name: the solutions, Portals 0.12.7
version: 0.12.7 v0.12.7-dirty

chamber: pull-request
// Blue by the start, orange behind the shelf: up to the cube.
shoot blue 11.0 2.0 3.5
shoot orange 0.0 4.0 7.0
walk_to 10.2 3.5
walk_to 12 3.5
wait 0.6
// Out on the shelf: take the cube, and drop down.
walk_to 2.2 6.8
grab
wait 0.5
walk_to 5.5 6.5
wait 0.8
// The cube on the merge button, and through the door.
walk_to 8.5 5.2
look 8.5 1.3 6.5
wait 0.6
use
wait 1.0
walk_to 6.0 5.2
walk_to 6.0 7.8
walk_to 6.0 11.5


chamber: reflow
// Fetch the reflection cube.
walk_to 4.5 5.0
grab
// Put it down in the line of the beam (z 3.5), facing north, to the plate.
walk_to 11.5 2.55
look 11.5 1.3 4.0
wait 0.4
use
wait 0.5
// Out of the beam's way, east of the cube; then the portals.
walk_to 13.5 2.0
shoot blue 14.99 5.0 9.5
shoot orange 0.99 2.0 3.5
wait 1.0
walk_to 16.5 2.5

chamber: power-banks
// Launcher 1 (east wall, z = 3) into the west wall, out of the north wall,
// down onto the bank at x = 3.
shoot blue 1.0 1.8 3.5
shoot orange 3.5 2.5 12.0
wait 4.5
// Launcher 2 (north wall, x = 10) into the south wall, out of the east
// wall, onto the bank at z = 6. Orange first, so nothing lands on bank 1.
shoot orange 14.0 2.5 6.5
shoot blue 10.5 1.8 1.0
wait 5.0
walk_to 6.5 11.0
walk_to 6.5 13.6

chamber: pack-the-bag
// Gadget two first: a portal under it in the drawer, one on the shelf's face.
wait 0.5
walk_to 10.5 5.3
shoot blue 10.5 1.0 7.3
shoot orange 4.0 4.0 7.5
wait 1.5
walk_to 6.5 6.0
grab
wait 0.4
walk_to 5.5 2.2
look 5.5 3.3 3.5
wait 0.6
use
wait 0.5
// Gadget one: the wall above the shelf, and in through its face.
walk_to 8.5 6.0
shoot blue 1.0 6.2 7.5
walk_to 2.5 8.0
wait 0.5
grab
wait 0.4
walk_to 5.5 8.5
wait 0.5
walk_to 8.5 2.2
look 8.5 3.3 3.5
wait 0.6
use
wait 1.0
// Out of the front door.
walk_to 6.9 8.5
walk_to 6.9 11.5

chamber: platform-11b
// A portal by the start, one on the rack's back wall: step up onto the rack.
shoot blue 1.0 3.0 2.5
shoot orange 2.5 5.0 9.0
walk_to -1 2.5
wait 0.4
grab
wait 0.4
// Down off the rack, to the dock; the ticket goes on the button.
walk_to 3.5 5.5
walk_to 3.2 3.5
wait 0.4
look 4.5 2.3 3.5
wait 0.6
use
// The train leaves at once: it is slower than you. Run and hop on.
wait 0.2
walk_to 3.4 4.4
walk_to 7.6 4.0
wait 3.2
walk_to 13.5 4

chamber: change-at-amersfoort
// A portal by the train door, one by the pole.
look 19.0 1.6 4.5
wait 0.3
shoot orange 19.0 1.6 4.5
walk_to 3.0 3.0
look 0.0 1.6 3.5
wait 0.3
shoot blue 0.0 1.6 3.5
// Check in, and step through.
walk_to 2.0 2.4
look 1.5 2.1 1.5
wait 0.3
use
walk_to 1.2 3.5
walk_to 0.0 3.5
walk_to 18.5 6.0
walk_to 18.5 7.5
walk_to 17.0 8.5


