items. They can be moved, but they cannot be deleted or duplicated.&lt;br /&gt;
*Use the {{key|+}} and {{key|-}} keys to quickly modify selected chamber surfaces.&lt;br /&gt;
*Press {{key|P}} to change portalability of selected surfaces.&lt;br /&gt;
*Use the controls along the far right edge of the editor window to pan, zoom, and rotate your camera view.&lt;br /&gt;
*Rotate the camera view up to work on the ceiling.&lt;br /&gt;
*Rapidly duplicate puzzle items by holding down {{key|C}} while moving them.&lt;br /&gt;
*Use the mouse scroll wheel to zoom in and out.&lt;br /&gt;
*Some items need to occupy space behind the surface they are mounted to. Look for a dashed outline of the required volume while you move them.&lt;br /&gt;
*Some item placements are incompatible and will show an error indication until they are fixed.&lt;br /&gt;
&lt;br /&gt;
===Early intermediate===&lt;br /&gt;
*Use the adjustment gizmo that appears when you click an item to reposition it on its surface.&lt;br /&gt;
*Double click a surface to automatically expand the selection around all adjacent coplanar surfaces.&lt;br /&gt;
*Block-select surfaces on different planes to select a volume.&lt;br /&gt;
*Look for hotkey shortcuts along the right side of menus.&lt;br /&gt;
*The large mandatory observation room emits a bright light that casts shadows. Position it to enhance the visual effect of your chamber.&lt;br /&gt;
*Are your puzzles too dark? Use small observation room and light strip items to control the illumination level throughout your chamber.&lt;br /&gt;
*Press and drag the middle mouse wheel/button to rotate the camera view.&lt;br /&gt;
*The icons along the left side of a context menu are buttons that can be used repeatedly while the menu is open.&lt;br /&gt;
*Press and drag the middle mouse wheel/button while holding down {{key|Shift}} to pan the camera view.&lt;br /&gt;
*With a volume selected, the {{key|+}} and {{key|-}} keys will fill or carve.&lt;br /&gt;
*Press and drag the right mouse button to rotate the camera view.&lt;br /&gt;
*Drag the boundary of a volume selection set to move a portion of your chamber along any 3D axis.&lt;br /&gt;
&lt;br /&gt;
===Intermediate===&lt;br /&gt;
*Connect multiple buttons to a receiving item: This requires all to be pressed simultaneously for activation.&lt;br /&gt;
*Hold down the spacebar and drag anywhere to quickly move selected surfaces and volumes.&lt;br /&gt;
*Use {{key|Home}} key to reset the camera view.&lt;br /&gt;
*Press {{key|F9}} to rebuild and run your puzzle.&lt;br /&gt;
*Use {{key|W}}, {{key|A}}, {{key|S}}, {{key|D}} keys to move the camera view.&lt;br /&gt;
*Use the {{key|Q}} {{key|E}} and {{key|R}} {{key|F}} keys to rotate the camera view.&lt;br /&gt;
*Press the {{key|O}} key to invert the portalability of selected surfaces&lt;br /&gt;
*Connect items together quickly by selecting one and using the {{key|K}} key.&lt;br /&gt;
*Hold down {{key|Alt}} while moving items to keep them on surfaces facing away from the camera view.&lt;br /&gt;
*Hold down {{key|Shift}} while rotating turrets and dropper-less cubes to snap their orientation to 45 degree increments.&lt;br /&gt;
&lt;br /&gt;
===Advanced===&lt;br /&gt;
*When previewing your puzzle in first-person mode, use the &#039;noclip&#039; console command to quickly navigate the chamber.&lt;br /&gt;
*Place up to 4 light strips on a surface by using their adjustment gizmo.&lt;br /&gt;
*Change glass to grating by right clicking and changing the barrier type.&lt;br /&gt;
*Drag a trajectory target back onto its faith plate to create a vertical launch.&lt;br /&gt;
*Create a pre-placed gel splat by deleting or disabling the associated dropper.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;WIP Editing&amp;quot; (unused)===&lt;br /&gt;
&#039;&#039;Some of the controls referenced here no longer work, and appear to be from an early version of the editor.&#039;&#039;&lt;br /&gt;
*Hold down SHIFT while clicking surfaces to expand the selection.&lt;br /&gt;
*Use Arrow keys to nudge the selection. &lt;br /&gt;
*Shift+arrow keys moves the carat in floor space.&lt;br /&gt;
*Use the PageUp/PageDown keys to nudge the selection in and out.&lt;br /&gt;
*Use Shift + arrow keys to expand the carat (Alt+Shift to move the opposite end)&lt;br /&gt;
*Holding down Spacebar while using the arrow keys to move the volume selection.&lt;br /&gt;
*Hold down CTRL while moving volume selections to duplicate the selection.&lt;br /&gt;
*Use number keys 1-0 to place an item type. Repeatedly tap to cycle through options.&lt;br /&gt;
*Use CTRL+number keys to set the camera to a preset view.&lt;br /&gt;
*Use CTRL+F5-F8 to save a custom view setting. F5-F8 to restore the view.&lt;br /&gt;
&lt;br /&gt;
===Puzzlecraft tips (unused)===&lt;br /&gt;
*Keep goals clear: The puzzle exit should always be visible upon entry.&lt;br /&gt;
*Keep puzzles simple. Players should be able to keep the solution in their head.&lt;br /&gt;
*Keep puzzles transparent. Players should always see the effect of pressing buttons. Avoid putting things in separate rooms.&lt;br /&gt;
*Keep puzzles about the cerebral challenge, not the execution: Puzzles should be easy to solve once players know the solution.&lt;br /&gt;
*If you want your puzzle to be broadly played and enjoyed, don&#039;t make players rely on precise timing or &#039;ninja&#039; FPS skills.&lt;br /&gt;
*Twitchy puzzles that require precise timing are less fun for most players. Expect a smaller audience.&lt;br /&gt;
*Maintain a sense of progression: Split up large puzzles into a series of smaller experiences.&lt;br /&gt;
*Maintain a sense of progression: Avoid puzzles that force the player to revisit the same area again and again.&lt;br /&gt;
*Puzzles are a contest between author and player where the player is ALWAYS expected to win in the end.&lt;br /&gt;
*Good puzzles are not so tricky to be frustrating, but just tricky enough to make players feel smart when they solve it.&lt;br /&gt;
*Keep it simple: Fewer puzzle elements arranged in a clear, strong way are better than many elements organized in a tangled knot.&lt;br /&gt;
*Playtest early and often to know what parts your audience finds too easy or too hard.&lt;br /&gt;
*Keep t-beams away from buttons where they can accidentally lift placed buttons or players.&lt;br /&gt;
*Avoid lasers that are always in the players movement path: they can get annoying really fast.&lt;br /&gt;
*It&#039;s okay to have more than one way to solve a puzzle, just be aware that the alternatives exist and that they don&#039;t ruin the puzzle.&lt;br /&gt;
*When you add another mechanic to your puzzle, you&#039;re increasing complexity -- make sure each added mechanic justifies its existence by contributing something interesting to the puzzle.&lt;br /&gt;
*Find a fun central concept for the puzzle and design back from there.&lt;br /&gt;
*Be careful not to put critical elements on the ceiling. Players rarely look up (or down) unless guided to.&lt;br /&gt;
*There should be a twist in every map. Players get more enjoyment when they figure the twist than when they actually solve the puzzle. The ideal case builds a lot of suspense. &#039;Whoa! I think this might work&#039; ... [tries crazy idea] ... &#039;That&#039;s awesome! I can&#039;t believe I did that!&#039;&lt;br /&gt;
*Avoid straightforward puzzles. They are boring.&lt;br /&gt;
*Players can&#039;t judge how far they will fling - try to avoid making a puzzle with multiple options for a fling where players need to choose the same one.&lt;br /&gt;
*Don&#039;t make a space that allows for an infini-fling unless it is part of the puzzle. When players are stumped they will frequently try this mechanic. It&#039;s also a complicated maneuver so it&#039;s possible to fail for a long time before you realize that it&#039;s not how to solve the puzzle.&lt;br /&gt;
*Avoid creating linear puzzles in linear spaces.&lt;br /&gt;
*Stick to using puzzle mechanics already defined in Portal 2. Most players don&#039;t appreciate idiosyncratic behavior.&lt;br /&gt;
*Play along with users&#039; expectations of how puzzle items function. Defying their expectations loses their trust in how anything will function.&lt;br /&gt;
*Buttons should only have a single output. Multiple outputs can be confusing.&lt;br /&gt;
*Never, ever let the player get into an un-winnable state.&lt;br /&gt;
*Don&#039;t allow cubes to get into places where the player cannot retrieve them.&lt;br /&gt;
*Avoid using floor-portal orientations as a puzzle mechanic, as most players are unaware portals even have an orientation.&lt;br /&gt;
*People&#039;s eyes are drawn towards brighter areas. Use lighting to direct player attention.&lt;br /&gt;
*Use strip light array, lasers, and other linear features to direct player view along a line.&lt;br /&gt;
*Avoid &amp;quot;chambers within chambers&amp;quot; where players can&#039;t see the consequences of their actions on the puzzle state.&lt;br /&gt;
*Testers want to help you improve your map. Listen to their feedback carefullly and always remember to thank them for their time.&lt;br /&gt;
&lt;br /&gt;
==Limitations==&lt;br /&gt;
As the puzzle creator is designed for ease of use, certain limitations apply. These limitations can be overcome by exporting the map to [[Portal 2 Authoring Tools|Hammer]] (see Related Commands).&lt;br /&gt;
* There is a limit of 1750 entities in a single chamber, as opposed to 2048 in Hammer maps. Items consist of multiple entities, meaning the actual number of placeable items is much lower than this.&lt;br /&gt;
* The editor is block based, meaning that angles and smaller geometry cannot be achieved without the use of custom items such as the BEE2&#039;s partial blocks.&lt;br /&gt;
* Chambers are isolated, so sequences of chambers cannot be published as one map using the Puzzle Creator alone.&lt;br /&gt;
* Some item placements are disallowed, such as items placed in midair or inside of other items. While somewhat standard for in-game level editors, no such placement rules exist in Hammer.&lt;br /&gt;
&lt;br /&gt;
==Related commands==&lt;br /&gt;
{{columns-list|3|&lt;br /&gt;
* {{code|puzzlemaker_autosave_dev}} - Forces an autosave, saving the current puzzle as &#039;autosave.p2c&#039;.&lt;br /&gt;
* {{code|puzzlemaker_compile_and_preview}} - Compiles the map and loads it in preview mode.&lt;br /&gt;
* {{code|puzzlemaker_compile_and_publish}} - Compiles the map and opens the publish dialog.&lt;br /&gt;
* {{code|puzzlemaker_current_hint}} - The hint number to display in the compile progress window. This is incremented by 1 every time a compile is started.&lt;br /&gt;
* {{code|puzzlemaker_drawselectionmeshes 0/1}} - When enabled, editor model selection meshes are drawn as red wireframes.&lt;br /&gt;
* {{code|puzzlemaker_enable_budget_bar 0/1}} - When enabled, a &amp;quot;budget bar&amp;quot; is shown in the bottom-left corner.&lt;br /&gt;
* {{code|puzzlemaker_export &amp;lt;name&amp;gt;}} - Exports the current puzzle as &#039;name.vmf&#039;, to open it in Hammer. Maps are saved to &#039;common\portal 2\sdk_content\maps\&#039;.&lt;br /&gt;
* {{code|puzzlemaker_load_dev}} - Loads the puzzle with the filename &#039;name.p2c&#039;.&lt;br /&gt;
* {{code|puzzlemaker_new_chamber}} - Opens a new chamber&lt;br /&gt;
* {{code|puzzlemaker_open_chamber}} - Displays the open dialog&lt;br /&gt;
* {{code|puzzlemaker_play_sounds 0/1}} - Sets if the puzzlemaker can play sounds or not.&lt;br /&gt;
* {{code|puzzlemaker_publish_dev}} - compile the current puzzle and publish it to the Steam workshop&lt;br /&gt;
* {{code|puzzlemaker_quit}}                       &lt;br /&gt;
* {{code|puzzlemaker_request_publish}}&lt;br /&gt;
* {{code|puzzlemaker_save_chamber}}                                          &lt;br /&gt;
* {{code|puzzlemaker_save_dev &amp;lt;name&amp;gt;}} save the current puzzle as &#039;name.p2c&#039;&lt;br /&gt;
* {{code|puzzlemaker_shadows 0/1}} - Enables unfinished shadows in the puzzlemaker.&lt;br /&gt;
* {{code|puzzlemaker_show_overlay_web_page}}&lt;br /&gt;
* {{code|puzzlemaker_show 0/1}} - 1 shows the puzzle maker,  0 hides it&lt;br /&gt;
* {{code|puzzlemaker_zoom_to_mouse 0/1/2}} - 0-zoom to center of screen, 1-zoom to mouse cursor (smart), 2-zoom to mouse cursor&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Unused content==&lt;br /&gt;
The following have been found in the game files:&lt;br /&gt;
{{columns-list|1|&lt;br /&gt;
* [[File:Puzzle Creator faithplate 128.png|32px]] Large [[Aerial Faith Plate]]&lt;br /&gt;
* &#039;Push out&#039; [[panel]]&lt;br /&gt;
* A radial menu with voting criteria for a map, including &amp;quot;confused&amp;quot; and &amp;quot;stuck&amp;quot;.&lt;br /&gt;
* Various &amp;quot;upgrade&amp;quot; badge textures.&lt;br /&gt;
* [[File:Puzzle Creator crusher.png|32px]] [[Crusher]]&lt;br /&gt;
* [[File:Fixed portal door.png|32px]] [[Autoportal]]&lt;br /&gt;
* [[File:Puzzle Creator panel door.png|32px]] A Glass [[panel]] &lt;br /&gt;
* 4x1 observation room&lt;br /&gt;
* Shadows, enabled with the {{code|puzzlemaker_shadows}} command. They are somewhat buggy, and don&#039;t accurately represent the actual lighting in the chamber.&lt;br /&gt;
* A &amp;quot;budget bar&amp;quot;, enabled with the {{code|puzzlemaker_enable_budget_bar}} command. This bar will fill up as objects are added to the chamber. When exceeded, the editor will not allow the chamber to be built, using the &amp;quot;build failed&amp;quot; message normally only seen when there are placement errors in the map. The final editor simply relies on the compiler to throw an error when over engine limits, instead of implementing an arbitrary system.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Modifications ==&lt;br /&gt;
&lt;br /&gt;
Modifications are addons that add custom content to the Puzzle Maker.&lt;br /&gt;
&lt;br /&gt;
=== BEEmod ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BEEmod&#039;&#039;&#039; is a well-known Puzzlemaker mod which adds additional content to the editor. The latest version of the mod is version 2.4, which uses a standalone app to configure the item palette and other options not available within the Puzzle Creator itself. Some of BEE2.4&#039;s features include additional items such as [[High Energy Pellet]]s and [[Portal Spawner|Autoportals]], styles such as Portal 1 and Overgrown, and a large selection of music from various Portal games and mods. BEE2.4 can be downloaded from its [https://github.com/BEEmod/BEE2.4 GitHub page].&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
{{Gallery&lt;br /&gt;
|lines=3&lt;br /&gt;
|title=Puzzle Creator&lt;br /&gt;
|height=150&lt;br /&gt;
|width=200&lt;br /&gt;
|File:P2editor example.jpg|An example of a simple test chamber.&lt;br /&gt;
|File:lab_floor.jpg|A bug in the Puzzle Creator which allows observation rooms to be placed on floors.&lt;br /&gt;
|File:editor_error.jpg|An observation room in an invalid state.&lt;br /&gt;
