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Game Portal 2: Passage. "Portal-2": fashion, cheats, codes

For a long time, the Aperture Science laboratory was in utter desolation, and until recently no one heard anything about GladOS. Our main character - Chell - stayed in the conservation for a long time. Now she again comes to her senses in an uncleared little room. With this mess and the game "Portal 2" begins. Get ready for an exciting and atmospheric adventure!

Passage of the game "Portal 2". Chapter One: "The Visit of Civility"

Wake up from the prolonged sleep, look around, listen to the speaker's pleasant speech, and finally, do a couple of simple exercises that teach you the basics of game mechanics. After all, calmly go back to bed. Next, after the next awakening, you will have a real apocalypse: the walls around start to crumble, and one of the hundreds of Wheatley personality modules has already come for your skin. His task is to save and extract from this infernal hell of at least one subject.

By a lucky chance, having already reached the familiar rest room, wait until the portal is opened. Further we take away a cube, we put it in the necessary place and we advance to the elevator. As you can see, at the initial levels we do not have to be very tense. "Portal 2", however, is a very peculiar project.

The test chamber number 1 is three divided compartments with buttons and portals. We are looking for that button that will give us a cube, and then teleport directly to it and place this cube on the button - this is the basic principle of gaining access to new levels and tests. Next, we find the portal gun, which can create so far one-way portals. In the next chamber, you need to pick up a cube, create a portal under it and dive in there following it, placing this geometric figure in the place assigned for the job.

Having reached the sixth test chamber, we find a pit and jump right into it, not forgetting to create a portal underneath. Flying the second portal, do not miss the opportunity to grab a second cube. Do again all the same operations with him and go further. On the next test, we will have to play a little with the height of the installation of portals. One we create on the curved plate, which is on the left. After that, we find the pit and jump into it. When we finally reach the cube, we throw it to the right of our own location. On the other side we create a portal on the highest place of the room, we successfully fly over and put the cube on the button again.

Then we move to the elevator to the next chamber, in which we already meet a friend from the very beginning of Whitley. We help him to connect to the console and move on. From this moment, serious difficulties begin in Portal 2. Passage will gradually become more dynamic and dangerous! Prepare for real tests of logic and ingenuity.

"Portal 2": the passage. Chapter 2: "Cold start"

The air reappears to all the familiar GladOS, and ahead awaits a lot of various tests and troubles. First you need to climb the platform and wait for the laser beam to appear. One portal is put exactly under it, and the second - strictly under the receiver, located on the ceiling. Going further through the rooms, we look for a cube reflecting the laser beams. With the help of it, we need to direct such a beam into the receiver to open the ladder. Install the portal, take back the cube, go back up using the portal. We put the cube on the button and climb further.

The way up in the next chamber can be built only with the help of portals. We direct both lasers (one with the help of a cube, the second with portals) into the correct holes. After that, we quickly activate the console button, lower the elevator, conduct a couple of manipulations with it and throw the cube on the button.

Do not you notice the simplicity to which all previous passions have accustomed us? "Portal 2" is gradually becoming more dynamic and impetuous, forcing the player to think each step more carefully and quickly.

The next test can be called just "flight plates". With their help, you can jump over huge distances, which is quite fun and will certainly come in handy in the future. Having finished a series of crazy flights, we activate the console from the opposite side of the room. After receiving the cube, we transfer it to the button, and then we go to the elevator to the next test.

At this stage, the passage of Portal 2 requires the utmost attention and concentration - you need to find two bent plates. We make a couple of portals on them. After that, using the "plate of faith" enjoy the flight. Calling the cube through the console, intercept it in flight, put it on the button and go further. However, Her Glory GladOS such a vigorous promotion of the main character will obviously not like it, and the next cube will suddenly be invalid, and only a little later we will get a real one.

We close the laser, climb the plate and create a portal under the cube so that it does not interfere with the beam now. In the next block, create a portal on an inclined plate, get a cube and use the portals to deliver it to the button. To get the next cube required to complete the level, we find an inclined surface. It is on it that we create a new portal. Further we jump, and the following portal to create already it will be necessary above itself. Having flown, we activate the console, received the cube we bring the laser to the receiver and we go into the elevator. At this point, a series of introductory tests of the game "Portal 2" is coming to an end. The passage (Chapter 2, in particular) has so far been relatively easy, given what we will encounter in the future. And there will be very demanded those basic skills that we have mastered in the first two chapters.