chamber: headwind
// The island: a portal where the gel drips.
shoot blue 13.6 1.0 7.5
// The roof over the end of the path. Looking east, the portal lies
// across the path, so the gel lands right under the cell shot.
walk_to 3.5 10.5
shoot orange 4.4 8.0 10.5
wait 1.6
// Move it back twice: nine metres of orange in a row.
walk_to 3.5 7.5
shoot orange 4.4 8.0 7.5
wait 1.6
walk_to 3.5 4.5
shoot orange 4.4 8.0 4.5
wait 1.6
// Back to the start, full speed down the path, and jump at the end.
// (The jump lands from 0.9 s to 1.3 s of running.)
walk_to 3.5 1.6
wait 0.5
face 0 0
walk 1.1
jump
walk_to 3.5 22.5
wait 1

chamber: the-dyke
// Floor portal under the drip, ceiling portal at the foot of the dyke.
shoot blue 2.5 1.0 4.6
shoot orange 7.9 9.0 7.0
// Let the gel come through and paint the floor by the dyke.
wait 2.5
walk_to 7.9 7.3
wait 1.5
face 0 0
jump
walk_to 7.9 9.5
// Cycle east along the top of the dyke to the ferry.
walk_to 13.5 8.5
// Step north onto the ferry; walking on the way it throws you does no harm.
face 0 0
walk 0.3
wait 4

chamber: loading-the-van
// Portals: the street wall to the attic.
shoot blue 1.0 2.0 4.5
shoot orange 1.0 5.0 14.5
walk_to 0.5 4.5
wait 0.3
walk_to 2.5 15.2
grab
wait 0.4
look 0.0 5.3 14.5
wait 0.5
walk_to 0.5 14.5
wait 0.4
// The gear onto the plate, and into the van.
walk_to 8.5 5.2
look 8.5 1.6 8.5
wait 0.4
use
wait 3
walk_to 14 2.9
walk_to 16.5 2.9


chamber: speed-cameras
// Drop the first crate on the west camera: the ceiling over it, then
// the floor of the hold under the crate.
shoot orange 1.5 5.0 19.3
shoot blue 1.6 1.0 1.5
wait 2.5
// The second crate on the east camera.
shoot orange 4.5 5.0 20.3
shoot blue 1.6 1.0 3.5
wait 2.5
// Both down: drive on.
walk_to 3.0 12.0
walk_to 2.7 22.5

chamber: the-wifi
// The east wall, where the funnel ends: one portal.
shoot blue 19.0 2.0 8.5
// The patch on the floor under the hatch: the other. Looking north, the
// portal lies along the hall, so the funnel comes up in the hatch.
shoot orange 9.5 1.0 16.0
// Step into the funnel: it carries you east, through, and up.
walk_to 10.5 7.3
face 0 0
walk 0.4
wait 5.5
// At the roof, over the deck: steer west, onto it, and on to the access point.
walk_to 7.5 15.5
walk_to 2.5 15.5
wait 1

chamber: daisy-chain
// Cube 1: onto the socket's line at z = 8, facing west: through power
// strip 1. The beam no longer reaches the south of the hall.
walk_to 14.5 5.5
grab
walk_to 13.8 8.5
look 10 1.3 8.5
wait 0.5
use
wait 0.3
// Cube 2: round the south of the hall to x = 4, z = 8, facing north:
// through power strip 2 into the stage inlet.
walk_to 14.5 5.5
grab
walk_to 10 6
walk_to 4.5 7.2
look 4.5 1.3 10
wait 0.5
use
wait 1.5
// Portals: the stage front, low, and the south wall, high, where the
// bridge now ends.
shoot blue 2.5 1.8 12
shoot orange 7.5 4.8 1.0
walk_to 2.5 10
walk_to 2.5 13
walk_to 7.5 4
walk_to 7.5 13
walk_to 14.5 13.5
