Your expert guide to Portal's Part 13, helping you conquer Test Chamber 14 with step-by-step instructions and helpful tips to overcome every puzzle.
Alright, let's dive into Part 13 of Portal! This section introduces some really interesting design ideas from the developers, especially regarding how they handled puzzles that could be skipped. We'll be navigating Test Chamber 14, so get ready to put those portal skills to the test!
Walkthrough
- 1First things first, turn around and look at the doorway. You'll see a black mark on the wall where an energy ball has been hitting it. Shoot a portal there. Now, shoot the other portal up above the receptacle in the middle of the room. This will get the scaffold moving.
- 2Next, aim for the small white patch of ceiling directly above the scaffold. Place a portal there, and then shoot the other portal on the wall. Wait for the scaffold to come underneath you, and then jump down.
- 3Grab the box that's on the scaffold. Once you have it, jump off. Now, place a portal on the wall right next to the highest piston, and then place another portal on the wall. Take your box, bring it through the portal, and place it on the button.
- 4After that, jump over to the lower platform and stand on the button. Shoot a portal through the door. Now, jump off the pedestal and shoot the other portal anywhere. Just run through it!
- 5After running through the portal, you'll find yourself in a small room. Search the walls for a camera.
- 6You'll then enter another portal, and it will be floating in the center of the room.
- 7Go into the chamberlock.
- 8Welcome to Test Chamber 14 (TC14)! Run forward. The panel will light up to your left. These are all symbols you've seen before. Keep going down.
- 9After leaving the hallway, you'll see a commentary node floating right there.
- 10Walk down the hallway to your left.
- 11While walking down the left hallway, you'll see another commentary node about halfway between the piston and the pit/rising stairs.
Tips:
- The developers mention that in early development, they experimented with puzzles requiring very few portal placements. While that idea didn't make it into the main story, it was later used for the post-game Challenge maps.
- There's a commentary node from Kerry Davis explaining how they implemented special triggers to prevent players from trapping themselves by portaling boxes through doors, leaving them stuck without a way to press buttons. The box delivery tubes were added to ensure players always had the necessary tools.
- You might notice a commentary node from Jepp Bennett discussing how some play testers found ways to skip parts of puzzles, like using the rising stair pit. In some cases, if bypassing the puzzle took more skill than solving it, the developers let these
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