The Chamberlock is the room at the end of each Test Chamber that contains an elevator leading to the next one. The Chamberlock is the most common fixed-end goal of any test chamber, and its entrance is always covered by a Material Emancipation Grill to vaporize any unauthorized objects that pass through and remove any previously-placed portals. Chamberlocks appear in most levels of both Portal and Portal 2.

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Design

Portal

Chamberlocks in Portal are some of the smallest rooms in the game. For the most part, the chamberlock is a white, circular room with slatted walls. In the center is an elevator, which the player walks into in order to continue to the next chamber.

Portal 2

Portal 2 brought several changes to the design of the chamberlock. Unlike the chamberlocks in Portal the chamberlocks in Portal 2 are a great deal larger than their previous rendition, with the player being able to move freely around the central elevator. The elevator itself has undergone a change, with the player movement inside it much more restricted and with glass walls. A completely new addition to the chamberlock is the display-capable walls, which display video that often involves procedures for apocalyptic circumstances. Sometimes these displays correspond with the announcer's voice lines.
Note that not all chamberlocks in Portal 2 are the same, as the chamberlocks of the older aperture science facilities were similar in size and construction to those of Portal.

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The Emergency Intelligence Incinerator is a chute that leads directly to a series of furnaces deep within the Aperture Science Facility. Incinerators appear infrequently, but appear in specific locations during both Portal and Portal 2. Incinerators play a key role during Portal and appear only twice, and also appear briefly in Portal 2 early on in the game.

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Function

The purpose of the Incinerator is to safely and efficiency dispose of Aperture Science technology by providing easy access to the furnaces. In Portal, the player is forced to incinerate their Companion Cube in order to progress to the next test. During the final stages of the game, the player must pick up Personality Cores dislodged from GLaDOS and place them in the Incinerator in order to defeat her.

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Trivia

  • During Portal 2, a ruined Emergency Intelligence Incinerator can be spotted inside GLaDOS' old chamber, the area in which she is reactivated. After GLaDOS is reawakened, she drops the player into the Incinerator, which affords them with the opportunity to examine the furnaces first-hand.



The Aperture Science Material Emancipation Grill (also known as Emancipation Grills or fizzlers,) are shimmering, semi-transparent particle fields that appear in the Aperture Science testing facilities. Emancipation Grills disintegrate any object and blocks any portal that passes through, while allowing the player and the Handheld Portal Device to pass without issue.

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Function

The primary function of the Emancipation Grill is to vaporize any unauthorized equipment that passes through it while allowing test subjects and the Handheld Portal Device to pass through. When something is vaporized, the object turns black, hovers in mid-air, and disintegrates, emitting small flames and sparks. In Portal 2, this is accompanied with a loud sound when the object comes in contact with the Grill. The Emancipation Grill will glow brightly in Portal 2 as objects approach it to warn the player that it will vaporize the object once they come into contact. Portals also cannot pass through the Grill.
The Emancipation Grill also causes the Handheld Portal Device to shake, signaling that it has "rebooted", and that any portals that have been placed have now been removed. This functions to give the player a clean slate upon starting a new test. It also prevents players from navigating the Aperture Science testing facilities quickly by using portals.
An unforeseen consequence of repeated use of the Emancipation Grill has shown to emancipate teeth, tooth enamel, crowns, fillings, and ear canals.

Appearances

Portal

See also: Portal
In Portal, the Emancipation Grills appear as incandescent particle fields in many different locations.

Portal: Still Alive

In Portal: Still Alive, the Emancipation Grills appear as incandescent particle fields in many different locations.

Portal 2

See also: Portal 2
In Portal 2, Emancipation Grills appear more solid in nature compared to Portal. They are light blue in coloring and have a shimmering water-like appearance. In the developer commentary, it was noted that they look this way to appear more "safe" to players, while still showing that there is a barrier to inanimate objects.

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Videos

See also: Videos
The Material Emancipation Grill as it appears in a Chamberlock informational video.

Related Achievements

Portal: Still Alive

A Feeling Like Floating
A Feeling Like Floating
Dissolve a turret.

