
Place the orange portal on the black pock mark the pellet leaves on the wall to transport the pellet to the other room. There should still be one bouncing energy pellet in one of the halls. Warp your way to the upper level of the room and backtrack to the long halls at the beginning of the testchamber. Look for a small wall panel near the ground that's jutting out and place a blue portal in the center of the panel. Place the companion cube on this elevated floor switch to depress it and open one of the two doors that lead to the third energy pellet receptor.īefore worrying about the second red floor switch, exit to the hall to return to the room with the risen platforms. Further into the hall is a second red floor switch that's on a platform that's barely too high to jump on. That takes care of the second receptor.Ĭarry the companion cube out of the hall and turn left down the larger hall with a red floor switch in the center. To get the pellet into the receptor, hold the companion cube in the pellet's line of fire to deflect it into the receptor. There's a very small room at the end of the hall with a energy pellet dispenser and receptor. Drop down to ground level with the weighted companion cube in hand and go into the narrow hall to the left. There are two more energy pellet receptors in the area, and each of them raises one of three platforms you need to escape the room. Place a blue portal on the center tile of the slanted wall and, eventually, a high energy pellet should travel from the previous hall, through the blue portal, and into the pellet receptor on the slanted wall across from your blue portal. In the next room, look for a slanted wall across the room and to the left. The other side of the portal won't be open yet, but you'll be ready to catch one of the created high energy pellets. When you reach the end of the second hall, place an orange portal on the wall where the black park mark is. You can either wait for the pellet to get ahead of you before running down the hall, or move down the hall backwards to deflect the pellet as it comes out of the dispenser. The hall bends right and runs the opposite direction with a second energy pellet dispenser firing high energy pellets behind you. Thankfully, the companion cube will deflect the energy pellet away from you, letting you progress through the hall unharmed. Meanwhile, in Portal Reloaded, I loved watching a video afterwards and seeing the different ways they can be done, Chamber 10(?) especially where it's possible to finish it in the present or future and it'll give you different dialogue for it.There's a high energy pellet dispenser at the end of the hall and it's firing pellets right at you. Don't get me wrong, I LOVE Portal Stories Mel, but I feel its level design was pretty bad a lot of the time and felt like it wasn't difficult but able to be figured out over time like the main game does, and PSM felt like there wasn't much room to deviate from what they intended. I think about Portal Stories Mel in comparison. Portal Reloaded is hard because you're dealing with a complex tool, but the levels are designed PERFECTLY for it and to make it (almost) feel like you definitely haven't tried everything. And the reason why was because it's the only level I feel instead of feeling like "Oh, there's so much to factor in it's hard to think of what to try" it was the one level I feel felt like "There's not much to work with here, what do I do?"


Exactly, I went through the whole thing and there was only once I just felt completely stuck.