Do you think the same ease and carelessness is what Portal 2 will continue to pamper us? Passage (Chapter 3, especially) of further levels almost instantly dispels such dreams.

Chapter Three: "The Return"

So, all the same "Portal 2". Passage (3 chapter Especially) promises to be pretty busy ahead. Once in the ninth chamber where we meet Whitley, create a couple of portals (one in front of the panel of faith, the second on the sloping plate). We get the cube from the console, gently bring the beam to the receiver. Further, with the help of the portals, we move on to the doors, from where we continue to direct (all the same portals) the beam into the receiver.

On a new test, the player will be waiting for unrestrained fun under the colorful name "light bridges". We move to the opposite side with the help of such a bridge (it can be directed using a portal) and activate the console. Determine the direction where the cubes fall and guide the bridge so that they fall on it. We take the cube, then drop it to the right place and run further.

Then again we meet Wheatley, however, the conversation will not be tied up this time, and therefore we continue to pass the test in silence. The old-good turrets will be waiting for us on a new turn. You can disable them in several ways: throw a cube in them, throw the turrets themselves somewhere or have fun with them using a portal cannon.

To get to the cube, which these turrets guard, we direct the light post right in the center of the room and crash into it while jumping the faith. We jump to the cube, neutralize the turret. Then we throw it at the button. A little further the player will have to burn the turret with a reflective cube and a laser beam, which after this massacre can be sent to the receiver.

On the next test we get to the cube by manipulating it and the bridges and blocking the laser beam. We go to the descended platform, remove the bridge and go up to the next chapter.

Chapter four: "Surprise"

We continue our difficult passage. "Portal 2", being a rather unusual game, now and then throws up various sudden difficulties and surprises. Moving to the console, we call cubes. With the help of a laser, we destroy the turret, which will interfere with our progress, and activate the laser sensors (in appearance, lamps resembling those from the floor remind us). We create a bridge, thanks to which the cubes cease to fall into the water, and stamped in the direction of the exit. After another chatter with our Whitley companion, we get to a new test site, which will be quite long and multistage.

First we select the reflecting cube, which lies below. We change with its help the direction of the laser in such a way that it goes towards the sensor.

To the next cube we get by using the faith panel and portals, which should be neatly created above the panel, and also on the wall next to it. We close the portals for a while, "beating" the ceiling, without leaving the tile area. After seeing the sloping slab, we create one portal on it and one underneath, so we get to the cube. We destroy them the next turret and go on.

In the next room, you just need to direct the rays to the receivers and go into the elevator.

In the last test chamber, Whitley will help us unexpectedly - will open access to office space. Having reached the fork of the two bridges, in no case do we listen to the persuasion of the deceitful GLEDOS, who wishes to permanently imprison us in the laboratory. Ignoring her speech, we run to the end of the path and turn right. The chapter is passed.

Chapter Five: "Escape"

We follow Wheatley without being distracted and not deviating from the course. We reach the conveyor turrets. We jump on one tape, we move to the second. Save the turret with a flashing red light in front to get the achievement "Nothing personal". Further we jump downwards and we go along the assembly mechanism. Having reached the hall where the rejection of spoiled turrets is carried out, we grab the one that the "computer" threw away, and move forward with it further along the stairs. Whitley will take us to the control room and offer to destroy the mechanism. With the help of the portal we go into the room (after Whitley breaks the glass). We remove the turret from the reading field and become its place ourselves (we get the achievement "Full Scan"). After that, we put the broken turret in it.

Now our task will be a neurotoxin generator, which we know so well from the very beginning of the game. Together with Whitley we get into the control room of the process of manufacturing the neurotoxin. While our partner solves the problem with the computer, we put one portal above the laser beam (which we had previously passed by), and the second - to the panel on the right side. We cut absolutely all the hoses that are there, go back to Wheatley. And suddenly ... we fall into a trap! Having met with GladOS and Whitley, immediately neutralize the ill-fated computer and connect the partner to the port, pressing the button at the end of the room.

At the last moment, Whitley will suspect our main character in betrayal and leave in a long journey with the treacherous GladOS. Further passage ("Portal 2", Chapter 6: "Fall" , to be even more specific) will become increasingly unpredictable. However, at the same time, we will certainly learn new opportunities! During the passage of the game "Portal 2" (chapter six), we will certainly be really surprised.