|File:build_failed.jpg|The message that appears when attempting to build a chamber containing errors.&lt;br /&gt;
}}&lt;br /&gt;
{{Gallery&lt;br /&gt;
|lines=3&lt;br /&gt;
|title=Pre-release&lt;br /&gt;
|height=150&lt;br /&gt;
|width=200&lt;br /&gt;
|File:Portal 2 editor announcement 01.jpg|Announcement screenshot #1 (the test chamber there looks similar to [[Portal 2 Chapter 1 Test Chamber 5|the Cube Momentum test]])&lt;br /&gt;
|File:Portal 2 editor announcement 02.jpg|Announcement screenshot #2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
* [http://www.thinkwithportals.com/puzzlemaker/hints.php Official &amp;quot;Tips&amp;quot; page]&lt;br /&gt;
* [http://www.thinkwithportals.com/puzzlemaker/editorkeys.php Official &amp;quot;Controls&amp;quot; page]&lt;br /&gt;
&lt;br /&gt;
{{Portal Series}}&lt;br /&gt;
[[Category:Puzzle Creator]]&lt;/div&gt;</summary>
		<author><name>CompanionCubeYT</name></author>
	</entry>
	<entry>
		<id>https://theportalwiki.com/w/index.php?title=Portal_2_Chapter_1_Introduction&amp;diff=178346</id>
		<title>Portal 2 Chapter 1 Introduction</title>
		<link rel="alternate" type="text/html" href="https://theportalwiki.com/w/index.php?title=Portal_2_Chapter_1_Introduction&amp;diff=178346"/>
		<updated>2022-03-14T16:17:20Z</updated>

		<summary type="html">&lt;p&gt;CompanionCubeYT: /* Transcript */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
{{Chamber infobox&lt;br /&gt;
  | title      = Portal 2 Chapter 1 Introduction&lt;br /&gt;
  | valve-title= Container Ride&lt;br /&gt;
  | map        = sp_a1_intro1.bsp&lt;br /&gt;
  | dirty      = 1&lt;br /&gt;
  | screenshot = Portal 2 Chapter 1 Introduction test chamber.png&lt;br /&gt;
  | noprogress = true&lt;br /&gt;
  | total      = 19&lt;br /&gt;
  | number     = 00&lt;br /&gt;
  | icon1      = cube dispenser on&lt;br /&gt;
  | icon2      = cube button on&lt;br /&gt;
  | icon3      = cube hazard on&lt;br /&gt;
  | icon4      = player button&lt;br /&gt;
  | icon5      = water hazard&lt;br /&gt;
  | icon6      = fling enter&lt;br /&gt;
  | icon7      = fling exit&lt;br /&gt;
  | icon8      = turret hazard&lt;br /&gt;
  | icon9      = dirty water&lt;br /&gt;
  | icon10     = blades hazard&lt;br /&gt;
  | next       = Portal 2 Chapter 1 Test Chamber 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This is the first level of the game and serves as both a tutorial and introduction. The first part of the level takes place within the interior of an [[Aperture Science]] Relaxation Chamber, and introduces the player to gameplay fundamentals such as looking with the mouse, moving and activating objects. {{Spoiler|The player is also introduced to both the [[Announcer]] and [[Wheatley]] at this time}}. The second part of the level provides a more detailed look at the Aperture Science facility while the player is transported to the first Test Chamber. The final part of the level takes place within a dilapidated Test Chamber, and introduces the player to [[Portals]], as well as the [[Weighted Storage Cube]] and the way in which it interacts with [[Heavy Duty Super-Colliding Super Button]]. When the first Test Chamber has been completed, the player will encounter the [[Emancipation Grill]] and exit through the [[Chamberlock]].&lt;br /&gt;
&lt;br /&gt;
== Contents ==&lt;br /&gt;
&lt;br /&gt;
=== Mechanics ===&lt;br /&gt;
* [[Heavy Duty Super-Colliding Super Button]]&lt;br /&gt;
* [[Weighted Storage Cube]]&lt;br /&gt;
*[[Vital Apparatus Vent]]&lt;br /&gt;
*[[Emancipation Grill]]&lt;br /&gt;
*[[Chamberlock]]&lt;br /&gt;
*[[Portal Spawner]] &#039;&#039;(blue &amp;amp; orange)&#039;&#039;&lt;br /&gt;
*[[Portals]] &#039;&#039;(blue &amp;amp; orange)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Characters ===&lt;br /&gt;
*[[Announcer]]&lt;br /&gt;
*[[Chell]]&lt;br /&gt;
*[[Wheatley]]&lt;br /&gt;
&lt;br /&gt;
=== Objective ===&lt;br /&gt;
* Complete the decayed test shaft (Test Chamber 00)&lt;br /&gt;
&lt;br /&gt;
=== Hazards ===&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
=== Locations ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Aperture Science Enrichment Center&#039;&#039;&lt;br /&gt;
* &#039;&#039;Aperture Science Relaxation Chamber&#039;&#039;&lt;br /&gt;
* &#039;&#039;Aperture Science Extended Relaxation Center&#039;&#039;&lt;br /&gt;
* &#039;&#039;Aperture Science Relaxation Vault&#039;&#039;&lt;br /&gt;
* &#039;&#039;Test Chamber 00 (Dilapidated)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Walkthrough ==&lt;br /&gt;
{{Spoiler|block=yes|&lt;br /&gt;
* The [[Announcer]] will tell you to look up, look down, look at art, and return to your bed. Do these things.&lt;br /&gt;
* When awoken by the Announcer for the second time, walk towards the door to allow [[Wheatley]] to enter.&lt;br /&gt;
* Follow Wheatley&#039;s instructions and wait for him to transport the room to the &#039;Docking Station&#039;.&lt;br /&gt;
* Jump down into the relaxation vault; wait for the Announcer to open the portal and then walk through it.&lt;br /&gt;
* Walk through the door, then place the [[Weighted Storage Cube]] onto the [[Heavy Duty Super-Colliding Super Button]] in order to open the exit door.&lt;br /&gt;
* Proceed through the [[Chamberlock]] and into the elevator.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Video walkthrough ==&lt;br /&gt;
{{walkthrough}}&lt;br /&gt;
&lt;br /&gt;
== Related achievements ==&lt;br /&gt;
{{Show achievement|Portal 2|Wake Up Call|width=50%}}&lt;br /&gt;
&lt;br /&gt;
== Music ==&lt;br /&gt;
{{main|Portal 2 soundtrack}}&lt;br /&gt;
{{Track|The Courtesy Call}}&amp;lt;br&amp;gt;{{Track|Technical Difficulties}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
{{Gallery&lt;br /&gt;
|width=192&lt;br /&gt;
|height=108&lt;br /&gt;
|lines=3&lt;br /&gt;
|File:Portal 2 Chapter 1 Introduction deteriorated room.png|alt1=The relaxation vault after degradation|The relaxation vault after degradation.&lt;br /&gt;
|File:Portal 2 Chapter 1 Introduction post transport.png|alt2=Passage into the main facility|Passage into the main facility&lt;br /&gt;
|File:Portal 2 Chapter 1 Introduction cube button.png|alt3=The return of the Weighted Storage Cube and Heavy Duty Super-Colliding Super Button|The return of the Weighted Storage Cube and Heavy Duty Super-Colliding Super Button.&lt;br /&gt;
|File:Portal 2 Chapter 1 Introduction Early.png|alt4=Early version of the relaxation vault|Early version of the relaxation vault. &lt;br /&gt;
|File:Portal 2 Chapter 1 Introduction.png|alt5=[[Chell]]&#039;s Relaxation Chamber un-dilapidated.|The relaxation vault before degradation. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* The painting Chell is instructed to observe changes&amp;lt;ref&amp;gt;http://www.reddit.com/r/Portal/comments/gydjz/did_anyone_else_spot_this_in_chells_room/&amp;lt;/ref&amp;gt; between her first and second wakeup. Additionally, it bears a striking resemblance to Lakeside Hideaway by Thomas Kinkade.&amp;lt;ref&amp;gt;http://freepages.family.rootsweb.ancestry.com/~ja7smith/TKlakesidehideaway.jpg Lakeside Hideaway by Thomas Kinkade&amp;lt;/ref&amp;gt;&lt;br /&gt;
* During the early phases of &#039;&#039;Portal 2&#039;&#039;&#039;s development, the Relaxation Vault was to resemble an island, as seen above. &lt;br /&gt;
{{Gallery&lt;br /&gt;
|width=200&lt;br /&gt;
|height=108&lt;br /&gt;
|lines=1&lt;br /&gt;
|File:Portal 2 Hotel Painting.png|alt1=Painting during first wakeup|Painting during first wakeup.&lt;br /&gt;
|File:Portal 2 Hotel Painting Moon.png|alt2=Painting during second wakeup|Painting during second wakeup.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Transcript==&lt;br /&gt;
&amp;lt;code&amp;gt;{{Spoiler|&lt;br /&gt;
[JINGLE] &amp;lt;br&amp;gt;&lt;br /&gt;
Announcer: Good morning. You have been in suspension for &#039;&#039;&#039;FIFTY&#039;&#039;&#039; days. In compliance with state and federal regulations, all testing candidates in the Aperture Science Extended Relaxation Center must be revived periodically for a mandatory physical and mental wellness exercise. &amp;lt;br&amp;gt;&lt;br /&gt;
Announcer: You will hear a buzzer. When you hear the buzzer, look up at the ceiling. &amp;lt;br&amp;gt;&lt;br /&gt;
[BUZZER] &amp;lt;br&amp;gt;&lt;br /&gt;
Announcer: Good. You will hear a buzzer. When you hear the buzzer, look down at the floor. &amp;lt;br&amp;gt; &lt;br /&gt;
[BUZZER] &amp;lt;br&amp;gt;&lt;br /&gt;
Announcer: Good. This completes the gymnastic portion of your mandatory physical and mental wellness exercise. &amp;lt;br&amp;gt;&lt;br /&gt;
Announcer: There&#039;s a framed painting on the wall. Please go stand in front of it. &amp;lt;br&amp;gt;&lt;br /&gt;
Announcer: This is art. You&#039;ll hear a buzzer. When you hear the buzzer, stare at the art. &amp;lt;br&amp;gt;&lt;br /&gt;
[BUZZER] &amp;lt;br&amp;gt;&lt;br /&gt;
Announcer: You should now feel mentally reinvigorated. If you suspect staring at art has not provided the required intellectual sustenance, reflect briefly on this classical music.[CLASSICAL MUSIC] &amp;lt;br&amp;gt;&lt;br /&gt;
[BUZZER] &amp;lt;br&amp;gt;&lt;br /&gt;
Announcer: Good. Now please return to your bed.&lt;br /&gt;
}}&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{TestChambersNav}}&lt;br /&gt;
[[Category:Portal 2 chambers]]&lt;/div&gt;</summary>
		<author><name>CompanionCubeYT</name></author>
	</entry>
	<entry>
		<id>https://theportalwiki.com/w/index.php?title=Portal_2_Chapter_6_Enrichment_Sphere_2&amp;diff=178345</id>
		<title>Portal 2 Chapter 6 Enrichment Sphere 2</title>
		<link rel="alternate" type="text/html" href="https://theportalwiki.com/w/index.php?title=Portal_2_Chapter_6_Enrichment_Sphere_2&amp;diff=178345"/>
		<updated>2022-03-14T16:05:31Z</updated>

		<summary type="html">&lt;p&gt;CompanionCubeYT: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{Old Aperture infobox&lt;br /&gt;
  | map = sp_a3_bomb_flings.bsp&lt;br /&gt;
  | valve-title = Bomb Flings&lt;br /&gt;
  | screenshot = Portal 2 Chapter 6 Enrichment Sphere 2.jpeg&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This is the thirty-ninth level of the game, and takes place within [[Aperture Science]] Enrichment Sphere #2. This level features [[Repulsion Gel]], and introduces players to the concept of coating surfaces with [[Gel]] through the use of well-placed [[Portals]]. This level features [[Goo]] as its main hazard. &lt;br /&gt;
&lt;br /&gt;
== Hazards ==&lt;br /&gt;
* [[Goo]]&lt;br /&gt;
&lt;br /&gt;
== Walkthrough ==&lt;br /&gt;
{{Spoiler|block=yes|&lt;br /&gt;
*Drop down from the catwalk.&lt;br /&gt;
*Go to the other side of the [[Goo]] by walking on the fallen metal beam.&lt;br /&gt;
*Fire a portal to the first pilar with the white wall. Place the other portal on the pilar next to the [[Repulsion Gel]]-pipe. You need to look really high up. Go through the portal.&lt;br /&gt;
*Look to the left and fire a portal on the floor through the metal supports.&lt;br /&gt;
*Place a portal on the floor directly under the gel pipe. Place the other one on the wall in front of the ledge.&lt;br /&gt;
*Push the [[Switch]] to activate the gel pipe. Wait for the gel to paint part of the floor and then use the gel to get higher up.&lt;br /&gt;
*Place the same portal to the wall on the ledge, wait for the gel to paint some of the floor and jump from it to get higher up.&lt;br /&gt;
*Go stand facing the [[Emancipation Grill]]. Fire a portal on the floor in front of the opposite wall so that you can reach it by jumping.&lt;br /&gt;
*Wait for the gel to come through and then shoot a portal on the ledge on the opposite side in front of the Emancipation Grill. Wait for the gel to come come through and then fire a portal to somewhere on the floor.&lt;br /&gt;
*Jump on the gel on the floor to the gel on the ledge and continue through the Grill. Place a portal on the angled panel and the other one under the gel and wait for the gel to come through.&lt;br /&gt;
*Shoot a portal on the floor and leave the one in the angled panel. Jump through the portal on the floor.&lt;br /&gt;
*You should get to the exit area. Continue to the left and get in the elevator.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
{{Gallery&lt;br /&gt;
|lines = 2&lt;br /&gt;
|height = 110&lt;br /&gt;
|width = 210&lt;br /&gt;
|File:Portal_2_enrichment_sphere_2_outside.jpeg|alt1=W|The outside of Enrichment Sphere 2.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
This level closely resembles the Test Chamber featured in the Valve promotional video [[Repulsion Gel]], with the setting slightly altered to fit the 50&#039;s Test Chamber look, added [[Material Emancipation Grill]] and different pit.&lt;br /&gt;
&lt;br /&gt;
The Intended first part of the test chamber can be seen destroyed in the wall.&lt;br /&gt;
&lt;br /&gt;
== Video walkthrough ==&lt;br /&gt;
{{walkthrough}}&lt;br /&gt;
&lt;br /&gt;
== Related achievements ==&lt;br /&gt;
{{Show achievement|Portal 2|Vertically Unchallenged|width=50%}}&lt;br /&gt;
&lt;br /&gt;
== Music ==&lt;br /&gt;
{{main|Portal 2 soundtrack}}&lt;br /&gt;
{{Track|Forwarding the Cause of Science}}&lt;br /&gt;
&lt;br /&gt;
{{TestChambersNav}}&lt;br /&gt;
[[Category:Portal 2 chambers]]&lt;/div&gt;</summary>
		<author><name>CompanionCubeYT</name></author>
	</entry>
	<entry>
		<id>https://theportalwiki.com/w/index.php?title=Excursion_Funnel&amp;diff=177139</id>
		<title>Excursion Funnel</title>
		<link rel="alternate" type="text/html" href="https://theportalwiki.com/w/index.php?title=Excursion_Funnel&amp;diff=177139"/>
		<updated>2022-03-04T22:01:34Z</updated>

		<summary type="html">&lt;p&gt;CompanionCubeYT: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}} &lt;br /&gt;
&lt;br /&gt;
[[File:Excursion Funnel.jpeg|thumb|400px|An Excursion Funnel]] &lt;br /&gt;
The &#039;&#039;&#039;Excursion Funnel&#039;&#039;&#039;, also known as the &#039;&#039;&#039;Tractor Beam&#039;&#039;&#039;, is a game [[Mechanics|mechanic]] introduced in &#039;&#039;Portal 2&#039;&#039;. The mechanism creates a wide cylindrical beam of blue light that the player may enter or exit at any time. It seems to defy the laws of gravity, allowing anything/anyone who enters to become weightless and travel along the path of the Funnel. Anyone or anything caught inside the Funnel travels in the direction that the Funnel is flowing in, unless the Funnel is reversed, which is usually accomplished through the activation of a [[Heavy Duty Super-Colliding Super Button|button]].&lt;br /&gt;
&lt;br /&gt;
Excursion Funnels can pass through portals and can cross vast distances, and can, therefore, be used to solve puzzles in which Funnels may not initially appear to be useful.&lt;br /&gt;
&lt;br /&gt;
Excursion Funnels can also act as a mode of transportation for the player or objects across large gaps, as well as [[Gels]]. Gels caught in the Excursion Funnel will slowly follow the direction of the Funnel until the substance collides with a wall or until the Funnel is deactivated, making funnels useful for coating large areas in a short amount of time.&lt;br /&gt;
