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Also, you can remove the portal surface on the celling, it only enables the cheese and you can get back from the high place simply by portalling up and catapulting yourself over the goo, so It's completely unneccesery.
Using different areas of the map as if they are not separated from each other. And that's exactly the concept of a wormhole. Distance does not matter anymore. You can use everything any time, as long as you can get to it in some convoluted game. Boy do I love Portal for these kind of puzzles! It feels so good to play them.
I always try to recapitulate in the end, how everything is connected and WHY it worked in the end. And here, it gets heavy to keep everything in the mind.
Everywhere you can walk, you can extend/move your Portals. So as long as you can get back in the end, you can place your Portal down there. But to get there, you have to change sides of the map so often - if you think how in the end you fly from the top left of the chamber to the angled surface over the water pit to the other angled surface and then back up again, only to keep momentum there and at the same time in the air, get your Portal to the "home" area, that's peak Portal to me.
Regarding the comments saying that only solutions should be provided that allow you to fling between two portals endlessly and think about the next step: That would sadly be limiting many ingenious solutions. That's the reason why I love this series: It forces me to think about portal placements and movements beforehand, and execute them at once. In so many Portal trailers and promotional videos you see that careless flinging and the momentum you feel doing it. But Portal chambers never have forced me to play that way, so I've never felt it.
The central move is clever, but executing it is unspeakably annoying. I'm not sure what's up with the setup of these portal placement helpers, they almost seem anti-helpful because they don't match each other properly on both panels across the whole thing. I tried the move at first, thought it was impossible and only returned to making it work recently.
Thumbs up for cleverness, but it's the first thumbs up in the no elements series that I hesitated with.
Portal up to the highest level in the map. On the portalable floor below you, place two portals and bounce in them up and down. When you come out of a portal look at the ceiling across from you, there's a portalable surface there. Place a portal on there (this is tricky!) and get back up to the highest level again, this will be possible when you reach your highest point from the portal. Place a portal in front of you so that if you go back through it at a later time you'll be at the highest point again. Go over to the exit room and place a portal on the angled panel.
Interestingly, anytime you have to fling angularly, such as using the extended arc flinging technique , it can cause some execution problems. Conceptually, however, it remains relatively easy.
I will seamlessly leave a map of my own here for you to test, it has a "no elemenrs" kind of room there. Each chamber is based on a deadly sin. Se7en Sins