Chapter Six: "Falling"

We continue our adventures in the game "Portal 2". Passage of the 6th chapter is described by many as "a march to the level of surprises", and soon you will understand why.

Here we are waiting for the first test, in which it will be necessary to apply a new technology - jumping gel! Here we get acquainted with its properties, what it gives us and what it will take. Using it, we jump over the pit, call the cube, put it on the button and exit through the door.

The next test is quite difficult. We climb onto the moving tile with a portal, take the cube and put it in place. A wall will open, with which we will paint the opposite side with gel. Thanks to this, we can climb even higher and take another cube, which we put on the second button. The next piece of the wall appears, with which we get to the next exit. We reach the elevator.

And here we suddenly encounter something that we have never seen before in the game "Portal 2". The passage (chapter 6) at this stage is noteworthy with the advent of new technologies developed earlier in Aperture Science. We will be thoroughly and thoroughly acquainted with all the properties of the accelerator gel. With its help we jump over the abyss, we climb up and cause for ourselves a cube. Next, as always, we reset it directly to the button and run through the door.

Believe me, you do not have to wait long to meet real difficulties and worries. At the beginning of the next level, having resorted to the help of portals, we climb onto the mobile plate, take with us the cube and put it on the button. A kind of "portal wall" opens, thanks to which we will repaint the opposite side with gel, and with its help we will jump even further and higher. Having reached the location of the cube, pick up and transfer to the second button - there will be another section of the wall. And only then we finally have the opportunity to get out of the level. We reach the elevator and move to the next chapter.

Chapter Seven: "Reunion"

There will already have to meet a number of rather sharp differences from previous locations, which will significantly affect the further development of the game "Portal 2". Passage (Chapter 7, in particular) will already represent a kind of collection of absolutely unprecedented difficulties and opportunities. In the course of our slow progress, we slowly but surely comb the entire laboratory in search of the traitor Whitley, with whom we have very personal accounts after recent events. On the initial test of this chapter, activate the button, which is on a hill. We plentifully sprinkle the entire surface of the springboard with a floating orange accelerator gel, jump over it to the opposite side of the room.

After jumping over, we take our cube and go back with the help of springboards. Putting it, we go to take off, but already on a different springboard. Having resorted to manipulations with gel, we get to the console, activate it and go into the door we need. The first acquaintance with the properties of the orange gel is over. It is this liquid that will ensure all further passage. "Portal 2" (Chapter 8, In particular) without using it will simply become an insurmountable trap.

Chapter eight: "Scabies"

We continue our dynamic and unrestrained passage. "Portal 2" and continues to with a characteristic style and style. Having reached the communications to the test chamber of the "turrets", we independently activate the button. We meet pleasantly surprised Whitley (who assumed that we are long dead), we are moving to the first test room he invented. Task: click the button, put the cube in place. Only after that we will be allowed to go further into the second room.

Here we are given the so-called gravitational (or excursion) funnels. They are intended for the slow movement of various objects in one particular direction. Such technology in the future our passage plays almost a key role.

We reach the second room, where the most "delicious" begins. Without losing a minute, we run into the ray of light and fly up. At the end of the beam, as well as on the wall behind the cube, you will need to create a portal, then fly up to the cube itself and grab it with you. Then, in the marked place, create a portal and move the cube directly into the beam. It will solidify on the button, so we can easily move on without problems.

The next test will be even more difficult. We jump into the beam of the funnel, at its end and on the perpendicular ray of the wall we create through the portal. Moving on them, create the next portal in such a way that through it we hit directly on the beam. After that, open the portal already on the marked spot on the floor, activate the console and carefully observe exactly where the cube falls. We take it and move it to the button, using gravitational rays. Passage to the next test chamber is open. But no matter how much we get tired of such difficult tasks of the game "Portal 2", the passage (Chapter 8, in particular) of the following test rooms will certainly not be weaker than the previous dynamics and hardcore.

In the new test, we teleport straight to the console on that side of the room. The portals of the entrance and exit are created above ourselves and at the point where the funnels with the walls meet. The space next to the console is filled with blue gel, after which we again activate the funnel and along with it we move the gel to the opposite side. Successfully moving, we run up to the button that inverts the direction of the funnel - it will come in handy to save the gel. Do everything in such a way that the liquid is at the top of the funnel, right next to its "source". Then create a portal over the turrets and move away from the button. When the gel is over the turrets, we remove the funnel - this will lower it to the turret.

