How do I solve chamber 6, chapter 8 properly?
Yesterday I kludged my way around chamber 6 in The Itch. What I did:
- Obtain a cube, blocking it from emancipation with the wall
- Extend bridge ahead of turrets
- Once 'safely' through the emancipation grid keep a portal on the back side of the chamber
- Portal the cube on the other side of the room
- Now I can't setup the antiturret bridge again, so via trial and death I try and launch the cube as far as I can without being mowed down.
- Eventually I manage to push the cube on the button, not on the side with legs, and back out in the nick of time
- I move along
This must be suboptimal, and the... supervisor points out that surely there must be a better way. It then agrees there isn't, but in context that means very little.
Is there a better way, or is GLaDOS that sadistic?
Solution 1:
Here's what I did for the chamber it sounds like you're describing:
- Obtain a cube
- Place a hard light wall over the turret pit so when you call for a cube it's not immediately emancipated
- Hit the button and go catch it (or if you're really lucky, it will bounce back enough to stay up)
- Go up near the exit with the cube
- Use the light wall to prevent overshooting the catwalk
- Once there, place a portal to block off the turrets
- this is before walking around to the ledge above the button
- Go put the cube on the button
- Portal out, using the one you blocked the turrets with (orange in above picture would go on the surface to the left on this side of the emancipation field)
- Go back up to the exit
If you get it down (or don't mind getting more cubes), you can just throw the cube off the ledge onto the button and skip 3-6 entirely.
Solution 2:
You can still use the anti-turret bridge, only this time further from the turrets on the other side of the emancipation grid. You should be able to see the bridge source from your vantage point.