Difference between revisions of "Repulsion Intro"

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=General Route=
 
=General Route=
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The general route varies depending on the skill level. To complete the first room, a seamshot can be done, portaling through the wall and onto a raise portal surface beyond the first room ending. This skips needing the cube, and is among the fastest ways of completion. Continuing into the second room, elevating to the second level can be approached multiple ways. Amongst the ways are flinging yourself up through a portal on the wall, flinging yourself onto a beam next to the portal surface, and retrieving the cube (intended).
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Once up on the second level, you may hop across using the blue gel to retrieve the cube. Alternatively, you may use a splatter of gel on the left side to jump and grab the cube. From here, you complete the chamber as intended.
  
 
=Challenge Mode Specific=
 
=Challenge Mode Specific=

Revision as of 16:49, 4 January 2021

Map sp a3 jump intro.jpg

Repulsion Intro
  • File name sp_a3_jump_intro
  • Appearance The Fall
  • Native to Challenge Mode Yes
  • World record: loading...
  • Least portals: loading...


Overview

Repulsion is the 4th chamber of the Chapter 'The Fall', and is the formal introduction of the Blue gel.

General Route

The general route varies depending on the skill level. To complete the first room, a seamshot can be done, portaling through the wall and onto a raise portal surface beyond the first room ending. This skips needing the cube, and is among the fastest ways of completion. Continuing into the second room, elevating to the second level can be approached multiple ways. Amongst the ways are flinging yourself up through a portal on the wall, flinging yourself onto a beam next to the portal surface, and retrieving the cube (intended).

Once up on the second level, you may hop across using the blue gel to retrieve the cube. Alternatively, you may use a splatter of gel on the left side to jump and grab the cube. From here, you complete the chamber as intended.

Challenge Mode Specific

Full Game Specific

Full Game Dialogue

History