&lt;br /&gt;
==Demonstration==&lt;br /&gt;
{{youtube|1oVpE40V9rE|hd=on|widths=960,720,512,384}}&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
&lt;br /&gt;
*When inside an Excursion Funnel in the single player campaign, soothing music plays, possibly to relate the tactile sensation of being weightless in a funnel. All other sound is blocked out or significantly dampened.&lt;br /&gt;
&lt;br /&gt;
*In Super Mario Galaxy, there is something that looks similar to, and has a similar function to, the Excursion Funnel from Portal 2. It has  the same blue swirls and transparency.&lt;br /&gt;
&lt;br /&gt;
* In Portal, {{Spoiler|after GLaDOS&#039; cores are detached}}, they are held up by what looks similar to an Excursion Funnel, however, it only holds the {{Spoiler|cores}} up and not the player.&lt;br /&gt;
*{{Spoiler|There is a glitch where, when having no velocity (Being completely still) and crouching will allow the player to fly. Firing a portal or not holding the crouch key will stop it, and going in an excursion funnel again will Reset the glitch.}}&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
{{Gallery&lt;br /&gt;
|lines=3&lt;br /&gt;
|title=Excursion Funnel&lt;br /&gt;
|height=150&lt;br /&gt;
|width=175&lt;br /&gt;
|File:Funnel Placeholder - GameInformer.png|The earliest promotional image with a [[Heavy Duty Super-Colliding Super Button|Super Button]] as placeholder&lt;br /&gt;
|File:Excursion_Funnel_E3_Promo.png|The promotional image in the E3 Demo&lt;br /&gt;
|File:Excursion_Funnel_Forward.png|An Excursion Funnel in the forward direction&lt;br /&gt;
|File:Excursion_Funnel_Reverse.png|An Excursion Funnel in the reverse direction&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Related achievements ==&lt;br /&gt;
===Portal 2===&lt;br /&gt;
{{Show achievement|Portal 2|Tunnel of Funnel}}&lt;br /&gt;
&lt;br /&gt;
== External links==&lt;br /&gt;
*[http://store.steampowered.com/video/620/5787 Portal 2 E3 Demo (Excursion Funnels)]&lt;br /&gt;
&lt;br /&gt;
{{MechanicsNav}}&lt;br /&gt;
[[Category:Mechanics]]&lt;/div&gt;</summary>
		<author><name>CompanionCubeYT</name></author>
	</entry>
	<entry>
		<id>https://theportalwiki.com/w/index.php?title=Excursion_Funnel&amp;diff=177138</id>
		<title>Excursion Funnel</title>
		<link rel="alternate" type="text/html" href="https://theportalwiki.com/w/index.php?title=Excursion_Funnel&amp;diff=177138"/>
		<updated>2022-03-04T22:00:58Z</updated>

		<summary type="html">&lt;p&gt;CompanionCubeYT: added spoiler&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}} &lt;br /&gt;
&lt;br /&gt;
[[File:Excursion Funnel.jpeg|thumb|400px|An Excursion Funnel]] &lt;br /&gt;
The &#039;&#039;&#039;Excursion Funnel&#039;&#039;&#039;, also known as the &#039;&#039;&#039;Tractor Beam&#039;&#039;&#039;, is a game [[Mechanics|mechanic]] introduced in &#039;&#039;Portal 2&#039;&#039;. The mechanism creates a wide cylindrical beam of blue light that the player may enter or exit at any time. It seems to defy the laws of gravity, allowing anything/anyone who enters to become weightless and travel along the path of the Funnel. Anyone or anything caught inside the Funnel travels in the direction that the Funnel is flowing in, unless the Funnel is reversed, which is usually accomplished through the activation of a [[Heavy Duty Super-Colliding Super Button|button]].&lt;br /&gt;
&lt;br /&gt;
Excursion Funnels can pass through portals and can cross vast distances, and can, therefore, be used to solve puzzles in which Funnels may not initially appear to be useful.&lt;br /&gt;
&lt;br /&gt;
Excursion Funnels can also act as a mode of transportation for the player or objects across large gaps, as well as [[Gels]]. Gels caught in the Excursion Funnel will slowly follow the direction of the Funnel until the substance collides with a wall or until the Funnel is deactivated, making funnels useful for coating large areas in a short amount of time.&lt;br /&gt;
&lt;br /&gt;
==Demonstration==&lt;br /&gt;
{{youtube|1oVpE40V9rE|hd=on|widths=960,720,512,384}}&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
&lt;br /&gt;
*When inside an Excursion Funnel in the single player campaign, soothing music plays, possibly to relate the tactile sensation of being weightless in a funnel. All other sound is blocked out or significantly dampened.&lt;br /&gt;
&lt;br /&gt;
*In Super Mario Galaxy, there is something that looks similar to, and has a similar function to, the Excursion Funnel from Portal 2. It has  the same blue swirls and transparency.&lt;br /&gt;
&lt;br /&gt;
* In Portal, {{Spoiler|after GLaDOS&#039; cores are detached}}, they are held up by what looks similar to an Excursion Funnel, however, it only holds the {{Spoiler|cores}} up and not the player.&lt;br /&gt;
*{{Spoiler}}There is a glitch where, when having no velocity (Being completely still) and crouching will allow the player to fly. Firing a portal or not holding the crouch key will stop it, and going in an excursion funnel again will Reset the glitch.}}&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
{{Gallery&lt;br /&gt;
|lines=3&lt;br /&gt;
|title=Excursion Funnel&lt;br /&gt;
|height=150&lt;br /&gt;
|width=175&lt;br /&gt;
|File:Funnel Placeholder - GameInformer.png|The earliest promotional image with a [[Heavy Duty Super-Colliding Super Button|Super Button]] as placeholder&lt;br /&gt;
|File:Excursion_Funnel_E3_Promo.png|The promotional image in the E3 Demo&lt;br /&gt;
|File:Excursion_Funnel_Forward.png|An Excursion Funnel in the forward direction&lt;br /&gt;
|File:Excursion_Funnel_Reverse.png|An Excursion Funnel in the reverse direction&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Related achievements ==&lt;br /&gt;
===Portal 2===&lt;br /&gt;
{{Show achievement|Portal 2|Tunnel of Funnel}}&lt;br /&gt;
&lt;br /&gt;
== External links==&lt;br /&gt;
*[http://store.steampowered.com/video/620/5787 Portal 2 E3 Demo (Excursion Funnels)]&lt;br /&gt;
&lt;br /&gt;
{{MechanicsNav}}&lt;br /&gt;
[[Category:Mechanics]]&lt;/div&gt;</summary>
		<author><name>CompanionCubeYT</name></author>
	</entry>
	<entry>
		<id>https://theportalwiki.com/w/index.php?title=Excursion_Funnel&amp;diff=177137</id>
		<title>Excursion Funnel</title>
		<link rel="alternate" type="text/html" href="https://theportalwiki.com/w/index.php?title=Excursion_Funnel&amp;diff=177137"/>
		<updated>2022-03-04T22:00:06Z</updated>

		<summary type="html">&lt;p&gt;CompanionCubeYT: I added a glitch&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}} &lt;br /&gt;
&lt;br /&gt;
[[File:Excursion Funnel.jpeg|thumb|400px|An Excursion Funnel]] &lt;br /&gt;
The &#039;&#039;&#039;Excursion Funnel&#039;&#039;&#039;, also known as the &#039;&#039;&#039;Tractor Beam&#039;&#039;&#039;, is a game [[Mechanics|mechanic]] introduced in &#039;&#039;Portal 2&#039;&#039;. The mechanism creates a wide cylindrical beam of blue light that the player may enter or exit at any time. It seems to defy the laws of gravity, allowing anything/anyone who enters to become weightless and travel along the path of the Funnel. Anyone or anything caught inside the Funnel travels in the direction that the Funnel is flowing in, unless the Funnel is reversed, which is usually accomplished through the activation of a [[Heavy Duty Super-Colliding Super Button|button]].&lt;br /&gt;
&lt;br /&gt;
Excursion Funnels can pass through portals and can cross vast distances, and can, therefore, be used to solve puzzles in which Funnels may not initially appear to be useful.&lt;br /&gt;
&lt;br /&gt;
Excursion Funnels can also act as a mode of transportation for the player or objects across large gaps, as well as [[Gels]]. Gels caught in the Excursion Funnel will slowly follow the direction of the Funnel until the substance collides with a wall or until the Funnel is deactivated, making funnels useful for coating large areas in a short amount of time.&lt;br /&gt;
&lt;br /&gt;
==Demonstration==&lt;br /&gt;
{{youtube|1oVpE40V9rE|hd=on|widths=960,720,512,384}}&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
&lt;br /&gt;
*When inside an Excursion Funnel in the single player campaign, soothing music plays, possibly to relate the tactile sensation of being weightless in a funnel. All other sound is blocked out or significantly dampened.&lt;br /&gt;
&lt;br /&gt;
*In Super Mario Galaxy, there is something that looks similar to, and has a similar function to, the Excursion Funnel from Portal 2. It has  the same blue swirls and transparency.&lt;br /&gt;
&lt;br /&gt;
* In Portal, {{Spoiler|after GLaDOS&#039; cores are detached}}, they are held up by what looks similar to an Excursion Funnel, however, it only holds the {{Spoiler|cores}} up and not the player.&lt;br /&gt;
*There is a glitch where, when having no velocity (Being completely still) and crouching will allow the player to fly. Firing a portal or not holding the crouch key will stop it, and going in an excursion funnel again will Reset the glitch.&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
{{Gallery&lt;br /&gt;
|lines=3&lt;br /&gt;
|title=Excursion Funnel&lt;br /&gt;
|height=150&lt;br /&gt;
|width=175&lt;br /&gt;
|File:Funnel Placeholder - GameInformer.png|The earliest promotional image with a [[Heavy Duty Super-Colliding Super Button|Super Button]] as placeholder&lt;br /&gt;
|File:Excursion_Funnel_E3_Promo.png|The promotional image in the E3 Demo&lt;br /&gt;
|File:Excursion_Funnel_Forward.png|An Excursion Funnel in the forward direction&lt;br /&gt;
|File:Excursion_Funnel_Reverse.png|An Excursion Funnel in the reverse direction&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Related achievements ==&lt;br /&gt;
===Portal 2===&lt;br /&gt;
{{Show achievement|Portal 2|Tunnel of Funnel}}&lt;br /&gt;
&lt;br /&gt;
== External links==&lt;br /&gt;
*[http://store.steampowered.com/video/620/5787 Portal 2 E3 Demo (Excursion Funnels)]&lt;br /&gt;
&lt;br /&gt;
{{MechanicsNav}}&lt;br /&gt;
[[Category:Mechanics]]&lt;/div&gt;</summary>
		<author><name>CompanionCubeYT</name></author>
	</entry>
	<entry>
		<id>https://theportalwiki.com/w/index.php?title=Portal_2_soundtrack&amp;diff=177101</id>
		<title>Portal 2 soundtrack</title>
		<link rel="alternate" type="text/html" href="https://theportalwiki.com/w/index.php?title=Portal_2_soundtrack&amp;diff=177101"/>
		<updated>2022-02-28T22:43:01Z</updated>

		<summary type="html">&lt;p&gt;CompanionCubeYT: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:&#039;&#039;Portal 2&#039;&#039; soundtrack}}&lt;br /&gt;
[[File:Songs to Test By Collectors Edition Cover.jpg|right|300px]]&#039;&#039;&#039;&#039;&#039;Songs to Test By&#039;&#039;&#039;&#039;&#039; is the &#039;&#039;&#039;soundtrack&#039;&#039;&#039; for &#039;&#039;&#039;&#039;&#039;[[Portal 2]]&#039;&#039;&#039;&#039;&#039;. &#039;&#039;Songs to Test By&#039;&#039; was made available free from the [http://www.thinkwithportals.com/music.php &#039;&#039;Portal 2&#039;&#039; official website] in .mp3 format, and a 4-disk Collectors Edition is available to [http://amzn.com/B009DJB8I2?tag=eonstuf-20 purchase from Amazon].&lt;br /&gt;
&lt;br /&gt;
Shorter versions of particular songs, or sound effects from the game, are available as ringtones from the website above. The soundtrack was released in three volumes: The first, titled &#039;&#039;Volume 1&#039;&#039;, was released on May 25, 2011; &#039;&#039;Volume 2&#039;&#039; on July 1, 2011, &#039;&#039;Volume 3&#039;&#039; on Sept. 30, 2011, and as a 4-disk &#039;&#039;Collectors Edition&#039;&#039; on October 30, 2012.  Volumes 1, 2, and 3 were composed by Mike Morasky (credited as Aperture Science Psychoacoustic Laboratories) and volume 4, the soundtrack of the first Portal game, was composed by both Morasky and Kelly Bailey.&lt;br /&gt;
&lt;br /&gt;
The Collectors Edition also includes in-game promotional items for [[Team Fortress 2]], and to &amp;amp; in-game promotional items for [[Dota 2]], and the [[Turret Lullaby]] comic.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;Portal 2: Songs to Test By - Volume 1&#039;&#039; (Collectors Edition Disk #1) ==&lt;br /&gt;
{{hatnote|1=[http://www.youtube.com/user/p2wiki#grid/user/D7762496737D963A Listen to soundtrack on YouTube.]}}&lt;br /&gt;
[[File:Portal 2 Soundtrack Cover - Volume 1.jpg|right|300px]]&lt;br /&gt;
{{Album | title = Portal 2: Songs to Test By - Volume 1 | author = Aperture Science Psychoacoustics Laboratory |&lt;br /&gt;
{{Track|inalbum=true|Science is Fun}}&lt;br /&gt;
Played during the Portal 2 TV Spot and other trailers.&lt;br /&gt;
{{Track|inalbum=true|Concentration Enhancing Menu Initialiser}}&lt;br /&gt;
In the PS3 Menu selection when highlighting Portal 2.&lt;br /&gt;
{{Track|inalbum=true|999999}}&lt;br /&gt;
On the first main menu screen and near the end of [[Story|The Escape]], when viewing GLaDOS&#039;s chamber from the outside. The second half is a remix of Music Of The Spheres, containing the drum groove from Forwarding The Cause of Science and The Reunion.&lt;br /&gt;
{{Track|inalbum=true|The Courtesy Call}}&lt;br /&gt;
Played from when the player is first woken by [[Wheatley]] until the end of the container ride.&lt;br /&gt;
{{Track|inalbum=true|Technical Difficulties}}&lt;br /&gt;
Plays during [[Story|The Courtesy Call]], in Test Chambers [[Portal 2 Chapter 1 Test Chamber 2|2]], [[Portal 2 Chapter 1 Test Chambers 3 &amp;amp; 4|3, 4]], [[Portal 2 Chapter 1 Test Chambers 7 &amp;amp; 8|7 &amp;amp; 8]]&lt;br /&gt;
{{Track|inalbum=true|Overgrowth}}&lt;br /&gt;
Plays during The Courtesy Call in [[Portal 2 Chapter 1 Test Chamber 1|Test Chamber 1]]&lt;br /&gt;
{{Track|inalbum=true|Ghost of Rattman}}&lt;br /&gt;
In the [[Doug Rattmann|Rattmann]] chamber surrounding the [[Portal gun]]. [Doug Rattmann] can be heard grunting in the background.&lt;br /&gt;
{{Tr ack|inalbum=true|Haunted Panels}}&lt;br /&gt;
Plays in [[Portal 2 Chapter 1 Test Chamber 5|Test Chamber 5]].&lt;br /&gt;
{{Track|inalbum=true|The Future Starts With You}}&lt;br /&gt;
Plays in [[Portal 2 Chapter 1 Test Chamber 6|Test Chamber 6]].&lt;br /&gt;
{{Track|inalbum=true|There She Is}}&lt;br /&gt;
Played when walking through [[Central AI Chamber|GLaDOS&#039;s chamber]] for the first time.&lt;br /&gt;
{{Track|inalbum=true|You Know Her}}&lt;br /&gt;
Plays when waking [[GLADOS]] and walking through the [[Incinerator]].  The song contains notes from Turret Redemption Line, and is remixed in Bombs For Throwing at You.&lt;br /&gt;
{{Track|inalbum=true|The Friendly Faith Plate}}&lt;br /&gt;
A chaotic electronic track that plays when being propelled through the air via a [[Faith plate]]. It doesn&#039;t play in Chapter 2 in [[Portal 2 Chapter 2 Test Chamber 6|Test Chamber 6]] or Chapter 3 in [[Portal 2 Chapter 3 Test Chamber 10|Test Chamber 10]].&lt;br /&gt;
{{Track|inalbum=true|15 Acres of Broken Glass}}&lt;br /&gt;
The ambient, crunching synth acts as an atmospheric track for Chapter 2 Test Chamber 6, and the distorted, percussive loop plays when being propelled by faith plates.&lt;br /&gt;
