Test Chamber 10

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Revision as of 18:36, 22 June 2011 by Lord Melchior (talk | contribs) (Forgot to remove non-active icons.)
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Test Chamber 10
testchmb_a_10.bsp

Chamber number 1.pngChamber number 0.png


Test Chamber Infobox previous.png
Test Chamber Infobox next.png
Test Chamber Infobox Portal Guy.png
Chamber progress 1.pngChamber progress 0.pngChamber progress slash.pngChamber progress 1.pngChamber progress 9.png


Portal Test Chamber 10.png
Chamber icon cube dispenser.pngChamber icon cube hazard.pngChamber icon pellet hazard.pngChamber icon pellet catcher.pngChamber icon water hazard.png
Chamber icon fling enter on.pngChamber icon fling exit on.pngChamber icon turret hazard.pngChamber icon dirty water.pngChamber icon cake.png

This chamber is the eleventh level of the game. The level is used to introduce the player to flinging. In the level, GLaDOS explains that forward momentum is preserved between portals.

Hazards

  • none

Walkthrough

  • Place a portal on a nearby wall or on the floor.
  • Proceed through the portal onto the platform.
  • Proceed up the stairs and onto the extended piece of floor.
  • Place a portal on the floor below you, and jump through.
  • Place your portal on the piece of wall that recedes outwards upon entering.
  • Jump through the orange portal.
  • Place your portal on the piece of wall that recedes outwards upon landing
  • Jump through the orange portal once again.
  • Proceed into the chamberlock.

Video walkthrough

Download Download demo file