Portal 2

Preservation of Mass
Preservation of Mass
Break the rules in Test Chamber 07


An Unstationary Scaffold is a platform that, when activated, moves horizontally back and forth along a beam of blue light. It is used to access previously unreachable places and to bridge gaps over deadly substances or pitfalls.

Development

In the developer commentary of Portal, players learn that originally, the scaffold moved along a solid track, but playtesters found that they could cheat a level by walking along the track. Then, the developers made the rail 'electrified', so that contact with it would kill the player. This seemed harsh to playtesters, and made use of the scaffolds more difficult, as a slight slip could kill the player. The developers then moved on to the current design, where the scaffold is supported on a beam of light.



The Victory Lift is game mechanic introduced in Portal, first appearing in Test Chamber 06. It also makes frequent appearances in Portal 2. The Victory Lift is a simple platform that rises when it is activated by the player.

Function

The primary function of the Victory Lift is to allow the player access to areas that would otherwise be inaccessible. Victory Lifts are traditionally activated when the corresponding Button is activated by the player, and will rise when the player stands on them. Some Victory Lifts do not require the player to activate them, and these platforms are usually activated upon completion of a Test Chamber. Victory Lifts will usually (but not always) descend when a player has disembarked the lift.

Trivia

  • There are only 2 Victory Lifts in Portal to be used as puzzle elements.



The Aperture Science Aerial Faith Plate is a mechanism introduced in Portal 2. This device launches players over a gap or to a specific destination at a set velocity and height. It can be used in conjunction with portals, and the Plate's ability to preserve the velocity of the user makes it an effective means of travel to far or otherwise inaccessible places.
Aerial Faith Plates can also launch any object that is placed on them. Their mechanism is designed so that the player is launched either directly upward, forward or backward in motion. There is only one occasion in which an Aerial Faith Plate launches you sideways, which is during the final chapters of the game whenWheatley plans to kill you.
In Portal 2 - Education Version, the Aerial Faith Plate can generate an impulse with a specific amount of force (1-99N) and in a precise direction (0-90°).

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Demonstrations

Chamberlock Video

The Aerial Faith Plate as it appears in a Chamberlock informational video.

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Related Achievements

Portal 2



Pturretdactyl
Pturretdactyl
Use an Aerial Faith Plate to launch a turret



The Crusher is introduced in Portal 2, and is a derivative of Aperture Science's Panel technology. Crushers are an environmental hazard present in several test environments. If a test subject makes contact with a Crusher, they will be forced into the nearest hard surface and killed instantly. Crushers appear as large grey panels with a number of steel spikes firmly attached to them.
Crushers become more frequent during the final parts of the game (particularly in the chapter The Part Where He Kills You), and also appear frequently in Cooperative Testing Initiative.

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Function

Any object, including the player, will be perforated instantly upon contact with a Crusher. When active, a loud crunching noise is emitted in order to warn the player that they are approaching a Crusher, thereby allowing the player to avoid them.
In Co-op mode, if the player comes in contact with a Crusher while floating in an Excursion Funnel, the damage caused will be periodic until the player moves away or dies.

Trivia

  • Crushers were originally intended to appear in Portal, but were removed in the early stages of game development due to the additional complexity Valve added to test chambers.[citation needed]

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Panels are the fundamental building blocks of Aperture Science Test Chambers. Panels can be placed anywhere, and can be used to form walls, floors, ceilings or evenCrushers. Because the orientation, angle and height of Panels can be adjusted as needed, they can be reconfigured in order to create a near-infinite number of variations. Due to their range of uses and large number of possible permutations, Panels are an ideal choice for constructing test chambers, and allow those in charge to create new chambers with new obstacles and hazards on-the-fly.

Overview

Panels are capable of aiding or impeding the player's completion of the task at hand depending upon their placement. Non-static Panels in test chambers are usually activated through the use of Buttons, which will either add or remove panels to or from the player's path. For example, a series of Panels can be used to create a new walkway or staircase, provide a surface upon which a Portal can be placed, or to provide a barrier to prevent the loss of critical items such as Weighted Storage Cubes. Panels can be used effectively in virtually every test, making them very useful for trapping a Test Subject or shielding the player from a hazard. This mechanic becomes much more crucial during Co-op, as Panels are often present in order to block one partner from crashing into a hazard, or are used to prevent the duo from easily accessing a certain area.

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