{{Track|inalbum=true|Love as a Construct}}&lt;br /&gt;
Plays in Chapter 2 Test Chamber 7.  When near the [[Companion Cube]], the melody from Cara Mia Addio, the [[Turret Opera]], can be faintly heard.&lt;br /&gt;
{{Track|inalbum=true|I Saw a Deer Today}}&lt;br /&gt;
Different parts of this track play when solving different parts of Chapter 2 Test Chamber 10, and the song builds on itself.&lt;br /&gt;
{{Track|inalbum=true|Hard Sunshine}}&lt;br /&gt;
An electric, buzzing, and distorted synth track, played when on a [[Hard Light Bridge]].  The song can be heard louder when crouching.  The melody from Cara Mia Addio can be heard.&lt;br /&gt;
{{Track|inalbum=true|I Am Different}}&lt;br /&gt;
A melancholic, lamenting track played in Chapter 3 Test Chamber 13.  The high, wailing synth melody plays when a turret is knocked over.  An excerpt from this track can be heard in An Accent Beyond.&lt;br /&gt;
{{Track|inalbum=true|Adrenal Vapor}}&lt;br /&gt;
A simple, bubbly and nostalgic track, consisting only of layered sine waves, that plays in Chapter 3 Test Chamber 14.  The track builds on itself, as a new layer is added each time a laser relay is activated.&lt;br /&gt;
{{Track|inalbum=true|Turret Wife Serenade}}&lt;br /&gt;
Plays when entering the Ratman den in Chapter 3 Test Chamber 16, in which the player can see four turrets, nicknamed the &amp;quot;Turret Quartet,&amp;quot; singing for the Turret Wife, also known as the Prima Donna Turret or the Fat Turret.&lt;br /&gt;
{{Track|inalbum=true|I Made It All Up}}&lt;br /&gt;
A melodic, nostalgic track consisting of layered synths that plays in Chapter 4 Test Chamber 18.  The song builds on itself as laser relays are activated.&lt;br /&gt;
{{Track|inalbum=true|Comedy Equals Tragedy Plus Time}}&lt;br /&gt;
An echoing, industrial-sounding track consisting of mechanical noises and booming clangs that plays in Chapter 4 Test Chamber 19.  The song has no melody, and is more of an atmospheric track; The reverberating, hollowness of the song mirrors the spaciousness of the chamber.&lt;br /&gt;
{{Track|inalbum=true|Triple Laser Phase}}&lt;br /&gt;
An electronic track consisting of layered synths that plays in Chapter 4 Test Chamber 20.  The song builds on itself, with a new layer added each time one of the three laser receptacles is activated.  When the test chamber is complete, the song&#039;s layers are all playing in unison.  &lt;br /&gt;
*It is worth noting that the song makes use of [https://en.wikipedia.org/wiki/Consonance_and_dissonance musical dissonance].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;Portal 2: Songs to Test By - Volume 2&#039;&#039; (Collectors Edition Disk #2)  ==&lt;br /&gt;
{{Album | title = Portal 2: Songs to Test By - Volume 2 | author = Aperture Science Psychoacoustics Laboratory |&lt;br /&gt;
{{Track|inalbum=true|You Will Be Perfect}}&lt;br /&gt;
Plays in the &amp;quot;Meet the Bots&amp;quot; co-op campaign trailer.&lt;br /&gt;
{{Anchor|Halls of Science 4}}{{Track|inalbum=true|Halls of Science 4}}&lt;br /&gt;
Plays in the first half of Valve&#039;s TV Spot trailer for Portal 2 and in custom test chambers made in [[Puzzle Creator]]. All [[#Robot Waiting Room|Robot Waiting Room]] tracks except 1 and 6 are remixes of it.&lt;br /&gt;
{{Track|inalbum=true|Bots Build Bots}}&lt;br /&gt;
Plays on the main menu after GLaDOS is awoken.  The first part is a haunting flute and harp melody with rippling synths.  The second part is a remix of Die Cut Laser Dance.&lt;br /&gt;
{{Track|inalbum=true|An Accent Beyond}}&lt;br /&gt;
Plays during the escape in Test Chamber 21.  The melody of I&#039;m Different can be heard when knocking over turrets in one of GLaDOS&#039;s traps.&lt;br /&gt;
* It is worth noting that the descending synth riff plays twice in the soundtrack version, once at the very beginning and again when GLaDOS opens up panels to reveal the final test chamber, with a Hard Light Bridge leading to it.  However, in the game version, the riff is only heard when GLaDOS reveals the chamber, and &#039;&#039;&#039;not&#039;&#039;&#039; at the beginning of the song.&lt;br /&gt;
{{Track|inalbum=true|Robot Ghost Story}}&lt;br /&gt;
Plays when entering the Turret Production center, as the player traverses static conveyors while listening to Wheatley&#039;s [https://i1.theportalwiki.net/img/1/15/Wheatley_sphere_flashlight_tour57.wav haunting tale].&lt;br /&gt;
{{Track|inalbum=true|Die Cut Laser Dance}}&lt;br /&gt;
An upbeat, salsa/tango style track riddled with mechanical cutting sounds.  This track plays as the protagonist dodges the laser-cutting robot arms in Turret Manufacturing.  This song is remixed in the second part of Bots Build Bots.&lt;br /&gt;
{{Track|inalbum=true|Turret Redemption Line}}&lt;br /&gt;
Plays when entering the turret redemption line.  Contains notes from the second half of You Know Her?&lt;br /&gt;
{{Track|inalbum=true|Bring Your Daughter to Work Day}}&lt;br /&gt;
Plays when examining the abandoned science projects left behind from Bring Your Daughter to Work Day, when GLaDOS killed all except one of Aperture&#039;s scientists with neurotoxin gas.&lt;br /&gt;
{{Track|inalbum=true|Almost at Fifty Percent}}&lt;br /&gt;
The track starts with ambient synths and distant water-drop-like sounds, slowly becoming more electronic as the player cuts the [[Neurotoxin|Neurotoxin Generator]]&#039;s tubes.  The second part of the song is a heavy, fast-paced electronic track.  This plays as the generator collapses and Wheatley urges the protagonist to enter the control room and ride the exposed tube to the [[Central AI Chamber]].  The song ends with a suction sound, as Wheatley and the player are sucked into the tube.  The beginning can be heard briefly at the start of Don&#039;t Do It, as well as the and of Caroline Deleted and the beginning of Cara Mia Addio.&lt;br /&gt;
{{Track|inalbum=true|Dont Do It}}&lt;br /&gt;
Plays when Chell enters GLaDOS&#039; chamber for a second time and is required to press the Stalemate Resolution Button.  This song is remixed in The Part Where He Kills You, Bombs For Throwing at You, and Your Precious Moon.  The first part of Almost At Fifty Percent can be heard briefly at the beginning.&lt;br /&gt;
{{Track|inalbum=true|I AM NOT A MORON!}}&lt;br /&gt;
The beginning of the song is an uneasy electronic melody with alarm-like synths that plays when the core transfer is happening.  The second part, an upbeat, more heavily electronic track, plays while Wheatley is marveling over his size and newfound abilities after being transferred into GLaDOS&#039;s mainframe.  The third part is an increasingly dramatic orchestral piece that plays when Wheatley betrays the protagonist, delivers his villainous monologue, puts GLaDOS into a potato battery, and the player learns of Wheatley&#039;s true purpose.  The song is left hanging on a single note as the player and PotatOS plummet down the elevator shaft.&lt;br /&gt;
{{Track|inalbum=true|Vitrification Order}}&lt;br /&gt;
A mighty horn track filled with dread that plays in Tartaros 9.  When the player advances in the level to one of the catwalks overlooking the condemned site, the song switches to its more electronic second half.&lt;br /&gt;
{{Track|inalbum=true|Music of the Spheres}}&lt;br /&gt;
Plays after entering the large vault door and the player sees the Enrichment Spheres for the first time.&lt;br /&gt;
{{Track|inalbum=true|You Are Not Part of the Control Group}}&lt;br /&gt;
Plays during the first [[Repulsion Gel]] [[Portal 2 Chapter 6 Enrichment Sphere 1|test]].  The broken chord arpeggios play when bouncing on the gel. Some of the notes in this song are featured in Robot Waiting Room 1.&lt;br /&gt;
{{Track|inalbum=true|Forwarding the Cause of Science}}&lt;br /&gt;
A more electronic remix of the second half of “You Are Not Part of the Control Group” which plays during later Repulsion Gel tests.  The broken chord arpeggios play when bouncing on the gel.&lt;br /&gt;
{{Track|inalbum=true|PotatOS Lament}}&lt;br /&gt;
Plays on the main menu after the player has fallen into Old Aperture, from chapters 6-7.&lt;br /&gt;
{{Track|inalbum=true|The Reunion}}&lt;br /&gt;
Plays during the Propulsion Gel tests after reuniting with PotatOS.  This track is an extremely electronic, distorted remix of You Are Not Part of the Control Group.  Unlike Forwarding The Cause of Science, this remix maintains the tempo of You Are Not Part of the Control Group, as it is not sped up in any way.  The stuttering synth arpeggios play when speeding on the Propulsion Gel. &lt;br /&gt;
{{Track|inalbum=true|Music of the Spheres 2 (Incendiary Lemons)}}&lt;br /&gt;
Plays when entering Pump Station Gamma and during Cave Johnson&#039;s lemon rant.  It is a heavier, more electronic remix of the second part of Music of the Spheres, with distorted, buzzing synths.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;Portal 2: Songs to Test By - Volume 3&#039;&#039; (Collectors Edition Disk #3)  ==&lt;br /&gt;
{{Album | title = Portal 2: Songs to Test By - Volume 3 | author = Aperture Science Psychoacoustics Laboratory |&lt;br /&gt;
{{Track|inalbum=true|Reconstructing More Science}}&lt;br /&gt;
Plays during the Portal 2 official teaser trailer.  The percussion loop from this song can be heard in Caroline Deleted.&lt;br /&gt;
{{Track|inalbum=true|Wheatley Science}}&lt;br /&gt;
Plays during some of Wheatley&#039;s tests in Chapter 8.  This song is remixed in The Part Where He Kills You, which, in turn, is remixed in Bombs For Throwing At You.&lt;br /&gt;
{{Track|inalbum=true|Franken Turrets}}&lt;br /&gt;
Plays during some of Wheatley&#039;s tests in Chapter 8.&lt;br /&gt;
{{Track|inalbum=true|Machiavellian Bach}}&lt;br /&gt;
A rendition of Johann Sebastian Bach&#039;s &amp;quot;Little Prelude in C minor, BWV 934,&amp;quot; but transposed from the key of C minor to F minor.  The first half is played on a harpsichord.  The second half, which is the same melody but very electronic-sounding and played on synthesizers, only plays when the player is being launched by a Faith Plate or flinging themself with the use of an Excursion Funnel.&lt;br /&gt;
*  In the game, when the player is performing one of the aforementioned actions, the second half briefly takes the place of whichever part of the first half would be playing at the time.  This is one of the many examples of how composer Mike Morasky uses procedurally generated music, or music that is generated in real time based on the player&#039;s actions.&lt;br /&gt;
{{Track|inalbum=true|Excursion Funnel}}&lt;br /&gt;
Plays in Chapter 8 when the player is inside an Excursion Funnel.  This is remixed in the first part of The Part Where He Kills You.&lt;br /&gt;
{{Track|inalbum=true|TEST}}&lt;br /&gt;
Plays during some of Wheatley&#039;s tests in Chapter 8.&lt;br /&gt;
{{Track|inalbum=true|The Part Where He Kills You}}&lt;br /&gt;
The first part of this song is a remix of Excursion Funnel with added percussion.  This is broken by a startling synth arpeggio when the player is hurtled towards Wheatley and his &amp;quot;mash-y spike plates&amp;quot;.  The rest of the song is a fast-paced, electronic remix of Wheatley Science and Don&#039;t Do It.  Part of this song also plays on the menu screen during Chapter 9.&lt;br /&gt;
{{Track|inalbum=true|Omg, What has He Done?}}&lt;br /&gt;
Plays right before entering &amp;quot;Wheatley&#039;s Lair,&amp;quot; as PotatOS remarks on the disheveled state of her facility caused by Wheatley&#039;s ignorance.&lt;br /&gt;
{{Track|inalbum=true|Bombs for Throwing at You}}&lt;br /&gt;
A highly climactic track that plays during the final battle between Wheatley and the protagonist.  The main melody, a remix of The Part Where He Kills You, I AM NOT A MORON!, and the second half of You Know Her, plays as Wheatley attacks the player with bombs and the player attempts to redirect them back at Wheatley.  The percussive interludes play when Wheatley is stunned and the player attaches the corrupted Cores to his mainframe.&lt;br /&gt;
{{Track|inalbum=true|Your Precious Moon}}&lt;br /&gt;
Plays after all 3 corrupted cores have been attached to Wheatley.  The first part, a dramatic remix of Don&#039;t Do It, plays as PotatOS urges the player to press the Stalemate Resolution Button, which turns out to be booby-trapped by Wheatley.  This is broken by a comedic chime when the player shoots a portal onto the moon.  The second part, an even more dramatic orchestral piece, plays as the protagonist, Wheatley, and the corrupted cored are sucked out into the vacuum of space, and GLaDOS, back in control, knocks Wheatley out of the player&#039;s hand and saves them, pulling them back through the portal with a robotic arm.&lt;br /&gt;
{{Track|inalbum=true|Caroline Deleted}}&lt;br /&gt;
Plays in GLaDOS&#039; final talk with Chell, and the elevator ride up to the [[Turret Opera]].  The first part is a rendition of You Are Not Part of the Control Group, which is interrupted by a beep as GLaDOS supposedly deletes Caroline from her system.  The second part is a rendition of Don&#039;t Do It, and the third part is a rendition of Reconstructing More Science.  The song ends with the first three notes of Cara Mia Addio.&lt;br /&gt;
* During the third part of the song, the percussion loop from Reconstructing More Science doesn&#039;t match up with the melody.  It is unknown whether this was intentional or a mistake.&lt;br /&gt;
* It is also unknown why the last three notes of Caroline Deleted are the first three notes of Cara Mia Addio, although its purpose was likely to make a connection between the two consecutive songs.&lt;br /&gt;
 {{Track|inalbum=true|Cara Mia Addio!}}&lt;br /&gt;
The Turret Opera.&lt;br /&gt;
* The first three notes of this song are the last three notes of the previous song, Caroline Deleted.  However, there are two auditory differences.  First, the notes of Cara Mia Addio are much clearer and crisper than those of Caroline Deleted.  Second, the turret sound effects are not present in the previous song.&lt;br /&gt;
{{Track|inalbum=true|Want You Gone}}&lt;br /&gt;
The Portal 2 Official Ending Song, with the first Portal game&#039;s being [[Still Alive]].&lt;br /&gt;
{{Track|inalbum=true|Spaaaaace}}&lt;br /&gt;
Ambient ringing and space sounds.  Plays during Wheatley&#039;s apology speech.&lt;br /&gt;
{{Track|inalbum=true|Space Phase}}&lt;br /&gt;
A rendition of I Made It All Up, with added strings and harmony, that plays on the final menu screen, after the player has completed the single player campaign.&lt;br /&gt;
{{Track|inalbum=true|Some Assembly Required}}&lt;br /&gt;
Plays in the co-op campaign when GLaDOS disassembles and reassembles [[Atlas]] and [[P-body]].&lt;br /&gt;
{{Anchor|Robot Waiting Room}}{{Track|inalbum=true|Robot Waiting Room 1}}&lt;br /&gt;
Plays in the [[Hub]] during the co-op campaign. It&#039;s one of the only two Robot Waiting Room tracks that isn&#039;t used in [[Puzzle Creator]] chambers and isn&#039;t a remix of [[#Halls of Science 4|Halls of Science 4]]. Instead of being a remix of Halls of Science 4, it contains notes from [[#You are Not Part Of the Control Group|You are Not Part Of the Control Group]].&lt;br /&gt;
