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Part 16
Portal

Part 16

Complete Portal Part 16 by mastering double flings over barriers, using portals with energy balls, and navigating scaffolds to reach the exit.

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Complete Portal Part 16 by mastering double flings over barriers, using portals with energy balls, and navigating scaffolds to reach the exit.

Walkthrough
  1. 1
    Walk up the stairs to a pit. While jumping down, place a portal at your approximate landing zone. Then, while flying, place another where you would hit the ground. This will send you hurdling over the barrier. Once over, turn and face the energy ball dispenser and receptacle.
  2. 2
    Shoot a portal at the concrete slab and then another at your feet. While flying, shoot another where you would land to again go flying over yet another barrier.
  3. 3
    Look at the two slanted pieces of wall. On the right one, place one portal as far left as you can go. Then, on the other one, wait for the ball to bounce off of it once before placing the other portal. It will fly out of the other side headed straight for the receptacle.
  4. 4
    Next, point at the top of the wall with one portal, then at the ground with the other. As you are falling, place the other one where you would land. You will land on the other side.
  5. 5
    Walk over to the door to see scaffolds on rails. Shoot a portal all the way down the hallway to the far wall, and the other on the wall right next to the door. When a scaffold comes near, jump through the portal onto the scaffold.
  6. 6
    Then, turn left and shoot another portal at the far wall there. You can either wait for the scaffold to take you back to shoot another at the wall next to the door, or jump back through the portal you just came out of. Whatever you do, just be sure that there is a scaffold there when you jump.
  7. 7
    Once on the second one, turn to the right to see the next room. Shoot a portal there then either wait for the scaffold to take you back to your portal by the door, or shoot a portal at the wall along the hallway and jump through. For the instructions of this guide, walk over to the doorway and turn to face the room.
  8. 8
    Fast Method: Go over to any piston that is on the ground and hop on. While on it, jump on top of the black railings on either side. While standing on those, shoot a portal to the base of the piston that is up already. Be sure you are on the middle of the black railing, then jump off and shoot a portal where you would land. You will be sent flying up. While flying up next to the piston that is up, press the crouch button and move the analog stick toward the piston. You will end up on top of the piston. You don't have to crouch, but it does make it much, much easier.
  9. 9
    Proper Method: Go up the right piston. At the top, place one portal on the wall and the other portal all the way over to the other room that is diagonal from here. Push the button and then hurry over to the other room through the portal. Push the button here then go over to the doorway and shoot a portal at the pushed out concrete slab. Put the other one where the energy ball is hitting the floor.

Commentary Node: After flinging over the wall, it is under the two angled pieces of wall. [Robin Walker] "Perhaps the most important purpose of this final test chamber is to cement the double fling maneuver training. For previous flings, we employed a visual cue, a pushed out section of a wall. In preparation for the more free form behind-the-scenes levels, however, we took the training wheels off. To proceed, players must realize that they can double fling almost anywhere they want to, with or without hints."

Commentary Node: While standing in the doorway, it will be to the right near a piston. [Realm Lovejoy] "In this puzzle, we wanted players to realize that, using portals, they can travel long distances in a short step. Originally, we had stairs from the ground level to the upper rooms. Many play testers, however, were able to run from one room to the other quickly enough to consider it a solution without ever thinking to use the easier portal method. By changing the stairs to very slow moving lifts, we were able to level the travel time for all player experience levels, thus making the intended solution more clear."

Camera Shy: Turn and face the doorway. It is just above the door frame.

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