Portal 2 Chapter 4 Test Chamber 21

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Portal 2 Chapter 4 Test Chamber 21
sp_a2_bts1.bsp Jail Break

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Portal 2 Chapter 4 Test Chamber 21.png
Chamber icon light bridge on.pngChamber icon cube dispenser on.pngChamber icon cube button on.pngChamber icon cube hazard on.pngChamber icon laser sensor.png
Chamber icon laser redirection.pngChamber icon turret hazard.pngChamber icon laser hazard.pngChamber icon water hazard on.pngChamber icon dirty water.png

This is the thirtieth level of the game, and the final part of Chapter 4. This level is set within a Test Chamber and the maintenance areas of the Aperture Science facility. This level advances the central plot, and does not contain any significant Portal-related challenges.

Portal 2 Chapter 4 Escape
sp_a2_bts2.bsp Escape

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Test Chamber Infobox previous disabled.png
Test Chamber Infobox next.png
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Chamber progress 2.pngChamber progress 2.pngChamber progress slash.pngChamber progress 2.pngChamber progress 2.png


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Hazards

Walkthrough

Intended Chamber Solution

  • Place a portal on the wall where the Hard Light Bridge ends and the other one on the left side of the exit.
  • Go through the portal and push the Switch.
  • Continue to walk to the cube.
  • Put the cube on the button.
  • Use the portal again to proceed to the chamber lock.

Actual Course of Action

  • Wait for Wheatley to open the wall and run to the Maintenance area.
  • Run to the left and continue forwards.
  • Turn right on just before the catwalk ends.
  • Turn left and jump down. Continue by to the right up the stairs.
  • Run forward as much as you can. Turn left and continue running.
  • Jump down on the left side.
  • Use the Bridge and run away from the Chamber until the Bridge disappears.
  • Turn to the opposite direction and continue running.
  • Jump from the catwalk to the area between chambers and run forward until you get to the wall.
  • Pick up the turret and knock over the turret behind it.
  • Turn left and go behind the tube and knock over the third turret.
  • Let go off the turret (make sure it gets knocked over).
  • Open a portal on the wall near the third turret. Shoot the other portal behind the panels where the third turret is. Go through the portal.
  • Run to the right and follow Wheatley until a turret is revealed on the left.
  • Get rid of the turret by using a portal and continue following Wheatley. Enter the elevator at the end of the catwalk.
  • Wait for the elevator to stop and go through the door.

Video walkthrough

Download demo files: Download Part 1Download Part 2

Related achievements

SaBOTour
SaBOTour
Make a break for it
Good Listener
Good Listener
Take GLaDOS' escape advice

Trivia

  • If you take too long to escape the test chamber, GLaDOS will fill the room with neurotoxin.
  • If you fall for GLaDOS's attempt to trick you back into testing, she traps you and fills the room with neurotoxin.

Music

An Accent Beyond by Aperture Science Psychoacoustics Laboratory [2:58] | Download Download | Play icon.png Play

Gallery

Test Chamber 21

Chamber 21

Involves Hard Light Bridges. Midway through the test, Wheatley turns off the lights and reveals himself. He tries talking in a bad American accent, thinking it is beyond GLaDOS' range of hearing, but realizes that is false and just breaks out of the chamber with Chell.

If you use a cheat code to spawn a sphere (a testing element cut out of the single player game) or cube on the button, the door will open, but the lights won't go out. Then use the bridge to go through the door, and then you'll find yourself in a pitch black room.

Additionally, if the player does NOT escape with Wheatley immediately, GLaDOS activates neurotoxin emitters in this chamber in an attempt to kill you. The neurotoxin is out of range as soon as the player leaves the chamber, however, since it closes itself.

As Wheatley and Chell make their way across the catwalks, Wheatley reveals the next part of his escape plan. They will take out the turret and neurotoxin production plants, then make their way back to GLaDOS's chamber and confront her a second time.