{{Track|inalbum=true|Robot Waiting Room 2}}&lt;br /&gt;
Plays in the [[Hub]] during the co-op campaign and in custom test chambers made in [[Puzzle Creator]]. It&#039;s a remix of [[#Halls of Science 4|Halls of Science 4]].&lt;br /&gt;
{{Track|inalbum=true|Robot Waiting Room 3}}&lt;br /&gt;
Plays in the [[Hub]] during the co-op campaign and in custom test chambers made in [[Puzzle Creator]]. It&#039;s a remix of [[#Halls of Science 4|Halls of Science 4]].&lt;br /&gt;
{{Track|inalbum=true|Robot Waiting Room 4}}&lt;br /&gt;
Plays in the [[Hub]] during the co-op campaign and in custom test chambers made in [[Puzzle Creator]]. It&#039;s a remix of [[#Halls of Science 4|Halls of Science 4]].&lt;br /&gt;
{{Track|inalbum=true|Robot Waiting Room 5}}&lt;br /&gt;
Plays in the [[Hub]] during the co-op campaign and in custom test chambers made in [[Puzzle Creator]]. It&#039;s a remix of [[#Halls of Science 4|Halls of Science 4]].&lt;br /&gt;
{{Track|inalbum=true|Robot Waiting Room 6}}&lt;br /&gt;
Plays in the [[Hub]] during the co-op campaign. It&#039;s one of the only two Robot Waiting Room tracks that isn&#039;t used in [[Puzzle Creator]] chambers and isn&#039;t a remix of [[#Halls of Science 4|Halls of Science 4]].&lt;br /&gt;
{{Track|inalbum=true|You Saved Science}}&lt;br /&gt;
An angelic track that plays when GLaDOS congratulates the bots for locating the test subjects in cryogenic storage.&lt;br /&gt;
{{Track|inalbum=true|Robots FTW}}&lt;br /&gt;
An upbeat, electronic dance track that serves as the end credits theme for the co-op campaign.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Collectors Edition Disk #4 ==&lt;br /&gt;
{{Main|Portal Soundtrack}}&lt;br /&gt;
There are no downloads because it&#039;s a copyrighted disk.&lt;br /&gt;
Mostly ambient tracks from the first Portal game, composed by Kelly Bailey and Mike Morasky.&lt;br /&gt;
&amp;lt;!-- Really searching for the image, and the search turns out to be use useless. This is really a copyrighted disc --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Others ==&lt;br /&gt;
{{main|Exile Vilify}}&lt;br /&gt;
&lt;br /&gt;
1. &#039;&#039;&#039;&#039;&#039;Exile Vilify&#039;&#039;&#039;&#039;&#039; - 4:46 by [http://www.americanmary.com/ The National]&lt;br /&gt;
{{youtube|QGo8b_frsac|audio=yes}}&lt;br /&gt;
Plays on the radio {{Spoiler|in the Ratmann den in Portal 2 Chapter 2 Test Chamber 3.}}&lt;br /&gt;
&lt;br /&gt;
== Ringtones ==&lt;br /&gt;
=== Volume 1 ===&lt;br /&gt;
:{{Ringtone|Turret Wife Serenade}}&lt;br /&gt;
:{{Ringtone|Science Is Fun}}&lt;br /&gt;
:{{Ringtone|The Friendly Faith Plate}}&lt;br /&gt;
:{{Ringtone|The Courtesy Call}}&lt;br /&gt;
:{{Ringtone|I Saw a Deer Today}}&lt;br /&gt;
:{{Ringtone|Comedy Equals Tragedy Plus Time}}&lt;br /&gt;
&lt;br /&gt;
=== Volume 2 ===&lt;br /&gt;
&lt;br /&gt;
==== Music ====&lt;br /&gt;
:{{Ringtone|Halls of Science}}&lt;br /&gt;
:{{Ringtone|Music of the Spheres}}&lt;br /&gt;
:{{Ringtone|You Are Not Part Of The Control Group}}&lt;br /&gt;
:{{Ringtone|PotatOS Lament}}&lt;br /&gt;
:{{Ringtone|You Will Be Perfect}}&lt;br /&gt;
:{{Ringtone|Bring Your Daughter To Work Day}}&lt;br /&gt;
&lt;br /&gt;
==== Sound Effects ====&lt;br /&gt;
:{{Sound effect|Button Positive}}&lt;br /&gt;
:{{Sound effect|Button Negative}}&lt;br /&gt;
:{{Sound effect|Door Open}}&lt;br /&gt;
:{{Sound effect|Door Close}}&lt;br /&gt;
:{{Sound effect|Shoot Blue Portal}}&lt;br /&gt;
:{{Sound effect|Shoot Orange Portal}}&lt;br /&gt;
:{{Sound effect|Blue Paint}}&lt;br /&gt;
:{{Sound effect|Turret Machine Gun}}&lt;br /&gt;
&lt;br /&gt;
=== Volume 3 ===&lt;br /&gt;
:{{Ringtone|Reconstructing More Science}}&lt;br /&gt;
:{{Ringtone|Your Precious Moon}}&lt;br /&gt;
:{{Ringtone|Cara Mia Addio}}&lt;br /&gt;
:{{Ringtone|Want You Gone}}&lt;br /&gt;
:{{Ringtone|Some Assembly Required}}&lt;br /&gt;
:{{Ringtone|Robots FTW}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
Please note  that the Trivia section consists purely or mainly of recurring melodies.&lt;br /&gt;
This section also may be considered as a spoiler for people who would like to listen to the OST themselves.&lt;br /&gt;
{{Spoiler|block=yes|&lt;br /&gt;
* &#039;&#039;Adrenal Vapor&#039;&#039;, &#039;&#039;You Are Not Part of The Control Group&#039;&#039;, &#039;&#039;Forwarding The Cause of Science&#039;&#039;, &#039;&#039;Robot Waiting Room #6&#039;&#039; have a very similar execution and contain a pure sinewave foundation.&lt;br /&gt;
* The second part of &#039;&#039;9999999&#039;&#039; is actually a remix of &#039;&#039;Music of the Spheres I&#039;&#039;.&lt;br /&gt;
* The track &#039;&#039;The Courtesy Call&#039;&#039; has its first part unique to itself, the second part is a sped-up version of &#039;&#039;Music of the Spheres I&#039;&#039; and the last part is a slowed-down version of &#039;&#039;Reconstructing More Science&#039;&#039;&lt;br /&gt;
* Likely made to reflect on the entire game before, &#039;&#039;Caroline Deleted&#039;&#039; contains a snippet from &#039;&#039;The Courtesy Call&#039;&#039; at the very beginning, a few lines from &#039;&#039;Cara Mia Addio!&#039;&#039; right after that as well as a few looping notes from &#039;&#039;Music of the Spheres I&#039;&#039; both as deep and slow and as high-pitched and fast. The song then changes to a remix of &#039;&#039;Reconstructing More Science&#039;&#039;, ending on the buzzing noises from &#039;&#039;Don&#039;t Do It&#039;&#039;.&lt;br /&gt;
* Similarly, &#039;&#039;I&#039;m Different&#039;&#039; contains a few tones from &#039;&#039;Bombs For Throwing at You&#039;&#039;. They are however hard to recognize, as an extra tone with a different frequency is added right after an original one - only the quiet melody connects it with the other track.&lt;br /&gt;
* Tracks playing in the underground test chambers (&#039;&#039;You Are Not Part of The Control Group&#039;&#039;, &#039;&#039;Robot Waiting Room #1&#039;&#039;, &#039;&#039;Forwarding The Cause of Science&#039;&#039; and &#039;&#039;The Reunion&#039;&#039;) are all actually edited versions of the last one, becoming more corrupt with computer errors as time progresses and more of Aperture&#039;s story is revealed.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MusicNav}}&lt;br /&gt;
{{CommunityContentNav}}&lt;br /&gt;
[[Category:Music]]&lt;br /&gt;
[[Category:Portal 2]]&lt;/div&gt;</summary>
		<author><name>CompanionCubeYT</name></author>
	</entry>
	<entry>
		<id>https://theportalwiki.com/w/index.php?title=Portal_2_Chapter_3_Test_Chamber_13&amp;diff=177100</id>
		<title>Portal 2 Chapter 3 Test Chamber 13</title>
		<link rel="alternate" type="text/html" href="https://theportalwiki.com/w/index.php?title=Portal_2_Chapter_3_Test_Chamber_13&amp;diff=177100"/>
		<updated>2022-02-28T22:38:38Z</updated>

		<summary type="html">&lt;p&gt;CompanionCubeYT: Removed Dialogue not used in the test chamber.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
{{Test Chamber Infobox&lt;br /&gt;
  | title      = Portal 2 Chapter 3 Test Chamber 13&lt;br /&gt;
  | valve-title= Turret Intro&lt;br /&gt;
  | map        = sp_a2_turret_intro.bsp&lt;br /&gt;
  | dirty      = 1&lt;br /&gt;
  | number     = 13&lt;br /&gt;
  | total      = 22&lt;br /&gt;
  | screenshot = Portal 2 Chapter 3 Test Chamber 13.png&lt;br /&gt;
  | icon1      = cube dispenser&lt;br /&gt;
  | icon2      = cube button on&lt;br /&gt;
  | icon3      = cube hazard on&lt;br /&gt;
  | icon4      = player button&lt;br /&gt;
  | icon5      = water hazard&lt;br /&gt;
  | icon6      = light bridge&lt;br /&gt;
  | icon7      = turret hazard on&lt;br /&gt;
  | icon8      = bridge shield&lt;br /&gt;
  | icon9      = laser hazard&lt;br /&gt;
  | icon10     = dirty water&lt;br /&gt;
  | previous   = Portal 2 Chapter 3 Test Chamber 12&lt;br /&gt;
  | next       = Portal 2 Chapter 3 Test Chamber 14&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This is the twenty-second level of the game, and is set within a dilapidated Test Chamber. This level reintroduces the player to [[Turrets]], and the way in which they can be disabled through direct interaction, or by using a [[Weighted Storage Cube]]. &lt;br /&gt;
&lt;br /&gt;
== Contents ==&lt;br /&gt;
&lt;br /&gt;
=== Mechanics ===&lt;br /&gt;
* [[Weighted Storage Cube]]&lt;br /&gt;
* [[Heavy Duty Super-Colliding Super Button]]&lt;br /&gt;
* [[Vital Apparatus Vent]]&lt;br /&gt;
* Stairs&lt;br /&gt;
* Light Strip (blue, pink, white)&lt;br /&gt;
&lt;br /&gt;
=== Characters ===&lt;br /&gt;
* [[Chell]]&lt;br /&gt;
* [[GLaDOS]]&lt;br /&gt;
&lt;br /&gt;
=== Objective ===&lt;br /&gt;
* Complete GLaDOS&#039; Test Shaft (Test Chamber 13)&lt;br /&gt;
&lt;br /&gt;
=== Hazards ===&lt;br /&gt;
*[[Turrets]]&lt;br /&gt;
&lt;br /&gt;
== Walkthrough ==&lt;br /&gt;
{{Spoiler|block=yes|&lt;br /&gt;
*Pick up the [[Turret]] in front of you and throw it sideways to disable it.&lt;br /&gt;
*Look around the corner and fire a portal on the wall behind the second turret. Then place the other portal on the wall next to you.&lt;br /&gt;
*Lift the turret through the portal and disable it by putting it sideways on the floor.&lt;br /&gt;
*Go to the corner where the turret was and go to the right.&lt;br /&gt;
*Place a portal under the third turret and it will fall through and be disabled.&lt;br /&gt;
*Go where the third turret used to be and then go up the stairs.&lt;br /&gt;
*Shoot a portal above the nearest turret and the other one under the [[Weighted Storage Cube]] on the floor in front of you.&lt;br /&gt;
*Do the same to the other turret.&lt;br /&gt;
*Pick up the last Storage Cube and carry it to the other side of the glass.&lt;br /&gt;
*Go around the corner and use the Storage Cube as a shield when knocking over the remaining three turrets from closest to the furthest.&lt;br /&gt;
*When all of the turrets are disabled, place the Storage Cube on the [[Heavy Duty Super-Colliding Super Button|button]].&lt;br /&gt;
*Go in the [[Chamberlock]] and jump down from the catwalk.&lt;br /&gt;
*Walk to the catwalk on the left and through the door.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Video walkthrough ==&lt;br /&gt;
{{walkthrough}}&lt;br /&gt;
&lt;br /&gt;
== Music ==&lt;br /&gt;
{{main|Portal 2 soundtrack}}&lt;br /&gt;
{{Track|I Am Different}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
{{Gallery&lt;br /&gt;
|width=192&lt;br /&gt;
|height=108&lt;br /&gt;
|lines=2&lt;br /&gt;
|File:Portal 2 Chapter 3 Test Chamber 13 overview.png|alt1=An overview of the Test Chamber|An overview of the Test Chamber.&lt;br /&gt;
|File:Portal 2 Chapter 3 Test Chamber 13 overview 2.png|alt1=Another view|Another view.&lt;br /&gt;
|File:Portal 2 Chapter 3 Test Chamber 13 overview 3.png|alt1=Another view|Another view.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Transcript ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;{{Spoiler|&lt;br /&gt;
[ARRIVAL] &amp;lt;br&amp;gt;&lt;br /&gt;
GLaDOS: This next test involves turrets. You remember them, right? They&#039;re the pale, spherical things that are made of bullets. Oh, wait. That&#039;s you in five seconds. Good luck. &amp;lt;br&amp;gt;&lt;br /&gt;
Turret: Hey! &amp;lt;br&amp;gt;&lt;br /&gt;
Turret: AWWWWWWW! &amp;lt;br&amp;gt;&lt;br /&gt;
Turret: Critical error. &amp;lt;br&amp;gt;&lt;br /&gt;
Turret: Deploying! &amp;lt;br&amp;gt;&lt;br /&gt;
Turret: Selfish error! &amp;lt;br&amp;gt;&lt;br /&gt;
Turret: Shutting down. &amp;lt;br&amp;gt;&lt;br /&gt;
Turret: Activated! &amp;lt;br&amp;gt;&lt;br /&gt;
Turret: Malfunctioning! &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
}}&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{TestChambersNav}}&lt;br /&gt;
[[Category:Portal_2_chambers]]&lt;/div&gt;</summary>
		<author><name>CompanionCubeYT</name></author>
	</entry>
	<entry>
		<id>https://theportalwiki.com/w/index.php?title=Turrets&amp;diff=176982</id>
		<title>Turrets</title>
		<link rel="alternate" type="text/html" href="https://theportalwiki.com/w/index.php?title=Turrets&amp;diff=176982"/>
		<updated>2022-02-24T16:55:15Z</updated>

		<summary type="html">&lt;p&gt;CompanionCubeYT: I just added a comma&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Turret Boxed.png|right|thumb|Sentry Turret packaging|200px]]&lt;br /&gt;
{{Quotation|&#039;&#039;&#039;Sentry Turret&#039;&#039;&#039;|Hello friend.|sound=Turret_turret_active_5.wav}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Turrets&#039;&#039;&#039; serve as one of the main testing obstacles in the &#039;&#039;Portal&#039;&#039; series. Armed with almost unlimited ammunition and deadly accuracy, they will attempt to kill test subjects on sight.&lt;br /&gt;
&lt;br /&gt;
Standard Sentry Turrets are voiced by [http://www.imdb.com/name/nm1655889/ Ellen McLain], while Defective Turrets are voiced by [http://www.imdb.com/name/nm0636046/ Nolan North].&lt;br /&gt;
__TOC__&lt;br /&gt;
{{Clr}}&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
=== Sentry Turret ===&lt;br /&gt;
{{main|Sentry Turret}}&lt;br /&gt;
[[File:Portal2 Turret Standard.png|right|100px|The Sentry Turret]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sentry Turrets&#039;&#039;&#039; are tripod robots that appear in every game in the &#039;&#039;Portal&#039;&#039; series. They are seen as incapable of independent movement, but can open each side of their chassis (their &#039;arms&#039;) horizontally in order to reveal twin double-barreled machine guns. The central part of the chassis holds their red eye, which emits a targeting laser. Almost all of the space within the Turret is devoted to storing the ridiculously stacked ammo, explaining the nearly infinite supply of ammo when firing. According to the &#039;&#039;Portal 2&#039;&#039; Turrets trailer, the turrets use spring mechanisms to accelerate the whole bullet, including the casing, which may explain how the player can survive getting shot by the Turret so many times and to quote Cave Johnson &amp;quot;They fire more bullet per bullet.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
When test subjects are out of sight from the Turret&#039;s presence, they will maintain a standby state and will remain motionless with their guns retracted. Moving into their angle of sight however, will cause Turrets to deploy their guns shortly after greeting the unlucky individual before opening fire. They will continue to fire until the target is dead or moves out of sight. If the latter occurs, Turrets will briefly search for the test subject (as indicated by the movement of the targeting laser), after which they will revert to a standby state.&lt;br /&gt;
&lt;br /&gt;
