Prima Games eGuides
primagames.com Browse Redeem a code Help
Portal eGuide
Sign in My Guides

Sign in or create an account

We'll email you a link. No password needed, and if you don't have an account yet, the link makes one.

By creating an account or signing in, you agree to our Terms of Service and Privacy Policy.

Have a password?

Had an account on the old eGuides site, or a code from a printed guide? Help and troubleshooting

Sign in with a password

By signing in, you agree to our Terms of Service and Privacy Policy.

Check your email

A sign-in link is on its way. It works once and expires in 15 minutes. Open it and you're in, with an account if you didn't already have one.

Contents

  • Essentials
    • Gameplay
      • Overview
      • Characters
      • Apparatuses
      • Portal Science
    • Portal Chamber Strategy
      • Chamber 13
      • Chamber 14
      • Chamber 15
      • Chamber 16
      • Chamber 17
      • Chamber 18
    • Extras
      • Portal Art
      • The Cake is No Lie
  • Walkthrough
    • Test Chambers
      • Chambers 00-01
      • Chambers 02-03
      • Chambers 04-05
      • Chambers 06-07
      • Chamber 08
      • Chamber 09
      • Chamber 10
      • Chamber 11
      • Chamber 12
      • Chamber 13
      • Chamber 14
      • Chamber 15
      • Chamber 16
      • Chamber 17
      • Chamber 18
    • The Escape
      • Part One
      • Part Two
      • Part Three
    • Advanced
      • Advanced Chamber 13
      • Advanced Chamber 14
      • Advanced Chamber 15
      • Advanced Chamber 16
      • Advanced Chamber 17
      • Advanced Chamber 18

Portal Guide › Walkthrough › Test Chambers

Chamber 16

Map Legend
1.Test Chamber 16 Start Point
2.Test Chamber 16

Caution

Although they may talk sweetly, the stationary turrets you encounter in Test Chamber 16 mean serious business indeed! When they get you in their laser sights, it’s curtains for you in just a few seconds. Luckily, there are a few ways to foil them. For one, their equilibrium leaves a lot to be desired, so you can simply walk into them and tip them over. They’re also very susceptible to being knocked over by Weighted Storage Cubes. You can also pick a turret up if you manage to get behind one, so feel free to smash turrets into each other. If you simply can’t avoid them, remember that Cubes block their fire.

When GLaDOS is done pontificating, the blast doors leading you into Test Chamber 16 open up. The first thing you see is a stationary turret facing away from you. Don’t worry—they’re only deadly if their laser sights are pointing at you. Just walk into it to tip it over.

As you walk down the hall, you’re greeted with a laser sight aiming straight in your path. Cross the threshold quickly, aim your first portal right next to the turret, and take cover on the other side of the threshold. Place your second portal on the wall here, walk through, and tip over the turret.

The next turret is down the hall, sitting atop some steps. Place your first portal behind it, and your second after you’re back behind cover. Walk through and neutralize the turret.

Getting rid of the next turret puts you between some nasty crossfire for a few seconds, so work fast. You see some Weighted Storage Cubes jammed between the wall and a protruding panel to your left as you approach a glass wall behind the next turret. Grab them and keep them handy.

Now run quickly and turn left when you’re in the turrets’ line of sight. You can’t place portals on the walls in this alcove, so look up at the ceiling, and aim your first portal at the conveniently marked “X.” Retreat back to cover, place your second portal on a safe wall, and drop one of your Cubes on the turret’s noggin.

Repeat the process for the turret placed opposite the one you just dispatched. There’s another “X” on the ceiling above it; aim here, and slam a Cube on its head.

Move to the spot where the turret you just foiled stood. In the room that’s now ahead of you, two turrets need taking out. There’s no “X” marking the spot this time, though, so try your best to aim above their heads. When your first portal is open, retreat to the disabled turret’s alcove, retrieve the Cube you used to kill it, and run somewhere safe. Open your second portal and drop the Cube on the first of the two active turrets.

Another Cube is just opposite the room where the disabled turret lies. Run there, retrieve the Cube, and bring it back with you to the safe alcove. Aim your first portal above the second turret, run back before you’re under too much fire, and drop the Cube on its head. You now have a little room to breathe.

The now-empty chamber leads into two other rooms—one with a red button and three turrets, and another with a bunch of Cubes stacked upon each other, plus a radio that plays Portal’s infectiously upbeat theme. Only one turret can harm you from the entrance to the button room, so take care of it first. Place your first portal above its head (note the “X” on the ceiling), and place your second on a safe wall. Seize a Cube, and bombs away!

The next turret, aiming squarely at the wall to your left, poses no threat. Simply tip it over. If you’re feeling brave, you can do the same to the next one, but since its stationed back in an alcove, you’re going to take some fire. If you want to play it safe, place your first portal on the “X” above it, and drop a Cube through your second portal back in the previous chamber. Now that the room is turret-free, place a Cube on the red button, and immediately take cover behind the wall adjacent to the blast doors—the open doors put you dead in the sights of the turret behind them.

The turret is behind a mesh partition, so just get in its sights for a second, and a fire a portal next to it. Place your second portal from behind cover, walk through, and tip the turret over.

The last turret is visible from here. Repeat the process: Place your first portal beside the turret, your second in the current room, walk through, and eliminate the turret. You are now free to exit Test Chamber 16.

Remember to try the advanced and portal challenge strategy sections of this chamber

Keep reading with a free account

The first 3 sections of Portal are open to everyone. An account opens the rest of it, and every other guide in the archive. It's free, and there's nothing to buy.

Bought guides on the old Prima Games site? Your account and every guide you own moved here, so there's nothing to buy again. Sign in.

Create a free account Or browse our free guides

PreviousChamber 15 NextChamber 17