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Ensure that you have the command cl_showpos enabled, with your current position co-ordinates laid out under the pos category in X, Y and Z format respectively. This section will be very familiar if you've attempted the "pancake shot" in Secret Panel.
Portal 2 turret how to#
How to line up your shot with cl_showpos 1 Using a low sensitivity bind is highly recommended for this segment! There should be a non-portable, black wall directly on your right side.
Portal 2 turret portable#
If this is done correctly, you should be nudged against a desk, staring at a portable wall in front of you. Go through it, and immediately move forwards and left. Shoot a portal as soon as you enter the room, on the first wall to the left of the doorway, and another at the far end of the doorway.
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Bunny hop along the catwalks until you reach the small office in which the template turret is housed. If you've done it correctly, you should be able to just squeeze through, skipping the entire sequence of portalling into the firing range and across.Īfter this, wall strafe down the catwalk until you reach the turret tossing section. Shoot the opposite portal to that which you're stood in onto this wall, and then quickly move backwards. Then, whilst standing in the above portal, aim at the wall directly across from you, in the room with the portable wall which you must usually shoot into. Once at the firing range, perform a portal stand to the very right as soon as you enter the doorway. After bunny hopping down the conveyer, jump down to the catwalks which bring you to the turret firing range. Once on this second conveyer, it is very useful to try and stay on the right most side of the conveyer, where there is only railing instead of conveyer - this ensures you aren't pushed backwards, helping you keep your momentum somewhat. Then, bunny hop along to the conveyer and strafe jump across the boxes along the intended route, to get to the conveyer going the opposite way. Jump through, and perform a re-portal when exiting to gain extra speed (not necessary, but helps). Shoot a portal in the bottom right hand corner of the wall above the Redemption Line, and then another on the portable surface straight in front of you (just beside the door). This strategy is not only easier, but also has no dependence on RNG and is either just as fast or faster, depending on execution.īeginning the level, circle jump down the corridor until you reach the door facing towards the Turret Redemption Line. However, this strategy was heavily dependent on RNG, and required a lineup to be performed consistently.įortunately, a new strategy involving a very precise portal shot through the final door, originally opened by Wheatley after a lengthy cutscene, was discovered.
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This was due to the models of defective turrets repelling one another in a way which allowed runners to construct a "flying machine" of sorts. The previous route used during this section involved collecting two defective turrets, and arranging them in such a formation that would allow you to ascend vertically, then skipping over the entire sequence of Wheatley "hacking" both doors and having to collect the defective turret for the template. In this map, you swap the turret template from an operational turret to a defective one, sabotaging GLaDOS' supply of turrets. Turret Sabotage is the second map in the chapter ' The Escape'.
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