Turrets can be avoided, disabled or destroyed in a number of ways. The most common method is knocking them over, causing them to flail and fire wildly before deactivating. This can be done by picking them up and dropping them, or using any object to tip them over. Additionally, the [[Thermal Discouragement Beam|Discouragement Beams]] or [[Material Emancipation Grill|Emancipation Grill]]s can be used to completely destroy them. When thrown into an [[Material Emancipation Grill|Emancipation Grill]] they will say [[Media:Turret turret fizzler 1.wav|&amp;quot;ow&amp;quot; repeatedly]].  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In Portal, Turrets will shoot the bulletproof glass and portals when the player is on the other side. In Portal 2, however, Turrets will only follow the player behind glass with their beam and not shoot through portals, opening fire almost immediately when the player moves out of the glass or through the portal. In addition, Turrets appear to be unable to see through [[Hard Light Bridge]]s or [[Excursion Funnel]]s.&lt;br /&gt;
&lt;br /&gt;
{{Clr}}&lt;br /&gt;
&lt;br /&gt;
=== Rocket Turret ===&lt;br /&gt;
[[File:Portal Rocket Turret.png|left|80px|The Rocket Turret]]&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Rocket Turret,&#039;&#039;&#039; also called a &#039;&#039;&#039;Rocket Sentry,&#039;&#039;&#039; is a unique enemy seen at the end of &#039;&#039;[[Portal]]&#039;&#039;. It appears as a raw [[Cores|personality core]] outfitted with a rocket launcher. Upon activation, it will slowly lock onto the player and emit a sound before firing a rocket. Unlike Sentry turrets, it cannot be disabled or destroyed by the player; Attempting to redirect a rocket back at the turret with the use of portals will cause the projectile to fizzle upon impact.  {{Spoiler|It plays a vital role in the battle with [[GLaDOS]], as rockets need to be sent through [[portals]] in order to hit her, causing [[Cores#Personality Cores|personality cores]] to detach from her.}}&lt;br /&gt;
&lt;br /&gt;
Rockets can also be redirected to shatter the observation windows and other glass-made objects including a [[Pneumatic Diversity Vent]] throughout the offices and maintenance areas of the Enrichment Center.&lt;br /&gt;
&lt;br /&gt;
Rocket Turrets used to play a major role in [[Portal 2]]{{Citation needed}}, but were later cut.&lt;br /&gt;
{{Clr}}&lt;br /&gt;
&lt;br /&gt;
=== Defective Turret ===&lt;br /&gt;
{{main|Defective Turret}}&lt;br /&gt;
[[File:Portal2 Turret Defective.png|right|100px|The Defective Turret]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defective Turrets&#039;&#039;&#039;, referred to as &amp;quot;Crap Turrets&amp;quot; by [[Wheatley]], are incomplete, wrongly assembled and ammo-less versions of the Sentry Turrets introduced in &#039;&#039;[[Portal 2]]&#039;&#039;. Unlike normal Sentry Turrets, Defective Turrets have a more humorous and sarcastic dialogue, and speak in a masculine, less robotic voice with a Texas-like accent.&lt;br /&gt;
&lt;br /&gt;
They are harmless to [[Chell]], many times making comments such as &amp;quot;If anyone asks, I killed you&amp;quot;. Their voice lines seem to imply they are blind, but they are still aware of Chell&#039;s presence. {{spoiler|They are first encountered in Chapter 5, &#039;&#039;The Escape&#039;&#039;.}}&lt;br /&gt;
&lt;br /&gt;
In the game&#039;s [[co-op]] campaign, the Defective Turrets appear as obstacles for [[Atlas]] and [[P-body]] throughout the &#039;&#039;Mobility Gels&#039;&#039; testing course. These Turrets appear to be as fully functional as regular Sentry Turrets and possess the innocent and feminine voice tones as they should. The only difference from regular Turrets is that they have been defaced. This is most likely because [[Aperture Science]] had not yet developed the modern casing. {{spoiler|One Defective Turret in the final test chamber of this test course has been evidently reconfigured by someone, as instead of serving as a typical testing obstacle, before dying it reveals that it &amp;quot;needs to protect the humans&amp;quot;.}}&lt;br /&gt;
{{Clr}}&lt;br /&gt;
&lt;br /&gt;
=== Frankenturret ===&lt;br /&gt;
[[File:Portal2 MonsterTurret b.png|left|115px|The Frankenturret]]&lt;br /&gt;
{{main|Frankenturret}}&lt;br /&gt;
&#039;&#039;&#039;Frankenturrets&#039;&#039;&#039; are bizarre Sentry Turret-[[Weighted Storage Cube]] hybrids in the single-player campaign of &#039;&#039;Portal 2&#039;&#039;. {{spoiler|Created by [[Wheatley]] in order to complete test chambers when he had no available test subjects, they are first introduced in Chapter 8, &#039;&#039;The Itch&#039;&#039;.}}&lt;br /&gt;
&lt;br /&gt;
Frankenturrets do not speak, and instead emit incomprehensible chirping sounds. They generally serve as {{spoiler|Wheatley&#039;s}} replacement for Storage Cubes {{spoiler|once [[Chell]] is available as his test subject}}. They are harmless, and the only difference from normal cubes being that Frankenturrets will hop around aimlessly when not placed on a [[Heavy Duty Super-Colliding Super Button|button]]. When picked up by Chell, they retract their legs inside the cube. If they fall over on their sides or upside down, they will wave their legs trying to get up.&lt;br /&gt;
{{Clr}}&lt;br /&gt;
&lt;br /&gt;
=== Prima Donna Turret ===&lt;br /&gt;
[[File:Portal2 Turret Wife.png|right|100px|{{spoiler|The Turret Wife}}]]&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Prima Donna Turret&#039;&#039;&#039; (meaning &#039;&#039;First Woman&#039;&#039; in Italian, a title given to the lead singer, the diva, in an opera), referred by the game files as the &#039;&#039;&#039;Turret Wife&#039;&#039;&#039;, and also known as the &#039;&#039;&#039;Opera Turret&#039;&#039;&#039; in the [[Portal: The Uncooperative Cake Acquistion Game|Portal board game]], is a bigger and wider Turret, {{spoiler|featured At the end of &#039;&#039;Portal 2&#039;&#039;&amp;lt;nowiki&amp;gt;&#039;&amp;lt;/nowiki&amp;gt;s single-player campaign during the [[Turret Opera]], after [[GLaDOS]] finally allows [[Chell]] her freedom to leave the Enrichment Center. As its name implies, the Prima Donna Turret provides the lead vocals for the Turret Opera.}}&lt;br /&gt;
&lt;br /&gt;
{{spoiler|Apart from the ending, a Prima Donna Turret can also be found in the chapter &#039;&#039;The Return&#039;&#039;, at the end of Test Chamber 11; briefly seen taking a lift upwards just as [[Chell]] enters the [[Chamberlock]]. It can also be found below the [[Doug Rattmann|Rattmann]]&#039;s den in the same chapter during Test Chamber 16, where it is observing or lecturing a turret quartet.}}&lt;br /&gt;
{{Clr}}&lt;br /&gt;
&lt;br /&gt;
*In chapter 6 (&#039;&#039;The Fall&#039;&#039;), broken Prima Donna Turrets can be found destroyed and burning on large piles along normal Sentry Turrets.&lt;br /&gt;
&lt;br /&gt;
=== Animal King Turret ===&lt;br /&gt;
[[File:Animal king.jpg|left|100px|The Animal King Turret]]&lt;br /&gt;
{{main|Animal King Turret}}&lt;br /&gt;
The &#039;&#039;&#039;Animal King Turret&#039;&#039;&#039; is a unique type of turret in the single-player campaign of &#039;&#039;Portal 2&#039;&#039; that is only used in an Aperture Science slideshow to represent an &amp;quot;Animal King Takeover&amp;quot; in the chapter, &#039;&#039;The Courtesy Call&#039;&#039;. The Turret is considerably colossal in comparison to its Sentry Turret brethren, and appears to operate the &#039;arms&#039; on its side in exactly the same way.&lt;br /&gt;
&lt;br /&gt;
It can be distinguished from ordinary Turrets by its immense size, crown and leopard skin-detailed chassis. In the context of the slideshow, the Animal King Turret is used as an example of an entity or a form of organism capable of taking control of Earth which &amp;quot;[[Media:Announcer prehub46.wav|...refuses to, or is incapable of listening to reason]]&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The Animal King Turret appears only once in the entire game, {{spoiler|during the single-player ending sequence when [[Chell]] is being brought up to the surface by GLaDOS after defeating Wheatley. It appears to be producing the lower bass tones of the [[Turret Opera]].}}&lt;br /&gt;
&lt;br /&gt;
=== Hover Turret ===&lt;br /&gt;
[[File:Portal 2 Hover Turret.png|right|100px|The Hover Turret in-game]]&lt;br /&gt;
{{main|Hover Turret}}&lt;br /&gt;
The &#039;&#039;&#039;Hover Turret&#039;&#039;&#039; is an unused Turret found within the game files of &#039;&#039;Portal 2&#039;&#039;. It uses the model of the [[Curiosity Core]]. It emits a laser, similar to the other types of Turrets, that is coloured light-blue, similarly to the Rocket Turret&#039;s targeting laser, and is able to burn the player similar to the burn of the [[Thermal Discouragement Beam]], however unlike the Thermal Discouragement Beam its laser does not provide a barrier for the player&#039;s movement, nor does it interact with game mechanics. The Hover Turret can be spawned within &#039;&#039;Portal 2&#039;&#039; via the cheat command &amp;lt;code&amp;gt;ent_create npc_hover_turret&amp;lt;/code&amp;gt;, although it lacks a model by default, resulting in it appearing as a bright blue ERROR.&lt;br /&gt;
{{Clr}}&lt;br /&gt;
&lt;br /&gt;
== Appearances ==&lt;br /&gt;
=== &#039;&#039;Portal&#039;&#039; ===&lt;br /&gt;
{{See also|Portal}}&lt;br /&gt;
Turrets are introduced as testing hazards to [[Chell]] during the entirety of [[Portal Test Chamber 16|Test Chamber 16]]. Following this, they continue to appear throughout the remaining test chambers and eventually, during Chell&#039;s escape. &lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;Portal: Still Alive&#039;&#039; ===&lt;br /&gt;
{{See also|Portal: Still Alive}}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;Portal 2&#039;&#039; ===&lt;br /&gt;
{{See also|Portal 2}}&lt;br /&gt;
Turrets reprise their role as testing hazards to [[Chell]] and to [[Atlas]] and [[P-body]] for the game&#039;s [[co-op]] campaign, and they appear fairly early in the game. Distinct versions of the Turrets are introduced, including the Defective Turrets and Animal King Turret.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
{{Gallery&lt;br /&gt;
|lines = 3&lt;br /&gt;
|height = 200&lt;br /&gt;
|width = 200&lt;br /&gt;
|title = Turrets&lt;br /&gt;
|File:Portal Turret.png|alt1=Turrets|Sentry Turret as it appears in &#039;&#039;[[Portal]]&#039;&#039;.&lt;br /&gt;
|File:Portal2 Turret Standard.png|alt2=Turret from &#039;&#039;Portal 2&#039;&#039;|Sentry Turret as it appears in &#039;&#039;[[Portal 2]]&#039;&#039;.&lt;br /&gt;
|File:Portal2 Turret Defective.png|alt3=Defective Turret from &#039;&#039;Portal 2&#039;&#039;|Defective Turret from &#039;&#039;Portal 2&#039;&#039;.&lt;br /&gt;
|File:Portal2 Turret Wife.png|alt4=Prima Donna Turret from &#039;&#039;Portal 2&#039;&#039;|Prima Donna Turret from &#039;&#039;Portal 2&#039;&#039;.&lt;br /&gt;
|File:Portal Rocket Turret.png|alt5=Rocket Turret from &#039;&#039;Portal&#039;&#039;|Rocket Turret from &#039;&#039;Portal&#039;&#039;.&lt;br /&gt;
|File:Portal2 MonsterTurret a.png|alt6={{Spoiler|Frankenturret from &#039;&#039;Portal 2&#039;&#039;}}|{{Spoiler|The Frankenturret from &#039;&#039;Portal 2&#039;&#039;.}}|spoiler6=yes&lt;br /&gt;
|File:Portal2 MonsterTurret b.png|alt7={{Spoiler|Frankenturret with outer cover}}|{{Spoiler|Ditto, with outer cover.}}|spoiler7=yes&lt;br /&gt;
|File:P2 AnimalKing Slideshow.png|alt8=Animal King Takeover slide from &#039;&#039;Portal 2&#039;&#039;|&amp;quot;Animal King Takeover&amp;quot; slideshow with the Animal King Turret used as an example in &#039;&#039;Portal 2&#039;&#039;.&lt;br /&gt;
|File:Animal king.jpg|Very high-resolution portion of the Animal King Takeover slide&lt;br /&gt;
|File:Turret_from_Personality_Test.jpg|Turret image from the [http://www.thinkwithportals.com/coop_survey.php Aperture Science Collaborative Disposition Test].&lt;br /&gt;
|File:Turret Valentine 01.png|Turret Valentine from [http://www.thinkwithportals.com/vday.php Valve&#039;s official Portal 2 blog].&lt;br /&gt;
|File:Turret Valentine 02.png|Turret Valentine from [http://www.thinkwithportals.com/vday.php Valve&#039;s official Portal 2 blog].&lt;br /&gt;
|File:Turret Icon.jpg|Turret avatar from the [http://steamcommunity.com/games/portal2/Avatar/List &#039;&#039;Portal 2&#039;&#039; Steam group].&lt;br /&gt;
|File:2011-08-05_00002.jpg|Another type of Defective Turret in &#039;&#039;Portal 2&#039;&#039;.&lt;br /&gt;
|File:CaraMia Beta.jpg|Developer Screenshot of the movie sequence&lt;br /&gt;
|File:Three Turret Moon T-Shirt.png|The Three Turret Moon shirt.&lt;br /&gt;
|File:Turret Schematic T-Shirt.png|Turret schematic shirt.&lt;br /&gt;
|File:Randolph_Thumbnail.jpg|[[Randolph the Red-Nosed Turret|Randolph, the Red-Nosed Turret]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Videos ==&lt;br /&gt;
{{see also|Videos}}&lt;br /&gt;
{{Video gallery&lt;br /&gt;
|video1=FuvmK-wrbJM&lt;br /&gt;
|video2=msXHIiEDWdk&lt;br /&gt;
|video3=zsxAlL9WAbk&lt;br /&gt;
|video4=UYFcIN3LXM0&lt;br /&gt;
|video5=GGPIQ72-2Vg&lt;br /&gt;
}}&lt;br /&gt;
The Turrets and Animal King Turret as they appear in [[Chamberlock#Videos|Chamberlock informational videos]].&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* {{spoiler|When GLaDOS attempts to kill Wheatley with a paradox in the beginning of Chapter 8: The Itch, every Frankenturret is fried, humorously implying that they are smarter than Wheatley.}}&lt;br /&gt;
* The shipping box for the Turrets states that one of the blue painted Turrets was bought on January 25, 2010 by a person with an unreadable name. The reference to Michael Jackson can be seen on the box.{{Citation needed}}&lt;br /&gt;
* The Rocket Core from Portal was originally intended to fire lasers instead of rockets, but playtesters thought that a rocket would be more dramatic than a laser slowly melting the glass.&lt;br /&gt;
* Turrets fire the whole bullet, which &amp;quot;is 65% more bullet per bullet&amp;quot;&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=6i-nMWgBUp0 Aperture Investment Opportunity #3: &amp;quot;Turrets&amp;quot;]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Related achievements ==&lt;br /&gt;
=== &#039;&#039;Portal&#039;&#039; ===&lt;br /&gt;
{{Achievement table&lt;br /&gt;
| 1 = {{Show achievement|Portal|Friendly Fire}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;Portal: Still Alive&#039;&#039; ===&lt;br /&gt;
{{Achievement table&lt;br /&gt;
| 1 = {{Show achievement|Portal: Still Alive|A Feeling Like Floating}}&lt;br /&gt;
      {{Show achievement|Portal: Still Alive|Is Anyone There}}&lt;br /&gt;
| 2 = {{Show achievement|Portal: Still Alive|Saw That One Coming}}&lt;br /&gt;
      {{Show achievement|Portal: Still Alive|The Camera Adds 10 Pounds}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;Portal 2&#039;&#039; ===&lt;br /&gt;
{{Achievement table&lt;br /&gt;
| 1 = {{Show achievement|Portal 2|No Hard Feelings}}&lt;br /&gt;
      {{Show achievement|Portal 2|Pturretdactyl}}&lt;br /&gt;
| 2 = {{Show achievement|Portal 2|Scanned Alone}}&lt;br /&gt;
      {{Show achievement|Portal 2|Can&#039;t Touch This}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
