Portal – Levels 16–18 | Turrets, Companion Cube & Final Advanced Gauntlet
Three late‑game chambers in one run. In this video, I play Test Chambers 16, 17 and 18 in Portal, trecând prin primul contact cu turrets, camera legendară cu Weighted Companion Cube și apoi prin ultimul mare examen de flings și platforme înainte de „promisiunea” de tort. In Test Chamber 16, GLaDOS introduces the Aperture Science Sentry Turrets, so I learn to break their line of sight by dropping cubes through ceiling portals onto them, flanking them from behind with safe portal placements, and using walls as cover while I pick them up and knock them over. In Test Chamber 17, I meet the Weighted Companion Cube and use it to solve a multi‑stage High Energy Pellet puzzle: routing pellets through doors using timed buttons, raising a set of three platforms, then carrying the cube across the lifts to the final button—before GLaDOS forces me to incinerate it in the Emergency Intelligence Incinerator. In Test Chamber 18, the game throws everything at me: long‑range momentum flings over huge gaps, using a turret’s targeting beam to line up a pellet shot, riding moving platforms, bouncing off angled panels, and chaining multiple mid‑air flings with fast portal swaps to reach the final exit door of the test track. LIKE if you enjoy seeing the late‑game Portal mechanics all in one video, SUBSCRIBE for the escape sequence after Chamber 19, and tell me in the comments which of these three chambers gave you the most trouble: the turret rooms, the Companion Cube pellet puzzle, or the advanced fling gauntlet. Chambers: Test Chamber 16 – Turrets & line‑of‑sight tricks Test Chamber 17 – Companion Cube & triple pellet puzzle Test Chamber 18 – Advanced flings & final gauntlet Game: Portal Genre: Puzzle / First‑Person

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