After clearing our path, we move on to the next, final story of the whole game chapter.

Chapter Nine: "The moment in which he kills you"

In order not to happen what the title of the final chapter so unambiguously hinted at, we glance around and create one portal on the surface covered with white gel, and the second on the wall. Thus, we pour the plate on which we stand, and have time to create another portal, through which we evade mortal plates with spikes. Having reached the room where the glass is broken, we activate the robot and undermine the pipe containing the white gel, with the help of bombs flying to us. Next, you'll have to create portals on the floor and behind the glass, after which we get out of the room through them. Having stumbled on the conveyor belt, we leave to the left side to the metal bridge. Above the tubes, one of which abounds in bombs, and the other contains an orange gel, we create portals. We reach the activating button, click on it and observe how the conveyor belt is filled with all this porridge. After running a little further, at the end of the corridor on the left, we do not forget to create a portal through which we will flood everything with gel, and then we dive into the excursion funnel. It's time to prepare for the decisive battle.

And so we again found ourselves in a painfully familiar room where GladOS once ruled. True, now the situation will be different - we are facing our former Whitley companion. First you need to protect yourself with a pipe with a white gel from the gloating ruthless robot. After Whitley's attack, the entire gel is sprayed over the room, which will only be on hand. The principle of the struggle is simple and similar to what we saw in the first part: we catch the portal shells from the enemy and redirect them to inflict damage to the enemy. Attention! Whitley will actively use the shield after a couple hits from the player. In the appendage to everything, this protection will need to be attached modules, but do not disrupt them. When we deafen the robot with its own grenade, it will be necessary to quickly get to the blue gel, jump and attach to it a module that will constantly yell something awkward about space.

The fight will not be easy - the second round is yet to come. Here, the portal for grenades should be attached directly to Wheatley. Having coped with this task, we catch the next module.

The third time, too, will have to thoroughly sweat. If you do not pay attention to the fact that until the complete destruction of the laboratory was about one and a half minutes, then to attach the last module in the jump will obviously cost us considerable concentration and coherence of actions. Create for this a separate track from the accelerator gel under one of the plates. At the end of this trail, as well as above it, we put portals. After leaving, we finally attach this module to Wheatley.

After looking at the script scene that follows, we run to the resolution button for insoluble problems. Above her we create a portal, jump and then notice that the button is already mined before our arrival Wheatley. And for the sake of such a crushing defeat Chell passed through the fire, water and turrets? No! We take the cannon, we aim directly at the Moon and shoot it with any type of portal. After that, we enjoy a series of interesting final videos - the passage of the game "Portal 2" can be safely considered completely completed. You certainly managed to get all the aphivki during a trip to Aperture Science?

Cheat Codes and Modifications

Fans of the diversify and simplify the passage of the game Portal 2, cheat codes from which will properly help in the second case, you should certainly pay attention to the user add-ons and add-ons that will give the whole game a completely new color.

And although the level of development of modding Portal 2 still leaves much to be desired, players will always be able to admire the new textures of costumes, cannons and portals, various variations of which in huge quantities are freely available. In addition, there are more serious modifications that add to the game a new set of maps and tests. However, something radical, which would essentially change the gameplay or opened a new storyline for us, unfortunately, we can not expect from the modders.

With cheats, everything is much more interesting. If you are stuck at any level or just want to have fun with your soul, then to your choice there are dozens of different trainers, the functionality of which usually includes:

  • Super-stock of health.
  • Mega-speed of moving.
  • Teleportation to a specific location.

Moreover, using the console, which is called by pressing the "tilde" (~) key, the player can use the cheat codes functionality from the very beginning of the passage. With their help, you can significantly facilitate your progress on complex levels, easily perform any difficult test and just have plenty of fun.

To activate the cheat code it is enough to enter a certain combination of characters and confirm it by pressing the Enter key. As an example, we offer a list of the most popular codes for Portal 2 players:

  • Sv_cheats 1 - activation of the cheating mode (without previous input and confirmation of this command in the console other codes will be invalid);
  • God - complete invulnerability to any damage;
  • Noclip - the ability to move through walls and obstacles;
  • Ent_create_portal_weight_box - create a cube in front of you;
  • Ent_create_portal_metal_sphere - create a metal ball in front of you;
  • Sv_portal_placement_never_fail 1 - the ability to create portals absolutely on any surface.

Pleasant and fun games for you, gamers!

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