There is a laser, and a laser redirection cube, but you can't reach it yet.First, create a portal on the checkered floor near the angled wall withthe green target on it. Make a portal on the piece of floor that thelight funnel is flowing into. Stand on the checkered floor wherethe funnel should now be coming out from.
When you reach the ceiling, look down at the portal below you andmake a portal of the other color on the angled wall with the targeton it nearby. You will be thrown over to a frankencube. Pick up thecube and take it down to where the laser is shining. Put it in thepath of the laser to stop the funnel.
Use portals to get back up to the upper area. Put a portal on theangled wall with the target on it, then go over and put a portal ofthe other color on the angled wall near the Wheatley monitor.Get on the catapult in the upper area and you should be thrownthrough the portals to the laser redirection cube. Pick it up and takeit to the lower area. Put it in the path of the laser to make itshine at a white wall.
Now make a portal down here and another in the upper area, then take the frankencube through. Put it down on the checkered floor below thebig red button on the ceiling.
Put a portal where you made the laser shine using the laser redirectioncube. Put a portal of the other color on the wall across from the laser receiver near the two platforms near the exit door. Get on the platformthat comes down.
Now move the portals to make the laser stop shining into the receiver.Your platform will go up. Now use a portal under the laser redirection cube so it no longer blocks the laser that activates the funnel. Put a portalunder the funnel, then another on the floor where you put the frankencubeunder the big red button on the ceiling.
When the platform lowers,step onto it, then move the portals so the frankencube is no longer pushing the big red button. This raises your platform so you can reach theexit door.
Which eleven monitors do I have to break to obtain the Smash TV achievement?
I'm assuming it's the monitors that appear throughout Chapter 8?
But, having just run through Chapter 8 and trying to get this, I've just counted 14 monitors (and only managed to break 8 of them so far).
Have I miscounted?
Are some irrelevant? (maybe the first 3 in the 'easy' rooms?)
Are some irrelevant? (maybe the first 3 in the 'easy' rooms?)
Can you please use
badp>!
spoiler markup if you're going to explain how to break them; for now I'd just like to know which to break.42.2k4545 gold badges206206 silver badges419419 bronze badges
DMA57361DMA5736123.8k2323 gold badges123123 silver badges178178 bronze badges
4 Answers
Right, I've hit the achievement, and here's the info:
I've now counted 16 monitors in Chapter 8, but you can ignore the first 5, so you need to break all the monitors from the one found in the test chamber numbered
1/19
, up to the start of Chapter 9.Instruction for breaking each monitor:
Chamber 1
Move the cube to the lower section of the level. Use a ceiling-floor loop to get the cube to high speed then fling it from the opposite wall to the monitor.
Chamber 2
Move a cube to the ceiling using the vertical funnel position that forms the normal solve of the level and drop the funnel to fling the cube at the monitor from the wall in front of it.
Chamber 3
Another cube fling, either using a ceiling-floor loop or funnel to get the cube up to speed for the fling.
Chamber 4
You need to sneak round to behind the turret (I managed to run to the wall next to it before it could kill me, wait and then run again) and carry the turret towards the monitor. As long as you do this with the turret being 'OK' (ie, don't let it shut-down) then it will target and shoot the monitor for you. You might have to put it down (as long as it lands correctly).
Chamber 5 (has 2 monitors)
The closest monitor is broken by flinging a cube from the opposite wall using a vertical funnel in the centre. Place the launching portal directly under where the funnel hits the wall to ensure you're on target.
The second monitor only appears when you reach the exit door, and is broken by the same method but by flinging the cube from the far-right space on the angled launch pad opposite.
The second monitor only appears when you reach the exit door, and is broken by the same method but by flinging the cube from the far-right space on the angled launch pad opposite.
Chamber 6
Just step on the aerial faith plate to launch yourself at the monitor.
Chamber 11
Once you've set up your laser (for completing the level) instead place the exit portal on the wall facing the monitor near the target point for the laser. Then maybe tweak the angle of the laser with the box to point it at the monitor for a few seconds.
Chamber 12
When you're setting up the laser to aim at it's target, just point it right a bit (at the monitor) for a few seconds.
Chamber 15
I did this with a double-fling of myself. Set a on the opposite wall and one of the floor below it, step in to the one on the floor then fall in to the one on the floor again - this second fall should give you the speed to fling across for the break.