Test Chamber 22

Chamber 22

As Wheatley leads Chell away from the test area, GLaDOS claims that Chell had escaped just before she reached the final test. A wall opens, revealing the "Test Chamber," which GLaDOS says "is an easier way out that whatever asinine plan your friend came up with."

If the player enters this Test Chamber, they will realize it was a death trap, as the wall closes behind them while the room fills with neurotoxin, which will kill the player within 5 seconds of entering the "chamber". There is another door on the adjacent side of the entrance with plants visible through it, but the door shuts itself when the player gets close to it, due to GLaDOS fizzling the Weighted Companion Cube on the button that keeps the door open. There is no way to escape from the "chamber" except by reloading from the last save point. There is also a series of white panels making a heart shape on the wall.

Whether this trap was actually Test Chamber 22 is left ambiguous as GLaDOS drops several hints that Chell will have to test for the next 60 years before she dies. On the other hand, she implies she was going to kill Chell after she completed Test Chamber 21 and had apparently finished building ATLAS and P-body to replace Chell by then, so it's possible this was Test Chamber 22, or at least had the same function.

Going into this chamber unlocks the achievement "Good Listener".

Transcript

GLaDOS: I've got a surprise for you after this next test.
GLaDOS: Not a fake, tragic surprise like last time... ... a REAL surprise with tragic consequences.
GLaDOS: And real confetti this time.
GLaDOS: The good stuff - our last bag.
GLaDOS: Part of me's going to miss it, but at the end of the day, it was JUST taking up space.
[LIGHTS TURN OFF]
GLaDOS: What's going on? Who turned off the lights?
Wheatley: Hey, buddy!
Wheatley: I'm speakin' in an accent that is beyond her range of hearin'. I know I'm early, but we have---
GLaDOS: Look, metal ball - I CAN hear you.
Wheatley: Run - I don't need to do the voice - RUN...
Wheatley: RUN!!!
Wheatley: Come on, come on!
Wheatley: RUN! Come on! I'm closin' the doors!
Wheatley: OK, quick recap: we are escaping! That's what's happening now: we're escaping. So you're doing great. Just keep running!
Wheatley: Err, quick word about the future plans that I've got in store.
Wheatley: We're gonna shut down her turret production line, alright, turn off her neurotoxin, and then confront her.
Wheatley: Again though - for the moment - RUN!
Wheatley: This way, this way.
GLaDOS: The irony is you're almost at the last test.
GLaDOS: Here it is. Why don't you just do it? Trust me, it's the easiest way out than whatever asinine plan your friend came up with.
Wheatley: Whaaa? How stupid does she think we are?
Wheatley: Oof.
Wheatley: This way, this way.
Wheatley: Come on, come on!
Wheatley: WAARGH!
Wheatley: What's going on in there?!
Wheatley: Can you--- can you get out?!
Wheatley: We HAVE to get you out of there!
Turret: (Who are you?!)
Wheatley: Try to make your way back out here!
Turret: (Malfunctioning!)
Turret: (Shutting down.)
Wheatley: I heard gunfire! A bit late for this, but look out for gunfire! Probably doesn't help at this point, but I have at least tried.
Turret: (Awww!)
Turret: (Why?)
Turret: (WHEE! OW, OW, OW, OW, OW!)
Turret: (I don't blame you.)
Wheatley: You're OK! Great, come on!
Wheatley: This way, this way.
Wheatley: Turrets!
Wheatley: Go, go, go, go.
Wheatley: There's the exit! We're almost out of here.
[TESTCHAMBER MOVEMENT]
Wheatley: She's bringing the whole place down. HURRY! HURRY! This way.
Wheatley: GET IN THE LIFT! GET IN THE LIFT!
Wheatley: We made it, made it, made it, made it.
Wheatley: I'll meet you on the other side!

See also

Portal 2 Chapter 4 Test Chamber 21