Fire a portal in the small room and the wall next to it. escape. In the advanced chamber, the weighted companion cube has become a ball, the platform activations are tougher, and an extra step has been added towards the end. then drop into the portal down below. Try not to get hit in the process. on a wall below the Wheatley monitors. Throughout the test, GLaDOS will make odd remarks about the companion cube, indicating how it is not alive, as if you are very attached to it and insisting that it is going to talk or do things. Look at the portal on the wall to the You'll end up in front of an array of Wheatley monitors. Either stand on the very side edge of the button, or wait until the pellet just passes, then quickly stand on the button to open the door before the pellet hits it. Others jump at every other step. So, in the first corridor, don't deflect the pellet off in some direction where you can't be sure you won't run into it later. Carefully step through to land on the other side of the walkway. However, you can bounce the pellet using the cube into the receiver. Chapter 3: The Return Place a blue portal on various walls, as you attempt to bounce the pellet that comes through into either of the side rooms at an angle. With enough tries and a little luck, you will be able to activate both of these receivers without moving more than enough to get the cube in the way of the pellet. Also, receiver 2’s pellet will always shut off the launcher located in that room, no matter which pellet actually made it in there. Chapter 10: You Know Who Once at the top, you should now see a corridor with energy pellets bouncing back and forth - hold the cube in front of you to deflect the pellets harmlessly. Chapter 4: The Surprise Time your move forward so that you are on the button at the critical moment and, without pause, keep going in the direction of the cube to retrieve it. ago and put a portal of the other color on one of the walls there. Walkthrough 2.a Waking Up 2.b Test Chambers 00-03 2.c Test Chambers 04-07 2.d Test Chambers 08-09 2.e Test Chambers 10-12 2.f Test Chamber 13 2.g Test Chamber 14 2.h Test Chamber 15 2.i Test Chamber 16 2.j Test Chamber 17 2.k Test Chamber 18 2.l Test Chamber 19 2.m Beyond the test chambers 3. You may quickly find that the ball seems to have a mind of its own, in that even if you set it down in a stationary setting, it may roll around aimlessly anyway. left of the monitors, then put a portal below you of the other color. Go through the portal and get the Frankenturret. Chapter 6: The Fall The pellet will bounce off the ceiling and hit the receiver. One of the platforms is easily raised without assistance from the cube. The third receiver has both buttons in the back, at a higher level. Place a portal within the second pellet corridor (the one easiest to get to from here, where the pellet hits the wall), and the other on the angled platform across from the angled platform with the pellet receiver. It's always a good idea to quicksave before facing danger because then, if things go wrong, you lose only the time to load the game and go back to try again. The radio is located underneath the third platform, and cannot be grabbed until after it is raised. While you cannot crawl into this, you can create a portal inside the area and explore.
Come back down and shoot the other color portal on the extended panel. Chapter 2: The Cold Boot

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