*[[Oracle Turret]]&lt;br /&gt;
*[[Defective Turret]]&lt;br /&gt;
*[[Turret voice lines]]&lt;br /&gt;
*[[Defective Turret voice lines]]&lt;br /&gt;
*[[Turret Opera]]&lt;br /&gt;
*[[Collaborative Disposition Test#The Aperture Science Sentry Turret|Collaborative Disposition Test]]&lt;br /&gt;
*[[Turret Lullaby]]&lt;br /&gt;
*[[Randolph the Red-Nosed Turret]]&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CharactersNav}}&lt;/div&gt;</summary>
		<author><name>CompanionCubeYT</name></author>
	</entry>
	<entry>
		<id>https://theportalwiki.com/w/index.php?title=Turrets&amp;diff=176981</id>
		<title>Turrets</title>
		<link rel="alternate" type="text/html" href="https://theportalwiki.com/w/index.php?title=Turrets&amp;diff=176981"/>
		<updated>2022-02-24T16:49:24Z</updated>

		<summary type="html">&lt;p&gt;CompanionCubeYT: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Turret Boxed.png|right|thumb|Sentry Turret packaging|200px]]&lt;br /&gt;
{{Quotation|&#039;&#039;&#039;Sentry Turret&#039;&#039;&#039;|Hello friend.|sound=Turret_turret_active_5.wav}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Turrets&#039;&#039;&#039; serve as one of the main testing obstacles in the &#039;&#039;Portal&#039;&#039; series. Armed with almost unlimited ammunition and deadly accuracy, they will attempt to kill test subjects on sight.&lt;br /&gt;
&lt;br /&gt;
Standard Sentry Turrets are voiced by [http://www.imdb.com/name/nm1655889/ Ellen McLain], while Defective Turrets are voiced by [http://www.imdb.com/name/nm0636046/ Nolan North].&lt;br /&gt;
__TOC__&lt;br /&gt;
{{Clr}}&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
=== Sentry Turret ===&lt;br /&gt;
{{main|Sentry Turret}}&lt;br /&gt;
[[File:Portal2 Turret Standard.png|right|100px|The Sentry Turret]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sentry Turrets&#039;&#039;&#039; are tripod robots that appear in every game in the &#039;&#039;Portal&#039;&#039; series. They are seen as incapable of independent movement, but can open each side of their chassis (their &#039;arms&#039;) horizontally in order to reveal twin double-barreled machine guns. The central part of the chassis holds their red eye, which emits a targeting laser. Almost all of the space within the Turret is devoted to storing the ridiculously stacked ammo, explaining the nearly infinite supply of ammo when firing. According to the &#039;&#039;Portal 2&#039;&#039; Turrets trailer, the turrets use spring mechanisms to accelerate the whole bullet, including the casing, which may explain how the player can survive getting shot by the Turret so many times and to quote Cave Johnson &amp;quot;They fire more bullet per bullet.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
When test subjects are out of sight from the Turret&#039;s presence, they will maintain a standby state and will remain motionless with their guns retracted. Moving into their angle of sight however, will cause Turrets to deploy their guns shortly after greeting the unlucky individual before opening fire. They will continue to fire until the target is dead or moves out of sight. If the latter occurs, Turrets will briefly search for the test subject (as indicated by the movement of the targeting laser), after which they will revert to a standby state.&lt;br /&gt;
&lt;br /&gt;
Turrets can be avoided, disabled or destroyed in a number of ways. The most common method is knocking them over, causing them to flail and fire wildly before deactivating. This can be done by picking them up and dropping them, or using any object to tip them over. Additionally, the [[Thermal Discouragement Beam|Discouragement Beams]] or [[Material Emancipation Grill|Emancipation Grill]]s can be used to completely destroy them. When thrown into an [[Material Emancipation Grill|Emancipation Grill]] they will say [[Media:Turret turret fizzler 1.wav|&amp;quot;ow&amp;quot; repeatedly]].  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In Portal, Turrets will shoot the bulletproof glass and portals when the player is on the other side. In Portal 2, however, Turrets will only follow the player behind glass with their beam and not shoot through portals, opening fire almost immediately when the player moves out of the glass or through the portal. In addition, Turrets appear to be unable to see through [[Hard Light Bridge]]s or [[Excursion Funnel]]s.&lt;br /&gt;
&lt;br /&gt;
{{Clr}}&lt;br /&gt;
&lt;br /&gt;
=== Rocket Turret ===&lt;br /&gt;
[[File:Portal Rocket Turret.png|left|80px|The Rocket Turret]]&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Rocket Turret,&#039;&#039;&#039; also called a &#039;&#039;&#039;Rocket Sentry&#039;&#039;&#039; is a unique enemy seen at the end of &#039;&#039;[[Portal]]&#039;&#039;. It appears as a raw [[Cores|personality core]] outfitted with a rocket launcher. Upon activation, it will slowly lock onto the player and emit a sound before firing a rocket. Unlike Sentry turrets, it cannot be disabled or destroyed by the player; Attempting to redirect a rocket back at the turret with the use of portals will cause the projectile to fizzle upon impact.  {{Spoiler|It plays a vital role in the battle with [[GLaDOS]], as rockets need to be sent through [[portals]] in order to hit her, causing [[Cores#Personality Cores|personality cores]] to detach from her.}}&lt;br /&gt;
&lt;br /&gt;
Rockets can also be redirected to shatter the observation windows and other glass-made objects including a [[Pneumatic Diversity Vent]] throughout the offices and maintenance areas of the Enrichment Center.&lt;br /&gt;
&lt;br /&gt;
Rocket Turrets used to play a major role in [[Portal 2]]{{Citation needed}}, but were later cut.&lt;br /&gt;
{{Clr}}&lt;br /&gt;
&lt;br /&gt;
=== Defective Turret ===&lt;br /&gt;
{{main|Defective Turret}}&lt;br /&gt;
[[File:Portal2 Turret Defective.png|right|100px|The Defective Turret]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defective Turrets&#039;&#039;&#039;, referred to as &amp;quot;Crap Turrets&amp;quot; by [[Wheatley]], are incomplete, wrongly assembled and ammo-less versions of the Sentry Turrets introduced in &#039;&#039;[[Portal 2]]&#039;&#039;. Unlike normal Sentry Turrets, Defective Turrets have a more humorous and sarcastic dialogue, and speak in a masculine, less robotic voice with a Texas-like accent.&lt;br /&gt;
&lt;br /&gt;
They are harmless to [[Chell]], many times making comments such as &amp;quot;If anyone asks, I killed you&amp;quot;. Their voice lines seem to imply they are blind, but they are still aware of Chell&#039;s presence. {{spoiler|They are first encountered in Chapter 5, &#039;&#039;The Escape&#039;&#039;.}}&lt;br /&gt;
&lt;br /&gt;
In the game&#039;s [[co-op]] campaign, the Defective Turrets appear as obstacles for [[Atlas]] and [[P-body]] throughout the &#039;&#039;Mobility Gels&#039;&#039; testing course. These Turrets appear to be as fully functional as regular Sentry Turrets and possess the innocent and feminine voice tones as they should. The only difference from regular Turrets is that they have been defaced. This is most likely because [[Aperture Science]] had not yet developed the modern casing. {{spoiler|One Defective Turret in the final test chamber of this test course has been evidently reconfigured by someone, as instead of serving as a typical testing obstacle, before dying it reveals that it &amp;quot;needs to protect the humans&amp;quot;.}}&lt;br /&gt;
{{Clr}}&lt;br /&gt;
&lt;br /&gt;
=== Frankenturret ===&lt;br /&gt;
[[File:Portal2 MonsterTurret b.png|left|115px|The Frankenturret]]&lt;br /&gt;
{{main|Frankenturret}}&lt;br /&gt;
&#039;&#039;&#039;Frankenturrets&#039;&#039;&#039; are bizarre Sentry Turret-[[Weighted Storage Cube]] hybrids in the single-player campaign of &#039;&#039;Portal 2&#039;&#039;. {{spoiler|Created by [[Wheatley]] in order to complete test chambers when he had no available test subjects, they are first introduced in Chapter 8, &#039;&#039;The Itch&#039;&#039;.}}&lt;br /&gt;
&lt;br /&gt;
Frankenturrets do not speak, and instead emit incomprehensible chirping sounds. They generally serve as {{spoiler|Wheatley&#039;s}} replacement for Storage Cubes {{spoiler|once [[Chell]] is available as his test subject}}. They are harmless, and the only difference from normal cubes being that Frankenturrets will hop around aimlessly when not placed on a [[Heavy Duty Super-Colliding Super Button|button]]. When picked up by Chell, they retract their legs inside the cube. If they fall over on their sides or upside down, they will wave their legs trying to get up.&lt;br /&gt;
{{Clr}}&lt;br /&gt;
&lt;br /&gt;
=== Prima Donna Turret ===&lt;br /&gt;
[[File:Portal2 Turret Wife.png|right|100px|{{spoiler|The Turret Wife}}]]&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Prima Donna Turret&#039;&#039;&#039; (meaning &#039;&#039;First Woman&#039;&#039; in Italian, a title given to the lead singer, the diva, in an opera), referred by the game files as the &#039;&#039;&#039;Turret Wife&#039;&#039;&#039;, and also known as the &#039;&#039;&#039;Opera Turret&#039;&#039;&#039; in the [[Portal: The Uncooperative Cake Acquistion Game|Portal board game]], is a bigger and wider Turret, {{spoiler|featured At the end of &#039;&#039;Portal 2&#039;&#039;&amp;lt;nowiki&amp;gt;&#039;&amp;lt;/nowiki&amp;gt;s single-player campaign during the [[Turret Opera]], after [[GLaDOS]] finally allows [[Chell]] her freedom to leave the Enrichment Center. As its name implies, the Prima Donna Turret provides the lead vocals for the Turret Opera.}}&lt;br /&gt;
&lt;br /&gt;
{{spoiler|Apart from the ending, a Prima Donna Turret can also be found in the chapter &#039;&#039;The Return&#039;&#039;, at the end of Test Chamber 11; briefly seen taking a lift upwards just as [[Chell]] enters the [[Chamberlock]]. It can also be found below the [[Doug Rattmann|Rattmann]]&#039;s den in the same chapter during Test Chamber 16, where it is observing or lecturing a turret quartet.}}&lt;br /&gt;
{{Clr}}&lt;br /&gt;
&lt;br /&gt;
*In chapter 6 (&#039;&#039;The Fall&#039;&#039;), broken Prima Donna Turrets can be found destroyed and burning on large piles along normal Sentry Turrets.&lt;br /&gt;
&lt;br /&gt;
=== Animal King Turret ===&lt;br /&gt;
[[File:Animal king.jpg|left|100px|The Animal King Turret]]&lt;br /&gt;
{{main|Animal King Turret}}&lt;br /&gt;
The &#039;&#039;&#039;Animal King Turret&#039;&#039;&#039; is a unique type of turret in the single-player campaign of &#039;&#039;Portal 2&#039;&#039; that is only used in an Aperture Science slideshow to represent an &amp;quot;Animal King Takeover&amp;quot; in the chapter, &#039;&#039;The Courtesy Call&#039;&#039;. The Turret is considerably colossal in comparison to its Sentry Turret brethren, and appears to operate the &#039;arms&#039; on its side in exactly the same way.&lt;br /&gt;
&lt;br /&gt;
It can be distinguished from ordinary Turrets by its immense size, crown and leopard skin-detailed chassis. In the context of the slideshow, the Animal King Turret is used as an example of an entity or a form of organism capable of taking control of Earth which &amp;quot;[[Media:Announcer prehub46.wav|...refuses to, or is incapable of listening to reason]]&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The Animal King Turret appears only once in the entire game, {{spoiler|during the single-player ending sequence when [[Chell]] is being brought up to the surface by GLaDOS after defeating Wheatley. It appears to be producing the lower bass tones of the [[Turret Opera]].}}&lt;br /&gt;
&lt;br /&gt;
=== Hover Turret ===&lt;br /&gt;
[[File:Portal 2 Hover Turret.png|right|100px|The Hover Turret in-game]]&lt;br /&gt;
{{main|Hover Turret}}&lt;br /&gt;
The &#039;&#039;&#039;Hover Turret&#039;&#039;&#039; is an unused Turret found within the game files of &#039;&#039;Portal 2&#039;&#039;. It uses the model of the [[Curiosity Core]]. It emits a laser, similar to the other types of Turrets, that is coloured light-blue, similarly to the Rocket Turret&#039;s targeting laser, and is able to burn the player similar to the burn of the [[Thermal Discouragement Beam]], however unlike the Thermal Discouragement Beam its laser does not provide a barrier for the player&#039;s movement, nor does it interact with game mechanics. The Hover Turret can be spawned within &#039;&#039;Portal 2&#039;&#039; via the cheat command &amp;lt;code&amp;gt;ent_create npc_hover_turret&amp;lt;/code&amp;gt;, although it lacks a model by default, resulting in it appearing as a bright blue ERROR.&lt;br /&gt;
{{Clr}}&lt;br /&gt;
&lt;br /&gt;
== Appearances ==&lt;br /&gt;
=== &#039;&#039;Portal&#039;&#039; ===&lt;br /&gt;
{{See also|Portal}}&lt;br /&gt;
Turrets are introduced as testing hazards to [[Chell]] during the entirety of [[Portal Test Chamber 16|Test Chamber 16]]. Following this, they continue to appear throughout the remaining test chambers and eventually, during Chell&#039;s escape. &lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;Portal: Still Alive&#039;&#039; ===&lt;br /&gt;
{{See also|Portal: Still Alive}}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;Portal 2&#039;&#039; ===&lt;br /&gt;
{{See also|Portal 2}}&lt;br /&gt;
Turrets reprise their role as testing hazards to [[Chell]] and to [[Atlas]] and [[P-body]] for the game&#039;s [[co-op]] campaign, and they appear fairly early in the game. Distinct versions of the Turrets are introduced, including the Defective Turrets and Animal King Turret.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
{{Gallery&lt;br /&gt;
|lines = 3&lt;br /&gt;
|height = 200&lt;br /&gt;
|width = 200&lt;br /&gt;
|title = Turrets&lt;br /&gt;
|File:Portal Turret.png|alt1=Turrets|Sentry Turret as it appears in &#039;&#039;[[Portal]]&#039;&#039;.&lt;br /&gt;
|File:Portal2 Turret Standard.png|alt2=Turret from &#039;&#039;Portal 2&#039;&#039;|Sentry Turret as it appears in &#039;&#039;[[Portal 2]]&#039;&#039;.&lt;br /&gt;
|File:Portal2 Turret Defective.png|alt3=Defective Turret from &#039;&#039;Portal 2&#039;&#039;|Defective Turret from &#039;&#039;Portal 2&#039;&#039;.&lt;br /&gt;
|File:Portal2 Turret Wife.png|alt4=Prima Donna Turret from &#039;&#039;Portal 2&#039;&#039;|Prima Donna Turret from &#039;&#039;Portal 2&#039;&#039;.&lt;br /&gt;
|File:Portal Rocket Turret.png|alt5=Rocket Turret from &#039;&#039;Portal&#039;&#039;|Rocket Turret from &#039;&#039;Portal&#039;&#039;.&lt;br /&gt;
|File:Portal2 MonsterTurret a.png|alt6={{Spoiler|Frankenturret from &#039;&#039;Portal 2&#039;&#039;}}|{{Spoiler|The Frankenturret from &#039;&#039;Portal 2&#039;&#039;.}}|spoiler6=yes&lt;br /&gt;
|File:Portal2 MonsterTurret b.png|alt7={{Spoiler|Frankenturret with outer cover}}|{{Spoiler|Ditto, with outer cover.}}|spoiler7=yes&lt;br /&gt;
|File:P2 AnimalKing Slideshow.png|alt8=Animal King Takeover slide from &#039;&#039;Portal 2&#039;&#039;|&amp;quot;Animal King Takeover&amp;quot; slideshow with the Animal King Turret used as an example in &#039;&#039;Portal 2&#039;&#039;.&lt;br /&gt;