Portal 2 Break 11 Test Chamber Monitors
Chamber 16
This one was quite difficult, but basically you have to get hold of a turret and get that to shoot the monitor (as per chamber 4).
First, I used blue gel to remove two of the turrets (instead of all three as you would to solve the chamber). Then I carefully placed a portal on only half of where the funnel is hitting the wall and linked it to one on the floor - this means the funnel doesn't 'pass through' the portal, so you can effectively sit on that wall. From here you can shoot the other portal in to the wall above the turrets, then reposition the portal that's misaligned on the funnel's wall to let the funnel through. Then you can ride the funnel and drop down on top of the turret.
First, I used blue gel to remove two of the turrets (instead of all three as you would to solve the chamber). Then I carefully placed a portal on only half of where the funnel is hitting the wall and linked it to one on the floor - this means the funnel doesn't 'pass through' the portal, so you can effectively sit on that wall. From here you can shoot the other portal in to the wall above the turrets, then reposition the portal that's misaligned on the funnel's wall to let the funnel through. Then you can ride the funnel and drop down on top of the turret.
Additional monitor
Once you've started chapter 9, when Wheatley tells you that you're getting close to his lair, you can blow up the monitor using the falling bombs (this is the room that he tries to kill you with the spike plate and conveyor belt).
Please note that this does not contribute to the achievement.
DMA57361DMA57361Please note that this does not contribute to the achievement.
23.8k2323 gold badges123123 silver badges178178 bronze badges
The TVs that you can break to win the achievement: 1, 2, 3, 4, 5, 5, 6, 11, 12, 15, 16.
Here's how to do the later ones:
4. Use a turret. Blitz it and just point it at the screen..they appear to hate Wheatley.
5. For both, use cubes, easy enough to lift them up in the center and fling like you did yourself.
6. Roksan kandy ka-1 mkiii amplifier manual. Walk in, do nothing but hit the faith plate.
11. Laser.
12. Laser.
15. You.
16. Take out 2 turrets with goo, then either fling yourself out where you put the goo through or use a funnel. This one takes a while to nail down.
5. For both, use cubes, easy enough to lift them up in the center and fling like you did yourself.
6. Roksan kandy ka-1 mkiii amplifier manual. Walk in, do nothing but hit the faith plate.
11. Laser.
12. Laser.
15. You.
16. Take out 2 turrets with goo, then either fling yourself out where you put the goo through or use a funnel. This one takes a while to nail down.
Something interesting I found is that Wheatley has a new remark for every one you break.
Nick TNick T27.9k4848 gold badges179179 silver badges294294 bronze badges
There's a video on YouTube in case you still don't know how to solve some.
badp42.2k4545 gold badges206206 silver badges419419 bronze badges
mabakomabako
Just as an additional note, there's another one in Chapter 9 at the conveyor belt.
To get it, you'll have to
Place one portal under the bomb vent, and another directly opposite the monitor, on the side of the entrance to the room.
I've uploaded a YouTube video to show this one.
Edit: This does not count for the achievement Smash TV.
user56
protected by Community♦May 22 '11 at 14:15
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A special thanks to everyone who made the content included in this mod:
- August Loolam (Rantis)
- Benjamin Thomas Blodgett (BenVlodgi)
- Ben Bryant (Mevious)
- Bisqwit
- Carl Kenner
- Felix Griffin
- HMW
- Skotty
- TeamSpen210
Design your own palette, choose your style, and export to Portal 2! Now there is no limit to the number of different types of items you can have in a single room!
[New] Beta BEE2.4.x Instructions available on GitHub
Latest Release available here BEE2.4.x @ GitHub
[Old] Alpha BEE2.2.5Â View the update log at the bottom of the page
Portal 2 Chamber 16
Download the Alpha Automatic Installer @ ThinkingWithPortal.com
Re-Upload available here BEE2.2.5 Automatic Installer @ GitHub
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Update Log:
Alpha .2.5
I’ve made the variants for the drawbridge and vent. The vent’s working perfectly fine, but I did have to switch the drawbridge to the PTI model to work with portals correctly. I’ve got the timings pretty close, it really shouldn’t mess with any maps. I made a diff of all the changed files for this patch… -TeamSpen210
- Added descriptions with authorship for all Valve, BEEMOD and HMW’s items.
- Added more filters for ^ items, putting them into groups
- Test Elements – Laser emitters, cubes, pellet catchers etc
- Panels – including doors, Geometry – light strips, obs rooms, goo, glass
- Logic – triggers, both logic gates, portal helpers
- Custom – really new things like vents, crushers, reflection gel, pellets and paint fizzlers.
- Added packer commands for all the custom content.
- A heap of changes to the logic and other things in the drawbridge.
- Added a grating to the Old Aperture bridges, to provide an explanation for why gel on the bottom side isn’t useable.
- Fixed a few “leaks” in instances like obs rooms, lasers and some of the entry/exit corridors so VBSP optimises away the 128*128*4 backpanels and squarebeams brushes if they aren’t needed to seal the map (Gets rid of the large room around the observation room).
- Added the quiet styles back for the styles that already have the instances (not for P1 or Art Therapy).
- Retextured old frame instances so they properly line up together.
Alpha .2.4
- Item fixes
- item details filled out more thoroughly.
- Maybe More?
Alpha .2.3
- Who can remember?
- Could have been adding that piston panel
Alpha .2.2
- Added missing/ broken palette models
- instance updates
- Supported icon size for XP users
Alpha .2.1
- Added missing Portal 1 style files
Premier Release Alpha .2
- Includes everything (more than I care do mention)
- BEE2 application: palette designer and script generator, will manage all your items sort via filters, and let you easy create your own palette
- Portal 1 style
- Mevious’ new Rexaura Items
- New items by Carl
- BEEMOD items
- HMW’s items
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- Does not include the custom compiler
Return to Aperture for further testing. Our Portal 2 Walkthrough provides a walkthrough for story mode, tips for co-op, and unlockables.
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- April 21, 2011: Version 1.2 adds in the first two sections of the multiplayer story.
- April 20, 2011: Version 1.1 now contains the final three chapters of the single player story.
- April 19, 2011: Version 1.0 of the Portal 2 Game Guide completed. It currently features a walkthrough for the first six chapters along with Achievements and Trophies.
The Courtesy Call
This first chapter will introduce you to the basic controls of the game and return you to the beginning areas of the original Portal. Listen to the Announcer and Wheatley's instructions to get through the first movement tutorial. Once gaining full control, you will still be missing a portal gun; however the system will automatically form portals for you. Move through the orange portal on your left and then right through the door to the next passage. Here, grab the cub that drops and place it on the red pad, which will open the door to the next area. Take the elevator down to the first level of testing.
Floor 1
Because you still lack a portal gun, you will need to hit switches to turn on blue portals. There will also be an orange portal placed behind you. First hit the switch on the right and enter the portal to grab the cube. Return to the center and hit the left button, allowing access to the red pad. Enter the orange portal and leave the cube on the pad to unlock the door. Return back into the center and press the middle button to place the last blue portal. Take the orange portal again to reach the exit.
Floor 2
Start by moving forward to the portal gun stand. The ground will break below you, causing you to fall into the waters below. Move forward up the short stair case to gain the blue portal gun. Fire a blur portal and exit through the generated orange portal. Move right and head down the corridors until located the next automated orange portal. Fire a blue portal and exit through the orange one. Turn to the left and fire another blue portal near the exit. Backtrack through the orange portal and arrive at the exit.
Floor 3
Head down into the pit and fire a blue portal. Grab the cube that falls below and carry it through the portal. Drop off the cube on the red pad to unlock the door to the next area. In this room, fire a portal down the pit to the right. Grab the cube from there and enter the portal. Drop the cube down to the main area and fire a new portal to the second cube on the opposite platform. Head backwards and pick up the second cube through the portals and drop down. Place both cubes down to unlock the door ahead. In this next room place another blue portal to move through the orange portal on the roof. Move ahead and reach the elevator to the next floor.
Floor 4
Place a blue portal on the floor and exit from the already placed orange portal. Press the switch on the right and form a portal below the cube that drops. Take the cube and place it on the red pad to the right. This will construct a set of stairs on the left. Climb up these steps and shoot a portal on the diagonal platform. Hit the switch on the left to release the cube and the switch on the right to prevent it from entering the water. Grab this second cube and place it on the red platform at the top of the stairs. Enter the now unlocked door to reach the next floor.
Floor 5
On this floor fire a blue portal to exit out the orange portal above. Look down the long pit and fire another blue portal. Drop down and use the speed of the fall to propel you to the other side. Look down the hole to the left to locate a cube. Fire a portal here to release the cube back to the pit area. Hop back down and replace the blue portal at the bottom of the pit. Grab the cube and once again leap down below. Place the cube on the red pad on the right and enter the next room.
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