|File:Animal king.jpg|Very high-resolution portion of the Animal King Takeover slide&lt;br /&gt;
|File:Turret_from_Personality_Test.jpg|Turret image from the [http://www.thinkwithportals.com/coop_survey.php Aperture Science Collaborative Disposition Test].&lt;br /&gt;
|File:Turret Valentine 01.png|Turret Valentine from [http://www.thinkwithportals.com/vday.php Valve&#039;s official Portal 2 blog].&lt;br /&gt;
|File:Turret Valentine 02.png|Turret Valentine from [http://www.thinkwithportals.com/vday.php Valve&#039;s official Portal 2 blog].&lt;br /&gt;
|File:Turret Icon.jpg|Turret avatar from the [http://steamcommunity.com/games/portal2/Avatar/List &#039;&#039;Portal 2&#039;&#039; Steam group].&lt;br /&gt;
|File:2011-08-05_00002.jpg|Another type of Defective Turret in &#039;&#039;Portal 2&#039;&#039;.&lt;br /&gt;
|File:CaraMia Beta.jpg|Developer Screenshot of the movie sequence&lt;br /&gt;
|File:Three Turret Moon T-Shirt.png|The Three Turret Moon shirt.&lt;br /&gt;
|File:Turret Schematic T-Shirt.png|Turret schematic shirt.&lt;br /&gt;
|File:Randolph_Thumbnail.jpg|[[Randolph the Red-Nosed Turret|Randolph, the Red-Nosed Turret]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Videos ==&lt;br /&gt;
{{see also|Videos}}&lt;br /&gt;
{{Video gallery&lt;br /&gt;
|video1=FuvmK-wrbJM&lt;br /&gt;
|video2=msXHIiEDWdk&lt;br /&gt;
|video3=zsxAlL9WAbk&lt;br /&gt;
|video4=UYFcIN3LXM0&lt;br /&gt;
|video5=GGPIQ72-2Vg&lt;br /&gt;
}}&lt;br /&gt;
The Turrets and Animal King Turret as they appear in [[Chamberlock#Videos|Chamberlock informational videos]].&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* {{spoiler|When GLaDOS attempts to kill Wheatley with a paradox in the beginning of Chapter 8: The Itch, every Frankenturret is fried, humorously implying that they are smarter than Wheatley.}}&lt;br /&gt;
* The shipping box for the Turrets states that one of the blue painted Turrets was bought on January 25, 2010 by a person with an unreadable name. The reference to Michael Jackson can be seen on the box.{{Citation needed}}&lt;br /&gt;
* The Rocket Core from Portal was originally intended to fire lasers instead of rockets, but playtesters thought that a rocket would be more dramatic than a laser slowly melting the glass.&lt;br /&gt;
* Turrets fire the whole bullet, which &amp;quot;is 65% more bullet per bullet&amp;quot;&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=6i-nMWgBUp0 Aperture Investment Opportunity #3: &amp;quot;Turrets&amp;quot;]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Related achievements ==&lt;br /&gt;
=== &#039;&#039;Portal&#039;&#039; ===&lt;br /&gt;
{{Achievement table&lt;br /&gt;
| 1 = {{Show achievement|Portal|Friendly Fire}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;Portal: Still Alive&#039;&#039; ===&lt;br /&gt;
{{Achievement table&lt;br /&gt;
| 1 = {{Show achievement|Portal: Still Alive|A Feeling Like Floating}}&lt;br /&gt;
      {{Show achievement|Portal: Still Alive|Is Anyone There}}&lt;br /&gt;
| 2 = {{Show achievement|Portal: Still Alive|Saw That One Coming}}&lt;br /&gt;
      {{Show achievement|Portal: Still Alive|The Camera Adds 10 Pounds}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;Portal 2&#039;&#039; ===&lt;br /&gt;
{{Achievement table&lt;br /&gt;
| 1 = {{Show achievement|Portal 2|No Hard Feelings}}&lt;br /&gt;
      {{Show achievement|Portal 2|Pturretdactyl}}&lt;br /&gt;
| 2 = {{Show achievement|Portal 2|Scanned Alone}}&lt;br /&gt;
      {{Show achievement|Portal 2|Can&#039;t Touch This}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
*[[Oracle Turret]]&lt;br /&gt;
*[[Defective Turret]]&lt;br /&gt;
*[[Turret voice lines]]&lt;br /&gt;
*[[Defective Turret voice lines]]&lt;br /&gt;
*[[Turret Opera]]&lt;br /&gt;
*[[Collaborative Disposition Test#The Aperture Science Sentry Turret|Collaborative Disposition Test]]&lt;br /&gt;
*[[Turret Lullaby]]&lt;br /&gt;
*[[Randolph the Red-Nosed Turret]]&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CharactersNav}}&lt;/div&gt;</summary>
		<author><name>CompanionCubeYT</name></author>
	</entry>
	<entry>
		<id>https://theportalwiki.com/w/index.php?title=Portal_2_Chapter_8_Test_Chamber_12&amp;diff=176919</id>
		<title>Portal 2 Chapter 8 Test Chamber 12</title>
		<link rel="alternate" type="text/html" href="https://theportalwiki.com/w/index.php?title=Portal_2_Chapter_8_Test_Chamber_12&amp;diff=176919"/>
		<updated>2022-02-18T21:56:37Z</updated>

		<summary type="html">&lt;p&gt;CompanionCubeYT: /* Trivia */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
{{Chamber infobox&lt;br /&gt;
  | title      = Portal 2 Chapter 8 Test Chamber 12&lt;br /&gt;
  | valve-title= Laser Platform&lt;br /&gt;
  | map        = sp_a4_laser_platform.bsp&lt;br /&gt;
  | number     = 12&lt;br /&gt;
  | total      = 19&lt;br /&gt;
  | screenshot = Portal 2 Chapter 8 Test Chamber 12.png&lt;br /&gt;
  | icon1      = cube dispenser on&lt;br /&gt;
  | icon2      = cube button&lt;br /&gt;
  | icon3      = cube hazard on&lt;br /&gt;
  | icon4      = player button&lt;br /&gt;
  | icon5      = laser sensor on&lt;br /&gt;
  | icon6      = laser redirection on&lt;br /&gt;
  | icon7      = laser field on&lt;br /&gt;
  | icon8      = faith plate&lt;br /&gt;
  | icon9      = dirty water&lt;br /&gt;
  | icon10     = blades hazard&lt;br /&gt;
  | previous   = Portal 2 Chapter 8 Test Chamber 11&lt;br /&gt;
  | next       = Portal 2 Chapter 8 Test Chamber 15&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This is the fifty-fourth level of the game, and takes place within an incomplete [[Aperture Science]] Test Chamber and the maintenance areas of the facility. This level introduces the Laser Field, and features the [[Thermal Discouragement Beam]] as its primary mechanic.&lt;br /&gt;
&lt;br /&gt;
== Hazards ==&lt;br /&gt;
* Falling to your death&lt;br /&gt;
* [[Thermal Discouragement Beam]]&lt;br /&gt;
* [[Laser Field]]&lt;br /&gt;
&lt;br /&gt;
== Walkthrough ==&lt;br /&gt;
{{Spoiler|block=yes|&lt;br /&gt;
*Fire a portal at the end of the [[Thermal Discouragement Beam]] and the other one on the wall on the left activating the lower recepticle.&lt;br /&gt;
*Wait for the platform to move to the left and then shoot a portal on the wall above it.&lt;br /&gt;
*Go through the portal and land on the platform.&lt;br /&gt;
*Shoot the same portal at the end of the Beam activating the platform.&lt;br /&gt;
*When the platform is halfway through, shoot the other portal on the wall above disabling the laser field.&lt;br /&gt;
*Move to the other side of the wall and fire the same portal on the wall activating the moving platform.&lt;br /&gt;
*Wait for the platform to move to the other side and then drop down to the floor.&lt;br /&gt;
*Wait for the platform to move to the other side and then fire a portal on the wall next to you.&lt;br /&gt;
*Push the [[Switch]] and fire a portal on the wall above the plaform. Go through the portal.&lt;br /&gt;
*Place a portal at the end of the Beam and then put the other portal on the wall opposite of the lower receptacle.&lt;br /&gt;
*Wait for the platform to be halfway through and then fire the same portal on wall opposite of the upper receptacle.&lt;br /&gt;
*Pick up the [[Discouragement Redirection Cube]] and go to the other side of the laser field and then place the same portal on the wall activating the lower receptacle again.&lt;br /&gt;
*Wait for the platform to be completely on the other side an then fire the same portal to the wall directly on the opposite wall.&lt;br /&gt;
*Aim the cube to activate the receptacle on the opposite wall. Then go to the left and drop down to the area below.&lt;br /&gt;
*Shoot one of the portals on the wall near you and go through it.&lt;br /&gt;
*Place the portal back where it was and go in the [[Chamberlock]].&lt;br /&gt;
*Go in the [[Excursion Funnel]] and wait until Wheatley turns it off.&lt;br /&gt;
*Go through the door in the corner and drop down from the catwalk to the lower one.&lt;br /&gt;
*Drop down in the room.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Video walkthrough ==&lt;br /&gt;
{{Walkthrough}}&lt;br /&gt;
&lt;br /&gt;
== Related achievements ==&lt;br /&gt;
{{Show achievement|Portal 2|Smash TV|width=50%}}&lt;br /&gt;
&lt;br /&gt;
== Music ==&lt;br /&gt;
{{main|Portal 2 soundtrack}}&lt;br /&gt;
{{Track|TEST}}&lt;br /&gt;
&lt;br /&gt;
== Transcript ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;{{Spoiler|&lt;br /&gt;
[ARRIVAL] &amp;lt;br&amp;gt;&lt;br /&gt;
GLaDOS: Oh, my facility. &amp;lt;br&amp;gt;&lt;br /&gt;
GLaDOS: This place is SELF-DESTRUCTING, you idiot! &amp;lt;br&amp;gt;&lt;br /&gt;
Wheatley: Was. Was self-destructing - already fixed. &amp;lt;br&amp;gt;&lt;br /&gt;
[BANG] &amp;lt;br&amp;gt;&lt;br /&gt;
Wheatley: Programmed in one last tremor, for old time&#039;s sake. &amp;lt;br&amp;gt;&lt;br /&gt;
Wheatley: Two. One or two more tremors in there, just for fun. &amp;lt;br&amp;gt;&lt;br /&gt;
Announcer: WARNING: core overheating. Nuclear meltdown imminent. &amp;lt;br&amp;gt;&lt;br /&gt;
Wheatley: I let him keep his job. I&#039;m not a monster. Ignore what he said though, just keep on testing. &amp;lt;br&amp;gt;&lt;br /&gt;
Wheatley: Alright - still though - let&#039;s keep moving. Sorry about the [[Chamberlock|lift]]. It&#039;s out of service &#039;cause it melted. &amp;lt;br&amp;gt;&lt;br /&gt;
Wheatley: Might as well, you know, give you the tour. &amp;lt;br&amp;gt;&lt;br /&gt;
Wheatley: To your left, you&#039;ll see some lights. Of some kind. Don&#039;t know what they do... ...but very sciencey anyways. &amp;lt;br&amp;gt;&lt;br /&gt;
Wheatley: And to your right, there&#039;s something huge hurtling towards--- OH GOD RUN! YOU&#039;RE NOT SUPPOSED TO BE THERE! &amp;lt;br&amp;gt;&lt;br /&gt;
[BANG!] &amp;lt;br&amp;gt;&lt;br /&gt;
Wheatley: Are you alright back there? Here, I&#039;ll turn the [[Excursion Funnel|beam]] off. &amp;lt;br&amp;gt;&lt;br /&gt;
Wheatley: WAIT, WAIT, WAIT, WAIT, WAIT - aw - no, no, no, that&#039;s not helpful! That--- URRRGH! I didn&#039;t know that that wouldn&#039;t help! &amp;lt;br&amp;gt;&lt;br /&gt;
GLaDOS: After seeing what he&#039;s done to my facility - after we take over again - is it alright if I kill him? &amp;lt;br&amp;gt;&lt;br /&gt;
}}&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
*This is the only test chamber to feature the laser field in the entire game.&lt;br /&gt;
*This level introduces the only test element that does not appear in the Coop.&lt;br /&gt;
*During the Funnel Ride, you can see the starting location and the &#039;&#039;APERTURE SCIENCE&#039;&#039; logo right next to Test Chamber 15.&lt;br /&gt;
&lt;br /&gt;
{{TestChambersNav}}&lt;br /&gt;
[[Category:Portal 2 chambers]]&lt;/div&gt;</summary>
		<author><name>CompanionCubeYT</name></author>
	</entry>
	<entry>
		<id>https://theportalwiki.com/w/index.php?title=Portal_2_Chapter_4_Test_Chamber_20&amp;diff=176918</id>
		<title>Portal 2 Chapter 4 Test Chamber 20</title>
		<link rel="alternate" type="text/html" href="https://theportalwiki.com/w/index.php?title=Portal_2_Chapter_4_Test_Chamber_20&amp;diff=176918"/>
		<updated>2022-02-18T21:43:33Z</updated>

		<summary type="html">&lt;p&gt;CompanionCubeYT: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
{{Test Chamber Infobox&lt;br /&gt;
  | title      = Portal 2 Chapter 4 Test Chamber 20&lt;br /&gt;
  | valve-title= Triple Laser&lt;br /&gt;
  | map        = sp_a2_triple_laser.bsp&lt;br /&gt;
  | number     = 20&lt;br /&gt;
  | total      = 22&lt;br /&gt;
  | screenshot = Portal 2 Chapter 4 Test Chamber 20.png&lt;br /&gt;
  | icon1      = fling enter&lt;br /&gt;
  | icon2      = fling exit&lt;br /&gt;
  | icon3      = light bridge&lt;br /&gt;
  | icon4      = player button&lt;br /&gt;
  | icon5      = laser sensor on&lt;br /&gt;
  | icon6      = laser redirection on&lt;br /&gt;
  | icon7      = faith plate&lt;br /&gt;
  | icon8      = turret hazard&lt;br /&gt;
  | icon9      = laser hazard&lt;br /&gt;
  | icon10     = dirty water&lt;br /&gt;
  | previous   = Portal 2 Chapter 4 Test Chamber 19&lt;br /&gt;
  | next       = Portal 2 Chapter 4 Test Chamber 21 (Escape)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This is the twenty-ninth level of the game, and is the first level to be set within a fully-repaired and functional [[Aperture Science]] Test Chamber. This level requires the player to combine precise [[Portals|Portal]]-placement and multiple [[Thermal Discouragement Beam]]s in order to proceed. &lt;br /&gt;
&lt;br /&gt;
== Contents ==&lt;br /&gt;
&lt;br /&gt;
=== Mechanics ===&lt;br /&gt;
* Laser Receptacle&lt;br /&gt;
* [[Discouragement Redirection Cube]]&lt;br /&gt;
* Laser Relays&lt;br /&gt;
* Light Strip (blue, pink)&lt;br /&gt;
&lt;br /&gt;
=== Characters ===&lt;br /&gt;
* [[Chell]]&lt;br /&gt;
* [[GLaDOS]]&lt;br /&gt;
&lt;br /&gt;
=== Objective ===&lt;br /&gt;
* Complete GLaDOS&#039; Test Shaft (Test Chamber 20)&lt;br /&gt;
&lt;br /&gt;
=== Hazards ===&lt;br /&gt;
*[[Thermal Discouragement Beam]]&lt;br /&gt;
&lt;br /&gt;
== Walkthrough ==&lt;br /&gt;
{{Spoiler|block=yes|&lt;br /&gt;
*Walk over to the Beams and place a portal on the wall on the left-side where the Beam ends.&lt;br /&gt;
*Place the other portal to the column facing the three Receptacles.&lt;br /&gt;
*Pick up the [[Discouragement Redirection Cube|cube]] that is already redirecting one of the Beams. Place the cube in front of the portal, so the Beam activates the middle Receptacle.&lt;br /&gt;
*Pick up the other cube and place it over the beam coming from the ceiling. Aim it at the Receptacle on the right side.&lt;br /&gt;
*Go to the [[Chamberlock]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
It is also possible to complete this chamber without placing any portals if you position the cubes correctly and use a cube and quickly move the cube from side to side. If you do it correctly, holding down the strafe right movement key (default D) the door will open for a split second, letting you slip inside. This is a more difficult solution to the puzzle so the basic solution is recommended.&lt;br /&gt;
&lt;br /&gt;
== Video walkthrough ==&lt;br /&gt;
{{walkthrough}}&lt;br /&gt;
&lt;br /&gt;
== Music ==&lt;br /&gt;
{{main|Portal 2 soundtrack}}&lt;br /&gt;
{{Track|Triple Laser Phase}}&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
&lt;br /&gt;
*This is the first chamber to be completely cleaned after the destruction of the facility.&lt;br /&gt;
*This test chamber has also been memed several times.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
{{Gallery&lt;br /&gt;
|width=192&lt;br /&gt;
|height=108&lt;br /&gt;
|lines=2&lt;br /&gt;
|File:Portal 2 Chapter 4 Test Chamber 20 overview.png|alt1=An overview of the Test Chamber|An overview of the Test Chamber.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{TestChambersNav}}&lt;br /&gt;
[[Category:Portal_2_chambers]]&lt;/div&gt;</summary>
		<author><name>CompanionCubeYT</name></author>
	</entry>
</feed>